10.4k ThomasRoderick Comments

  • Per Aspera Ad Astra V 4.6 years ago

    @spefyjerbf Think about why I called the minelayer "Raven"...
    Hint: the spelling reminds us of something else...

  • Per Aspera Ad Astra V 4.6 years ago

    @spefyjerbf Just realized one thing: can we make Trignometric impulse drives? Like the EF2 on the singula, but with impulse drives. Also, is the Raven's dillemma solved by input = "Throttle/100"?

  • Per Aspera Ad Astra V 4.6 years ago

    @Sadboye12 Thanks bro! How's the plane?

  • Per Aspera Ad Astra V 4.6 years ago

    @Yourcrush Thanks!

  • Per Aspera Ad Astra V 4.6 years ago

    @spefyjerbf Indeed... A shield sounds cool but then I realized that an "intercipias" anti-missile shield will also be gun-based... Still, I guess it could work...

  • Per Aspera Ad Astra V 4.6 years ago

    @spefyjerbf Thanks; are there any suggestions to the aesthetics?

  • [1.9.202 Beta] New Features Explained + Impressions 4.6 years ago

    @SnoWFLakE0s Like, I mean, a counter to the actual ammo, because if you simply press down the Countermeasures button the flares will be discharged every second or so...

  • Per Aspera Ad Astra V 4.6 years ago

    @CenturiVonKikie The WD-40 as ordered!

  • Per Aspera Ad Astra V 4.6 years ago

    @Treadmill103 The point is that there's no "recovery", only gyro torque applied to various directions. The bow gyro bouquet, which I call "Triassic Compensator", is everything.

  • Per Aspera Ad Astra V 4.6 years ago

    @Sadboye12

  • Per Aspera Ad Astra V 4.6 years ago

    @Treadmill103 Thanks!

  • Per Aspera Ad Astra V 4.6 years ago

    @Spefyjerbf
    Now the torque should be fine; also, should I add random sh*t like energy shields to it?

  • Per Aspera Ad Astra IV 4.6 years ago

    @spefyjerbf Yeah, for the old system will only go to full torque when you pull on the stick REALLY hard. I'll soon upload an update system with revised controls, systems, and hull shape. Also, just found out that cannons work fine in orbital velocities! Perhaps I'll make something like torpedoes (I personally call them "casters") then... Granted, bullets should still work as long as you set the gun to disableAircraftCollision = true...

  • [1.9.202 Beta] New Features Explained + Impressions 4.6 years ago

    One quick question: which function(s) and variable(s) can be used for the ammo of countermeasures?

  • Per Aspera Ad Astra IV 4.6 years ago

    @DClass okay...

  • Per Aspera Ad Astra IV 4.6 years ago

    @CenturiVonKikie Err... one thing: for it to be controlled like that, the lift engine stabilization have to go (so the hover engines will be only good for hovering now)... on a second thought, this also meant more simplistic code, so would that be actually better?

  • Per Aspera Ad Astra IV 4.6 years ago

    @spefyjerbf Which altitude and what speed? I mean, the codes for the Triassic Compensator (my bouquet of gyros) should not have problems whatsoever at high altitudes, although you do need to use a lot of input on the stick to reach full torque.

  • Per Aspera Ad Astra IV 4.6 years ago

    @CenturiVonKikie Yeah on a second thought a few codes on the gyros might need to be revised...
    Also, the point about the Centauri Alpha is: in-game engines will not work a thousand miles above ground, but gyros do. I have working exoatmospheric engines (the "Spefy" impulse drives) to work with but not powerful RCS that would work regardless the drive is on or not, and that this plane is a VTOL so that the main engines can't stay on forever even in atmosphere, so for me a system that operates completely independent from engines is a better one.

  • Per Aspera Ad Astra IV 4.6 years ago

    @Treadmill103 Glad you liked it! I'm thinking about making it a heavy starfighter / strike craft with internal cannon/missile pod(s). My original idea for this is basically a hybrid between a hovertank and an orbital dropship, but for this to be the case some maneuverability needs to go (the design is supposed to be mid-late 21st century instead of 25th century, so the rotating rates need to decrease a bit). What's your opinion?

