Not much detail? Why don't smooth curves count as detail?
I don't get why you're so amazed by the part count. Smooth curves need a lot of polygons and therefore fuselage blocks. Each wing is about 100 blocks. The engine-fuselage assembly is about 100. Nose, 100, cockpit, 100. External fuel tanks are about 80 parts each. It adds up.
@EternalDarkness OK, I figured it out. Apparently, if you spawn the target at "Wright final approach," the game doesn't consider it a hostile target. Spawned it at "default" and the missiles worked perfectly.
@EternalDarkness I tried that, but it doesn't do anything. 1 to activate, aim it in the direction I want, spawn a slow flying target drone, select air-to-air. Target reticle stays blue and pressing FireWeapons does nothing...
Excellent performance, it's really great at climbing steep slopes -- I was able to take it all the way to the top of the hills by the Wright runway. The tyres look a little too small for the frame. The appearance could be improved, but the performance in terms of terrain-holding ability is probably the best I've seen so far.
@temporaryaccount I don't know about the shocked part -- resentful is more like it -- and it was 1.4 years ago, by the way. As for the pixel-blocks script, I don't have it.
@ThePilotDude You really think I haven't? They just don't work well, and would be spots of imperfection on my (to me) perfect builds. Consider: there's no way to make actual wheel wells inside a tube of fuselage blocks, or landing gear doors that sit flush with complex curved surfaces. So you have landing gears and doors materialising out of solid blocks. Then there are the problems with rotators and suspensions and wheels, and the fact that every rotator, piston, shock absorber, or detacher creates another "Body" in your build, which means more physics calculations and lag for large/complex builds. This is the reason I try to avoid moving parts entirely on my builds and use things like airbrakes and control surfaces to simulate door panels.
Lastly, one landing gear is pretty much the same as another, as are control surfaces, and I get no joy out of building them. I play this game for fun, not as a chore. Doing the same things over and over again seems like a chore to me.
It gets a little old when people constantly assume I'm doing things (or not doing them) out of ignorance or laziness or whatever, when they're carefully considered choices.
@ChickenMcNuggets007 Umm, you see a build like this, and all you have to say is "No cleavers?" One, there's nothing stopping you from adding whatever weapons you like, and two, try to be a bit more positive, OK?
@grizzlitn I think it's much better than Top Gun, there's a lot more footage of fighters than of singing in bars, and some of the shots are just stunning.
@Alex0921 I use lots of fuselage blocks to create smooth shapes. In the beginning I was setting the scales and offsets by hand, then I wrote scripts to do it. As for speed, you can mod the power of engines, so you can go as fast as you want.
@Texasfam04 By overlap do you mean that the slices don't exactly line up where the curves are sharper? That's not intentional - it's something the game engine (or the Unity engine) does, unfortunately. When I generate the XML the numbers are exact, but as soon as I open the XML file in the in-game editor the numbers get mangled a tiny bit, i.e., 0.03 will become 0.029995, which causes that scaled or ribbed effect.
@Spectre2520 Well, the F-15 is made out of fairly complicated shapes.
@tsampoy Thanks. For an answer to your question, see this reply.
@parjay See here
@grizzlitn thanks beaucoup :)
@Trijets They're big by choice. And if they're good, why not upvote them?
Thanks, @CRJ900Pilot
Thanks, @ThePrototype
@BaconRoll The Eagle has landed?
+2Thanks, @CRJ900Pilot
@Spectre2520 Thanks, but what do you mean by smooth style?
@Texasfam04 Yeah, I might have an idea...
Thanks, @Texasfam04. It's probably impossible to have a usable cargo bay and maintain the smoothness of the fuselage. I might give it a try.
@F104Deathtrap
Not much detail? Why don't smooth curves count as detail?
I don't get why you're so amazed by the part count. Smooth curves need a lot of polygons and therefore fuselage blocks. Each wing is about 100 blocks. The engine-fuselage assembly is about 100. Nose, 100, cockpit, 100. External fuel tanks are about 80 parts each. It adds up.
Thanks, @Strikefighter04
@Chancey21
+2@WingMan You can, but that would probably ruin the balance of the aircraft unless you were very careful.
