Missiles that don't consistently obliterate planes like they're made of paper are always more fun to shoot things with! Also very nice build, great to see you putting your skill into a plane after so long!
Has to be tricky trying to put it in place while not even being able to see the refueling probe. Might wanna have it move a bit more forward. Otherwise, cool addition!
Can anyone explain the collider attribute for corners mentioned on the main update post? I haven't seen anything regarding how those can be edited, and by default they don't seem to be any different.
I'm already building a flared cruiser hull, even better than the one I uploaded! The fact you gave not one but FOUR places to cut from improved the fuselage block twenty-seven-fold!
Improved speed, though that leaves the possibility for failure. I would highly suggest setting partCollisionResponse to None to protect the track parts, wheels, etc from impact damage, putting that setting on those parts might help prevent failures.
@Chancey21 Well it's simple! Adjusting buoyancy in overload can give you any amount of buoyancy in any size of fuselage block. It's also dependent on mass so the overall mass of a fuselage block will affect buoyancy.
.
Fun little fact, hollow fuselage blocks have buoyancy stats in their overload menus so you can adjust it for them too.
Fun ship to use! I appreciate how the rear turrets turn in the same direction with the same inputs as the front, allowing them to be swung into aiming position alongside the front turrets with some selective AG activation before using both to shoot at the same target.
Someone else has done a blackout, only that one used a physical object which made the effect look like the end of a cartoon. This has a much more organic look to it, do any control surfaces get disabled during the effect? I think that could be possible to fully simulate losing consciousness.
Nice Decals and Aero, but you should have removed drag and mass from the decals and checked the connections of these parts frequently while adding them, if not upped the engine horsepower. The performance is hampered and some parts (beyond the doors which is understandable given the decals over them) are left stuck when they should move. Not to mention the car seems to bounce around for some reason when driving along.
SavageMan is probably my favorite in terms of general building, 1918 being second place. Of course I also appreciate BogdanX's work too. I miss RandomUsername, they were one of my favorite builders when they were around for the refined functional builds they developed.
Building lots of stuff other than aircraft seems to make you less of a target. I’ve never seen a car or submarine of mine on that freeloader’s black market.
Quite visually interesting for such a low part count. The piston arrangement seems a bit unnecessarily roomy though. Pistons that can be hidden in the submarine are normally sufficient in maintaining stability with the right adjustments.
One thing I would suggest is a guide in the description on a place where this can be spawned. Or a version that floats so it can be spawned in the water, otherwise great build!
They just released a player content feature, so it seems they have some interest. That said, from what I've heard SP has been difficult to work on for them due to its age and coding.
If you're looking to limit speed here's a couple tips
.
1)Add a lot of drag to a single large part of the hull. A simple and natural way to limit speed.
.
2)For precise Top Speed, add an Airbrake with the input "v>X" with X being your chosen speed (mph). This will activate when you reach that speed, if it's too powerful you can lower the max in input controller. If too weak you can raise it.
Really sucks to see your work unused, but you are definitely right on the money as to the reasoning. I hope at some point this mod can influence the path of development for fuselage blocks in the future, perhaps in an SP2 if SP is truly too rickedy to handle this.
You want your build to be clearly visible, no night screenshots! A well lit daytime screenshot is best. Picking some nice scenery to have your build in or around (such as places in a Mod map) can help make it more eye catching. Some simple yet nice labeling can also help make a screenshot more noticeable among the others.
@SteelwingAerospace Good question! The simple way of making default missiles fire from underwater is to add a thing to the “missile” part of the Overload menu. “waterproof” to the left and “true” to the right (without quotes).
.
For what I have done with my subs, it involves making what is functionally a deployable aircraft which can maneuver and is equipped with a bomb warhead or weapon. For ballistic missiles, the cannon is a good option alongside the use of a winch to keep the missile connected after launch. They’ve used things ranging from zero damage guns, rocket boosters, or even just detacher force to push them out of the water enough for the jet engines to carry them along.