  • Per Aspera Ad Astra IV 4.6 years ago

    @CenturiVonKikie
    How's the plane? And also, how are the gyros?

  • Per Aspera Ad Astra IV 4.6 years ago

    @spefyjerbf @Yourcrush @Treadmill103
    Just updated the saucer; now it should fly even nicer.

    +2
  • Per Aspera Ad Astra IV 4.6 years ago

    @spefyjerbf Good luck on your work spefy! Best wishes, Tom.

    +1
  • Per Aspera Ad Astra IV 4.6 years ago

    @spefyjerbf Not the shape; I'm pretty sure we've talked about the problem w/ RIDs and muzzle velocity - the higher the muzzle velocity, the lower chance for an RID, from my own experimentation. My basic approach can be summed up as "if RID still persists, add another zero after the muzzle velocity". The muzzle velocity on the Obitas is "only" 2E+4 for all drive units; the maximum speed for RID to not occur, as you've said, is around 12,000mph, or around 5364.48m/s (actually below orbital velocity), and the maximum speed for any meaningful flight control is 30,000mph, or around 13411.2m/s (around the escape velocity of the solar system), so I'm wondering if significant RIDs come from the plane/ship's velocities being a significant fraction of the propulsion beam? I'm not sure.
    Also, for nostalgia, YOU are my nostalgia for this site - I think I've already said a while ago that I bookmarked your page on my browser since before the feathered wings of Vira and Canis ever caressed the interstellar void, before the vortex cannons on the Genesis ever fired in anger, and before the Windspeaker ever loosed her first arrow; I was there watching in awe when the Avenger took his first flight, when the Swarmrunner first sliced through the air with its many fins, and when the Gaia freighter lumbered through the colonial sky for the first time in recorded history. I'm only here because of your many magnificent builds.
    *Needle Scratch* TL;DR: the reason why I often bring up old builds of yours is because I was there watching your every build since somewhere around May 2016. And part of the reason why I'm on this site is because I wanted to learn how to become as creative and imaginative as you.
    So, how's the plane? and more importantly, how are the gyros and the impulse drive?

    +1
  • Per Aspera Ad Astra IV 4.6 years ago

    @Treadmill103 Another update! Feel free to try her out! Also, should I keep the engine flight controls or should I go full gyro?

  • Per Aspera Ad Astra IV 4.6 years ago

    @CenturiVonKikie
    Remember the Centaurus Alpha?
    I think I sorta cracked the code for wingless flight by using gyros in a different way than they're supposed to.
    This saucer have no lifting surfaces. The fins are panels. The question is: should I keep the flight control codes for engines or should I go full gyro?

    +1
  • Per Aspera Ad Astra IV 4.6 years ago

    @Yourcrush Thanks again... How's the plane?

    +1
  • Per Aspera Ad Astra IV 4.6 years ago

    @Spefyjerbf
    The Impulse drive is around two years old, back when we discussed about the impulse drive of the old Orbitas. The muzzleVelocity is set to 3E+10, so normal orbital velocities should not cause RIDs (Random Impulse Distortions) to occur.
    Also, notice the gyros on the bow. Yes the ship is gyro-controlled but it is free on all three axis.

  • Simple MiG 4.6 years ago

    C H O N K

  • Richelieu Battleship 4.6 years ago

    Hey Lynx, the ship is nice, but I have one quick suggestion: on your next turret, can you change the elevation code in to something like this?
    smooth(Pitch = 0 ? 0 : clamp(sign(Pitch), 0,1), abs(Pitch))
    The thing is, because none of your weapons have depression angle and you set the min to zero on the weapons, the weapons have a nasty delay when full elevating the guns if someone accidentally pressed down button too much as the rotator still "thinks" that you are still bringing the gun "up" from its full depression. Still, the code does allow the guns to be all nice and level on startup, compared to the old "@Scharnhorst" code that I used on my own turrets for a few months now. And I might as well give credit for your code on my next turret(ed) build.