@EternalDarkness OK, I figured it out. Apparently, if you spawn the target at "Wright final approach," the game doesn't consider it a hostile target. Spawned it at "default" and the missiles worked perfectly.
+1@EternalDarkness I tried that, but it doesn't do anything. 1 to activate, aim it in the direction I want, spawn a slow flying target drone, select air-to-air. Target reticle stays blue and pressing FireWeapons does nothing...
+1How do I fire it?
+1Excellent performance, it's really great at climbing steep slopes -- I was able to take it all the way to the top of the hills by the Wright runway. The tyres look a little too small for the frame. The appearance could be improved, but the performance in terms of terrain-holding ability is probably the best I've seen so far.
+2@Texasfam04 Well, now that you mention it...
Thanks, @Texasfam04
@LuciferOfPoland I'm sure you can run some of my creations. Can you run this?
@Texasfam04 Don't put yourself down like that. Low-part-count Sled driver, maybe? :)
+1Nice use of fuselage blocks. Nice color scheme too :)
@Strikefighter04 Yup.
+1@ThePilotDude No apology needed, it's all good.
+1@temporaryaccount I don't know about the shocked part -- resentful is more like it -- and it was 1.4 years ago, by the way. As for the pixel-blocks script, I don't have it.
@CRJ900Pilot Of course it's still valid. Tag me on an unlisted post.
Thanks, @Spectre2520
@ChickenMcNuggets007 What do you find confusing?
@ThePilotDude You really think I haven't? They just don't work well, and would be spots of imperfection on my (to me) perfect builds. Consider: there's no way to make actual wheel wells inside a tube of fuselage blocks, or landing gear doors that sit flush with complex curved surfaces. So you have landing gears and doors materialising out of solid blocks. Then there are the problems with rotators and suspensions and wheels, and the fact that every rotator, piston, shock absorber, or detacher creates another "Body" in your build, which means more physics calculations and lag for large/complex builds. This is the reason I try to avoid moving parts entirely on my builds and use things like airbrakes and control surfaces to simulate door panels.
Lastly, one landing gear is pretty much the same as another, as are control surfaces, and I get no joy out of building them. I play this game for fun, not as a chore. Doing the same things over and over again seems like a chore to me.
It gets a little old when people constantly assume I'm doing things (or not doing them) out of ignorance or laziness or whatever, when they're carefully considered choices.
+39Thanks, @lolzxd23 @XjayIndustrys
+1@temporaryaccount Well, different people value different things, I suppose.
@ChickenMcNuggets007 Umm, you see a build like this, and all you have to say is "No cleavers?" One, there's nothing stopping you from adding whatever weapons you like, and two, try to be a bit more positive, OK?
+1@grizzlitn I think it's much better than Top Gun, there's a lot more footage of fighters than of singing in bars, and some of the shots are just stunning.
+2Thanks, @JettStorm @CRJ900Pilot @Mumpsy
Thanks, @BaconRoll. The French certainly know how to design an airplane (and ships, and submarines...)
@grizzlitn Merci. I was inspired to build this after watching Les Chevaliers du Ciel. Have you seen it?
Thanks, @Countache27
@ThomasRoderick No, it's my own design.
+1@Alex0921 I use lots of fuselage blocks to create smooth shapes. In the beginning I was setting the scales and offsets by hand, then I wrote scripts to do it. As for speed, you can mod the power of engines, so you can go as fast as you want.
@Texasfam04 By overlap do you mean that the slices don't exactly line up where the curves are sharper? That's not intentional - it's something the game engine (or the Unity engine) does, unfortunately. When I generate the XML the numbers are exact, but as soon as I open the XML file in the in-game editor the numbers get mangled a tiny bit, i.e., 0.03 will become 0.029995, which causes that scaled or ribbed effect.
@BaconRoll You could always repurpose the missile pods for meatball storage...
+2Thanks, @CRJ900Pilot
@ChickenMcNuggets007 Then you're going to love this.
@iiDj I had to look that up. Maybe I will use that name, it's not bad.
@Mumpsy Oh I like your build style a great deal.
@BaconRoll Wait till you notice the missile pod doors...
@Texasfam04 If the cars came with forty guided missiles... :)