@WolfSpark The Keeling from the book that the movie is based on is a Mahan, so this is in fact the Destroyer from the book. The movie used the Kidd (A Fletcher) because it was an actual world war 2 destroyer they were able to find and use as a Set.
@TMach5 Well I use the Ocean mod, which doubles as a great underwater camera mod since it doesn't force you into orbit camera unlike WNP's underwater camera mod. I chose a blue color for the ocean from its underwater color option. (since it has that and the default color is an odd grey, at least it was for me)
Action: Gameplay recording was used to record short clips before going to ezgif to convert them into Gifs. I then post those Gifs onto discord (since Imgur, and seemingly all image host sites are unreliable for images here), open original, copy that link for use on the post.
If they can't IP ban then white users are gonna end up with comment restrictions
+1@Gestour Awesome!
+1Missiles that don't consistently obliterate planes like they're made of paper are always more fun to shoot things with! Also very nice build, great to see you putting your skill into a plane after so long!
+1@JuanNotAnAlt My mistake, I fixed it
+1I just got spammed by this brat! Glad they've been booted. At this point they're gonna have to put a comment limit on White Users
+1Has to be tricky trying to put it in place while not even being able to see the refueling probe. Might wanna have it move a bit more forward. Otherwise, cool addition!
+1Oh gosh I just had an awful idea, imagine if someone uploaded the Bee Movie script.
+1The Update has busted this mod, ships either don't spawn at all or you get blips suddenly appearing inside of you.
+1@BeastHunter
+1@AWESOMENESS360
@Iaffey
Can a plane in this game ever look better? This is the pinnacle of smooth!
+1Can anyone explain the collider attribute for corners mentioned on the main update post? I haven't seen anything regarding how those can be edited, and by default they don't seem to be any different.
+1Has anyone else experienced a glitch where AI planes spawn but don't generate radar blips (and thus are not targetable)?
+1I'm already building a flared cruiser hull, even better than the one I uploaded! The fact you gave not one but FOUR places to cut from improved the fuselage block twenty-seven-fold!
+1@asteroidbook345 I was wondering that as well, I looked for a Beta on steam and found none.
+1Nice custom bumper, if you wanna increase top speed you can do so via adjusting maxAngularVelocity on the wheels.
+1Improved speed, though that leaves the possibility for failure. I would highly suggest setting partCollisionResponse to None to protect the track parts, wheels, etc from impact damage, putting that setting on those parts might help prevent failures.
+1@Chancey21 Well it's simple! Adjusting buoyancy in overload can give you any amount of buoyancy in any size of fuselage block. It's also dependent on mass so the overall mass of a fuselage block will affect buoyancy.
+1.
Fun little fact, hollow fuselage blocks have buoyancy stats in their overload menus so you can adjust it for them too.
Fun ship to use! I appreciate how the rear turrets turn in the same direction with the same inputs as the front, allowing them to be swung into aiming position alongside the front turrets with some selective AG activation before using both to shoot at the same target.
+1Missile Cruiser, with a better hull than in my past builds. I got an idea how I’ll exploit the fuselage cutting feature.
+1Someone else has done a blackout, only that one used a physical object which made the effect look like the end of a cartoon. This has a much more organic look to it, do any control surfaces get disabled during the effect? I think that could be possible to fully simulate losing consciousness.
+1Nice Decals and Aero, but you should have removed drag and mass from the decals and checked the connections of these parts frequently while adding them, if not upped the engine horsepower. The performance is hampered and some parts (beyond the doors which is understandable given the decals over them) are left stuck when they should move. Not to mention the car seems to bounce around for some reason when driving along.
+1Another!?
+1@Viper_Z3R0 A simple but great idea, put it on the suggestions post Andrew made! Its right after the announcement for SPVR.
+1SavageMan is probably my favorite in terms of general building, 1918 being second place. Of course I also appreciate BogdanX's work too. I miss RandomUsername, they were one of my favorite builders when they were around for the refined functional builds they developed.