    The "Scharnhorst" elevation code:
    smooth(clamp(Time( - Pitch>=0), -0.9667,0.0556),abs(Pitch)(VTOL+1)*0.5)
    or in its generic form:
    Smooth(clamp(Bool, min, max), abs(input) * (sensitivity))

  • Per Aspera Ad Astra III 4.6 years ago

    @spefyjerbf Actually I myself am still using gun-based ones; though I'm not really against cannons I still like guns better (for they have no ammo limit and largely because the Canis and Vira are the ones that led me to this game); that said, Nobody said I can't use a gun-based main drive and a cannon RCS... I'll try them out...

  • Per Aspera Ad Astra III 4.6 years ago

    @DClass Yup, yup, yup, yup, no need to nag at me... Also, you can fly the prototype if you want, link is in the post.

  • Per Aspera Ad Astra III 4.6 years ago

    @ArcturusAerospace Thanks!

  • Per Aspera Ad Astra III 4.6 years ago

    @SFNox Thanks for the upvote; yeah I'm just trying to keep track of my progress... and perhaps I'm a bit too full of myself on making my first funkytrees design that does not come from reverse-engineering. And also, what do you mean by "minor"?

  • Per Aspera Ad Astra III 4.6 years ago

    @Notaleopard Thanks!

  • Per Aspera Ad Astra III 4.6 years ago

    @Yourcrush Thanks!

    +1
  • Per Aspera Ad Astra III 4.6 years ago

    @Grob0s0VBRa Thanks-Appreciated!

  • Per Aspera Ad Astra III 4.6 years ago

    @Treadmill103 Feel free to try her out! The prototype have full atmospheric flight capabilities now. She's still sluggish as hell, although that may change in later updates.

  • Per Aspera Ad Astra III 4.6 years ago

    @Spefyjerbf
    Yes, I'll try my damndest to put an impulse drive on this thing after the controls are figured out.

  • Per Aspera Ad Astra II 4.6 years ago

    @spefyjerbf Thanks.

  • Per Aspera Ad Astra II 4.6 years ago

    @Treadmill103 The thing is, the saucer is never meant to be alien... Yes it was inspired by them but under its lunar titanium hull lies a human heart. Halos would be useful for a true antigrav, I'm sure, but the thing is: this saucer is not. The three turbofans are the lifting engines that allowed it true VTOL flight. Granted, lights like that can be used for things like the main thruster and/or its exoatmospheric drives, but I think that's about it. Although... now I might make a "true" flying saucer based on this (or a similar) hull after its release that is set in a further out future built by a crazy inventor, and that will be a true antigtav.

  • Per Aspera Ad Astra II 4.6 years ago

    @spefyjerbf One quick question: I did't quite understand what you meant by "accents"... Do you mean coloring or detailing by that? I'm a complete noob when it comes to something like that so I have no idea.

  • Per Aspera Ad Astra II 4.6 years ago

    @spefyjerbf Thanks; what I'm trying to build is basically a mixture of 1950s / "tailfin era" automobile designs, a flying saucer, art deco aesthetics, and a Vol Noor...

    +1
  • Per Aspera Ad Astra II 4.6 years ago

    @Treadmill103 @Spefyjerbf

  • Per Aspera Ad Astra 4.6 years ago

    @Yourcrush Er... This is still supposed to be a military aircraft first & foremost, so too many lights would most likely break the immersion... But I guess I'll see what I can do.

    +1
  • Per Aspera Ad Astra 4.6 years ago

    @Yourcrush Thanks? But I still need comments on the designs though...

    +1
  • Per Aspera Ad Astra 4.6 years ago

    @YourCrush

    +1
  • Per Aspera Ad Astra 4.6 years ago

    @ArcturusAerospace Hokay...

  • Per Aspera Ad Astra 4.6 years ago

    @ArcturusAerospace What?

  • Should I do this? 4.6 years ago

    You. Should.
    Also, is that weird Mechanicus "Archaeopter" a true ornithopter or just a traditional VTOL with folding membrane wings?

  • RJ Boulton-Paul P.99B Bulwark 3.2 4.6 years ago

    FIRST!