It took time to get those skins as well as their variations which affected the upload schedule. Skins that are not clickable as of the moment are still being processed. Video Trailer
Tags were requested.
Pre-Release trailer for the ADFX Morgan from Ace Combat Zero : The Belkan War.
BGM used- Magic Spear I (self edit)
Scenes Inspired from this
The video used sound effects from Ace Combat 7.
Better with headphones!
Released ADFX01 ADFX02
No problem. What I could tell you though is that you should try to mimic what other users do with their airliner cockpits. That way, you could get an idea on how you should start or at least continue on your progress.
I don't really make airliners so I don't have any experience or have actually seen any tutorials about it. What I would do, though, is to create a lot of segments on that section and cut the top as well as the bottom and create separate sections in order to put the windshield mask of the aircraft (I think it sounds confusing..)
It depends on you. I don't see the actual importance of helicopter wings on the tail in the game but I suggest putting any wing without any control surfaces whatsoever.
What I would do is to use two VTOL engines that has both directions for Yaw (inverted and not inverted) and putting at least one VTOL Thruster on the back of the aircraft. That's what I think would be the simplest without putting too much effort on the input.
Of course, you could just use one VTOL engine that can go both directions but let's just use two for now.
If you are currently using a contra-rotating system on your helicopter and desire to not use gyroscopes, a simple method is to use two engines that has inputs for Yaw facing both left and right directions. Since engines can be quite heavy, I suggest making the engines have zero mass by modifying it the Overload menu.
@Tiper4062
You can make the scale of the the part reduced by two to three decimal places (0.001).
If the part is still visible, you add another decimal place.
You cannot make things invisible in this game as far as I know. However, you can make things really, really small that it seems like it's invisible and still retain their function.
for example, you can make a rotator extremely small and still make it function as long as you correctly added inputs to it.
@TemporaryReplacement. Something like this is rare, quite possibly non-existent in the site. As someone who likes to build ships rather than other else, this is quite a treat as the code for the anti-aircraft can also be used for surface combat with a bit of tweaks.
Very nice, simple and clean plugin, though I have a change request if possible. Could the boat dock's terrain be lowered so that watercrafts can be as close to it (almost touching)?
@Slmplyawesome
Sailboats seems fairly simple by looks but they are often too hungry for parts, even sometimes needing more parts than a typical gunned ship. It seems to me that the ship you're referring to is fairly small (a brig is still larger than the boat I made) but still needing square sails (which I haven't figured out how to properly simulate with rotators or some such), I still have to learn how to make the square sails work the same way as they do in real life. This is also the reason why I stopped building my first sail-ship, the square sails is mind-consuming work for sailships. Though, I still am interested in making a larger sailboat with square sails, lets just see next time I try. I cant make a promise for now, though.
@Itzarock
What I often do is to modify an existing fuselage then just copy it from anywhere (right click-drag for windows).
I suggest when trying to get a vanilla part from the parts menu, try modifying them first before copying them. In that way, it saves you the time of doing and redoing every parts that needs to be fixed.
@Billion0wonder. I am considering either finishing or remaking this but with lesser parts. The main problem with this build is that it consumes too many parts with the hull alone. I still need to add sails, decor and whatnot.
@IDK0
@MAPA
@KudaOni
It took time to get those skins as well as their variations which affected the upload schedule. Skins that are not clickable as of the moment are still being processed.
Video Trailer
Tags were requested.
Historia mutat valde
Razgriz revelat ipsum:
Primum daemon scelestus est.
Video Trailer
Tags were requested.
Pre-Release trailer for the ADFX Morgan from Ace Combat Zero : The Belkan War.
BGM used- Magic Spear I (self edit)
Scenes Inspired from this
The video used sound effects from Ace Combat 7.
Better with headphones!
Released
ADFX01
ADFX02
@MIGFOXHOUND31BSM26.
Thanks for the opinion. Would you try to make it plausible?
You did not wait for me :(
No problem. What I could tell you though is that you should try to mimic what other users do with their airliner cockpits. That way, you could get an idea on how you should start or at least continue on your progress.
I don't really make airliners so I don't have any experience or have actually seen any tutorials about it. What I would do, though, is to create a lot of segments on that section and cut the top as well as the bottom and create separate sections in order to put the windshield mask of the aircraft (I think it sounds confusing..)