+1Dear golly, the 10k+ Builds are coming! The Yamato has opened the way to computer annihilation!
+1It's flat, the round SP myth is a Beluginati conspiracy, wake up sheeple!!1!!11!!!
+1Tellllll usssss hoooowwww pleeeeaaaase, or we could wait for this build to come out lol.
+1@Biro Oh, have so many noobs done the same question format that it's become a joke? lol.
+1Building lots of stuff other than aircraft seems to make you less of a target. I’ve never seen a car or submarine of mine on that freeloader’s black market.
+1Quite visually interesting for such a low part count. The piston arrangement seems a bit unnecessarily roomy though. Pistons that can be hidden in the submarine are normally sufficient in maintaining stability with the right adjustments.
+1@ThomasRoderick Arguably, since its functions are much like my submarines.
+1@SyntheticL
+1@AWESOMENESS360
@V
Could this be the highest part build on site?
+1Holy crap that's a lot of parts, but the results show lol. Beautiful boat!
+1That does not look like 416 parts, very nice job!
+1One thing I would suggest is a guide in the description on a place where this can be spawned. Or a version that floats so it can be spawned in the water, otherwise great build!
+1They just released a player content feature, so it seems they have some interest. That said, from what I've heard SP has been difficult to work on for them due to its age and coding.
+1Dear god it's got half the part count of that Yamato!
+1If you're looking to limit speed here's a couple tips
+1.
1)Add a lot of drag to a single large part of the hull. A simple and natural way to limit speed.
.
2)For precise Top Speed, add an Airbrake with the input "v>X" with X being your chosen speed (mph). This will activate when you reach that speed, if it's too powerful you can lower the max in input controller. If too weak you can raise it.
Better Ocean for Mobile? Finally they get some good water effects!
+1Well seems manual transmissions are steadily starting to catch on, cool!
+1Really sucks to see your work unused, but you are definitely right on the money as to the reasoning. I hope at some point this mod can influence the path of development for fuselage blocks in the future, perhaps in an SP2 if SP is truly too rickedy to handle this.
+1@Kennneth An ocean visuals improving mod that doesn't affect FPS? Now that's something!
+1Oh sweet! You used a whole lotta peeps cars in this, even saw a couple of mine in there hehe.
+1You want your build to be clearly visible, no night screenshots! A well lit daytime screenshot is best. Picking some nice scenery to have your build in or around (such as places in a Mod map) can help make it more eye catching. Some simple yet nice labeling can also help make a screenshot more noticeable among the others.
+1@SteelwingAerospace Good question! The simple way of making default missiles fire from underwater is to add a thing to the “missile” part of the Overload menu. “waterproof” to the left and “true” to the right (without quotes).
+1.
For what I have done with my subs, it involves making what is functionally a deployable aircraft which can maneuver and is equipped with a bomb warhead or weapon. For ballistic missiles, the cannon is a good option alongside the use of a winch to keep the missile connected after launch. They’ve used things ranging from zero damage guns, rocket boosters, or even just detacher force to push them out of the water enough for the jet engines to carry them along.
@TheVexedVortex Record a short clip with whatever gameplay recording thing you have, import to ezgif, save converted gif.
+1@WolfSpark The Keeling from the book that the movie is based on is a Mahan, so this is in fact the Destroyer from the book. The movie used the Kidd (A Fletcher) because it was an actual world war 2 destroyer they were able to find and use as a Set.
+1@TMach5 Well I use the Ocean mod, which doubles as a great underwater camera mod since it doesn't force you into orbit camera unlike WNP's underwater camera mod. I chose a blue color for the ocean from its underwater color option. (since it has that and the default color is an odd grey, at least it was for me)
Action: Gameplay recording was used to record short clips before going to ezgif to convert them into Gifs. I then post those Gifs onto discord (since Imgur, and seemingly all image host sites are unreliable for images here), open original, copy that link for use on the post.
+1@Ruskiwaffle1991 They really should!
+1