@Grob0s0VBRa So... basically, it's like tanks in 1930s, engines the size of a house with main gun the size of a broom? That said, although early-war Churchills are house-sized pillboxes the late-war variants are both sturdy and powerful in their own right. Perhaps there could be some sort of upgrade kits to their weapons as later variants, like with more coaxial guns and rocket launchers and such?
.
. Granted, the issue about non-chemical weapons is that the energy (and thus damage) output available is directly tied to the reactors - without a powerful enough reactor, you can't power the guns. With a chemical platform (including chemical guns and rockets/missiles), as long as you can support the weight (and recoil) you can use it.
@Grob0s0VBRa So... if it's a T1, why the size? IIRC the NATION is not known for making mobile walls (British infantry tanks * cough * * cough *) so "the size is for armor and shield generators" wouldn't stand, and as far as practical units go unless the size is due to they're made with civilian parts and thus don't have enough power/volume ratio to power the weapons with a smaller chassis...
@Grob0s0VBRa STILL NOT 'NUFF DAKKA YER GIT! ...LOIST YER SWOICHED DA BIG SHOOTA FER DA SOOPA-SHOOTA... STOILL, TA MOIKE DIS STOMPA PROPA' ORKY, BOLT TWO UVVA' BIG SHOOTAZ TA DA SOIDEZ, DA ROKKIT LAUNCHA TA DA TOP, AN' ANUVVA' BIG SHOOTA TA DA GOB IZ A GUD START...
. I wouldn't say it got nearly enough dakka (no coaxial MGs and/or remote weapon stations), but at least what it does have is more powerful... Hell, combine the weapons on the two models and put a coaxial HMG on both sides of the main hull and I'd call it a good start.
.
.
"Just in time" Yup, a day before I start to ramble about this not having enough guns... The NATION doesn't seem to carry that many guns on its platforms, given the last NATION walker is also underarmed for its size.
Errr... does anybody know if we can bring lead turret mode back? I mean, the 1.11 update allows for camera-aimed turrets but the lead indicator seems to be off... a lot.
The legend lives on from Chippawa home down♪
Of the great lake they call Gitche-Gumee♪
The lake it is said, never gives up her dead♪
When the skies of November turn gloomy♪
With a load of iron ore twenty-six thousand tons more♪
Than the Edmund Fitzgerald weighed empty♪
That good ship and true was a bone to be chewed♪
When the gales of November came early♪
@Grob0s0VBRa ++ Frak, another Arch Magos with an illustrious career, forever lost to the tides of the empyrean. May Omnissiah forever bless his immortal soul. Gloria Omissiah. ++
Yup, aside from the fact that the brown pupper guy have literal antigravity systems and energy shields inside his planes (read: standard sparking dieselpunk bull-* [Censored] *), not too much of an issue. Keep up the good work, RJ!
.
... Also, does anybody know why Treadmill103 fell off the internet?
@MDDJB So... I'm assuming the proper "battleships" in your world is something armed with main calibers well over 20 inches, weighs a couple hundred thousand metric tonnes in displacement, crewed by a full dozen thousand crew members, and have their own hydroponic farms for food production?
The construction is impeccable - hell, I myself tested things like this a few years back, before the advent of 1.9 and Funky Trees, but abandoned it due to, well, FT coding not existing back then, plus the fact that you can't control the yield of missiles or bombs before 1.10. Now, here's a question: how the hell did you make the wings unfold by themselves? I didn't see any FT inputs on those rotators that would suggest they're only deployed when the missile is launched - so how? I really wanted to know.
... and here's some nitpicking that I really shouldn't be doing: the warhead is a bit too powerful: an explosionScale of 2.6 would mean the warhead contains around 3 metric tonnes of high explosive - yet an IRL JASSM only had 450kg in payload - so 1.8 or 1.9 would be nice. Another thing would be the gyroscope: disabling every controls and set all three rotational axis to zero would not cause any noticeable changes to the missile's flight model, yet ensures that the missile would not be accidentally steered by the launching plane.
@BreadDoBeKindaSus Well, I'm now following you so perhaps no need for that? (And I'm pretty sure I used to follow you a while ago, not sure why I un-followed you but apparently I missed out a lot)
@Diloph
Install two intakes in the fuselage, remove the engines on the bombs, and problem solved.
.
The thing is that in-game air does not pass through pylons, detachers, rotators, or wings. And as you had two engines in the fuselage that needs intakes (the low bypass turbofan and the VTOL engine), you need two or more intakes.
@Grob0s0VBRa So... basically, it's like tanks in 1930s, engines the size of a house with main gun the size of a broom? That said, although early-war Churchills are house-sized pillboxes the late-war variants are both sturdy and powerful in their own right. Perhaps there could be some sort of upgrade kits to their weapons as later variants, like with more coaxial guns and rocket launchers and such?
+2.
.
Granted, the issue about non-chemical weapons is that the energy (and thus damage) output available is directly tied to the reactors - without a powerful enough reactor, you can't power the guns. With a chemical platform (including chemical guns and rockets/missiles), as long as you can support the weight (and recoil) you can use it.
@Grob0s0VBRa So... if it's a T1, why the size? IIRC the NATION is not known for making mobile walls (British infantry tanks * cough * * cough *) so "the size is for armor and shield generators" wouldn't stand, and as far as practical units go unless the size is due to they're made with civilian parts and thus don't have enough power/volume ratio to power the weapons with a smaller chassis...
+2She's... Beautiful...