A lot of cutting, and experience to go with it.
Care for another destroyer? (Pin)
It depends on you. I don't see the actual importance of helicopter wings on the tail in the game but I suggest putting any wing without any control surfaces whatsoever.
What I would do is to use two VTOL engines that has both directions for Yaw (inverted and not inverted) and putting at least one VTOL Thruster on the back of the aircraft. That's what I think would be the simplest without putting too much effort on the input.
Of course, you could just use one VTOL engine that can go both directions but let's just use two for now.
If you are currently using a contra-rotating system on your helicopter and desire to not use gyroscopes, a simple method is to use two engines that has inputs for Yaw facing both left and right directions. Since engines can be quite heavy, I suggest making the engines have zero mass by modifying it the Overload menu.
@towarisch1145, I used to play back then but stopped midway. I kind of agree on Isokaze's stats though.
@Tiper4062. Go to the part where it's attached, press the name of the object you made 'invisible'.
@Tiper4062 correct.
@Tiper4062
You can make the scale of the the part reduced by two to three decimal places (0.001).
If the part is still visible, you add another decimal place.
You cannot make things invisible in this game as far as I know. However, you can make things really, really small that it seems like it's invisible and still retain their function.
for example, you can make a rotator extremely small and still make it function as long as you correctly added inputs to it.
ShinyGemsBro is temporarily banned. The user will be back in approximately a month.
@TemporaryReplacement. Something like this is rare, quite possibly non-existent in the site. As someone who likes to build ships rather than other else, this is quite a treat as the code for the anti-aircraft can also be used for surface combat with a bit of tweaks.
Thank you.
It would be nice to credit me with the whole build.
Very nice, simple and clean plugin, though I have a change request if possible. Could the boat dock's terrain be lowered so that watercrafts can be as close to it (almost touching)?
@Tanglednebula19 It is a part of the SeaTraffic Mod
angry spiky violent lady
what went wrong?
@CharlesDeGaulle
Thank you very much :))
@typeZERO
Cuteness solves a cold heart
(Im glad someone gets a reference I made lol)
In case you missed it, there is a PDF file for the ship regarding its specifications and controls (in-game)
click here
EDIT
THIRD PLACE
Thank you !
@Graingy
It took me like a couple of hours to get your point lol
I guess I actually needed that breakfast.
@Randomplayer
13,000 as far as I remember
@IDNSatyaSlebew
It does, need to sacrifice though since its basically my Platinum build.
Proud of both ships, though.
@YeetDoctor
it gets to be pinned on top of the front page of the site for a set amount of days.
Also, bragging rights.
@Kendog84
That would be great. If you want to, I could help by giving ideas if you're willing to add me on Discord (Silence#3424)
I am not first and therefore will sulk in the corner (pin)
I am not crying ;(
Aezakmi (pin)
noo:((@Ded
hollow fuselages, a lot of hollow fuselages.
@Slmplyawesome
Sailboats seems fairly simple by looks but they are often too hungry for parts, even sometimes needing more parts than a typical gunned ship. It seems to me that the ship you're referring to is fairly small (a brig is still larger than the boat I made) but still needing square sails (which I haven't figured out how to properly simulate with rotators or some such), I still have to learn how to make the square sails work the same way as they do in real life. This is also the reason why I stopped building my first sail-ship, the square sails is mind-consuming work for sailships. Though, I still am interested in making a larger sailboat with square sails, lets just see next time I try. I cant make a promise for now, though.
Thank you :D
@CR929thenewSPplayer
thank you :)))
Got featured (and reached Platinum), thank you!
-09/15/22
@YourLocalPerson
Thank you :)))
I love how this was a Cleveland build predecessor
next level realism.
@Itzarock
What I often do is to modify an existing fuselage then just copy it from anywhere (right click-drag for windows).
I suggest when trying to get a vanilla part from the parts menu, try modifying them first before copying them. In that way, it saves you the time of doing and redoing every parts that needs to be fixed.
I suggest disabling the drag next time so it wouldn't perform like a 1k-part build.
still good though.
@Billion0wonder. I am considering either finishing or remaking this but with lesser parts. The main problem with this build is that it consumes too many parts with the hull alone. I still need to add sails, decor and whatnot.
does it have unlimited flares
thank you! @realSavageMan
funky