+1@Grob0s0VBRa
+2STILL NOT 'NUFF DAKKA YER GIT! ...LOIST YER SWOICHED DA BIG SHOOTA FER DA SOOPA-SHOOTA... STOILL, TA MOIKE DIS STOMPA PROPA' ORKY, BOLT TWO UVVA' BIG SHOOTAZ TA DA SOIDEZ, DA ROKKIT LAUNCHA TA DA TOP, AN' ANUVVA' BIG SHOOTA TA DA GOB IZ A GUD START...
.
I wouldn't say it got nearly enough dakka (no coaxial MGs and/or remote weapon stations), but at least what it does have is more powerful... Hell, combine the weapons on the two models and put a coaxial HMG on both sides of the main hull and I'd call it a good start.
.
.
"Just in time"
Yup, a day before I start to ramble about this not having enough guns... The NATION doesn't seem to carry that many guns on its platforms, given the last NATION walker is also underarmed for its size.
@Grob0s0VBRa Probably a misspelling of "commenting"?
@Gx The answer to all three questions seems to be "yes".
+1@Gx
One quick question: which vessel is this based on?
+1Is that... a flak Churchill?
+1... How did you land on Tiny Two?
+1I myself would go for unlisted, unless the paintjob/variants are distinctive enough that they'd be the main focus.
+1M...mikoyan? Welcome back!
+5Zoggin' bootiful!
+1C H O N K
+1Errr... does anybody know if we can bring lead turret mode back? I mean, the 1.11 update allows for camera-aimed turrets but the lead indicator seems to be off... a lot.
+1@ZoaMiki Thanks... Although I just did a minor fix...
@ZoaMiki Thanks, Zoa!
+1You might want to hear about the Sea Dragon, a monstrosity only the 60s' America could envision...
The legend lives on from Chippawa home down♪
+3Of the great lake they call Gitche-Gumee♪
The lake it is said, never gives up her dead♪
When the skies of November turn gloomy♪
With a load of iron ore twenty-six thousand tons more♪
Than the Edmund Fitzgerald weighed empty♪
That good ship and true was a bone to be chewed♪
When the gales of November came early♪
'Gratz on platz!
@RamboJutter IIRC the IRL Phantom have a rather... ahem, unique way of mounting the internal gun right beneath the droop nose...
+1Such a beauty.... also, no guns?
@Grob0s0VBRa ++ Frak, another Arch Magos with an illustrious career, forever lost to the tides of the empyrean. May Omnissiah forever bless his immortal soul. Gloria Omissiah. ++
+2Yup, aside from the fact that the brown pupper guy have literal antigravity systems and energy shields inside his planes (read: standard sparking dieselpunk bull-* [Censored] *), not too much of an issue. Keep up the good work, RJ!
+1.
... Also, does anybody know why Treadmill103 fell off the internet?
Smol B-17
Yuuka, good to see you again!
+1Good to see you again!
Awesome as always, Centuri!
+1@DrenasPort I thought only Avalon and Sadboye would say thanks to me fixing their tank? You're welcome anyways.
Farewell. Take your well-earned break. May the trade winds be always on your side. We'll patiently wait for your return.
... and Godspeed.
This is the way.
+5🎶~I look across the raging war and feel the steady beating of my heart~🎶
+1Errr... could you please update the codes for the 1.11 update? Like, the missile lock codes or something like that?
+2@MDDJB So... I'm assuming the proper "battleships" in your world is something armed with main calibers well over 20 inches, weighs a couple hundred thousand metric tonnes in displacement, crewed by a full dozen thousand crew members, and have their own hydroponic farms for food production?
A heavy cruiser with 15" main battery? Wouldn't that make it a battlecruiser?
ROKKIT BARRAGE! WAAAAAGGGHHH!!!
+1@Darkhound Sorry, just an obligatory "cute dog" joke about the plane's name...
+1Who's a good boy? Who's a good boy?
@Sergio666 Of course you could! Just give some credit for that post and you're all set!
+1@Sergio666 There is one, but I highly doubt if that's what you're looking for...
+2The construction is impeccable - hell, I myself tested things like this a few years back, before the advent of 1.9 and Funky Trees, but abandoned it due to, well, FT coding not existing back then, plus the fact that you can't control the yield of missiles or bombs before 1.10. Now, here's a question: how the hell did you make the wings unfold by themselves? I didn't see any FT inputs on those rotators that would suggest they're only deployed when the missile is launched - so how? I really wanted to know.
+1... and here's some nitpicking that I really shouldn't be doing: the warhead is a bit too powerful: an explosionScale of 2.6 would mean the warhead contains around 3 metric tonnes of high explosive - yet an IRL JASSM only had 450kg in payload - so 1.8 or 1.9 would be nice. Another thing would be the gyroscope: disabling every controls and set all three rotational axis to zero would not cause any noticeable changes to the missile's flight model, yet ensures that the missile would not be accidentally steered by the launching plane.
Is that... a jet P-51?
@BreadDoBeKindaSus Well, I'm now following you so perhaps no need for that? (And I'm pretty sure I used to follow you a while ago, not sure why I un-followed you but apparently I missed out a lot)
@BreadDoBeKindaSus WDYM?
Also, here is my personal fix for this flyer.
@Diloph
Install two intakes in the fuselage, remove the engines on the bombs, and problem solved.
.
The thing is that in-game air does not pass through pylons, detachers, rotators, or wings. And as you had two engines in the fuselage that needs intakes (the low bypass turbofan and the VTOL engine), you need two or more intakes.
f i r s t
+1Incredible...
+3Holy... It's... beautiful...
Nice as always, Kako!
+1Dammit Grobs... That's first, some quality engineering, and second, funny AF...