Cool!
Just wondering though, I'm getting some odd radial artifacts when viewing in certain directions. No other mods turned on. What might be going on with that?
Interesting! Congrats on learning about Funky Trees.
.
The canopy does automatically open downward into the fuselage at level start though. (Setting the cockpit hinge's input control invert to "No" and xml the input controller to max "1" and min "0" will fix that!)
@Macrophage What DOES help is adding an offset weight to the craft/walker. Add, lets say, 500lbs on a tiny or invisible weight placed a few units in front and above a 2500lbs craft. This way when the walker does a walking motion, the effect of the weight will make the craft fall forward until it catches itself on the opposite leg. Quite a bit of trial and error to get this to work well, but the effect is the same as if the walker had traction.
.
I neglected to do this on my Paratroopers featured in my latest build because adding this weight mechanism would have ruined the invisible "magic" allowing them to jump and also skew the weight distribution of the transport. As it is though, they will wiggle about and at least remain upright after landing...
@Chrisk1993 After a bit of searching I found that the forward top red tail piece is connected to the dorsal wire, it's what prevents the rudder from working.
.
I do like how you constructed your wings, BTW.
.
@Mikey101234 I'll admit I wouldn't know about the gauges, but the Ansaldo SVA and the Eindecker would like to disagree with you on the engine cowl.
.
https://www.jetphotos.com/photo/9611329
https://commons.wikimedia.org/wiki/File:Fokker_E.III.jpg
Really cool!, although it's missing a windscreen and working rudder. I guess you're using the experimental deflectors instead of a synchronization gear? Overall, very nice.
@Mikey101234
I dunno, looks about spot on to me. Some of the late fighters got around 150 mph too.
@Treadmill103 Yeah, had the opposite effect. On the other paw, when I started making gun turrets, I used to make them too light and they'd also get shaky (I considered it recoil). The better way to go would be gyroscopic movement and more/better hinge configuration. It's not really my build, so I'm not going to play around with it.
@Treadmill103 More weight on the leg bits might help?
@PaperCrafter1622 Just a few minutes of tinkering. Using more hinges in a better configuration and perhaps with a different activation method would yield a better result. Notice the weight reduction: if the previous weight were used, it might have destroyed the craft. I don't know how the thing is supposed to move, since I haven't seen this version of Wot W, but maybe a few pistons could also help. FTs with time delay functions would be ideal, but they seem rather complicated...
@PaperCrafter1622 Yes, but VTOL is rather hard to aim in real-time. Just a suggestion. There are a number of mouse-controlled turrets that use pitch/roll inputs, not to use this as a self-promotion thing, but my own craft use this technique.
@PaperCrafter1622
Well... yeah! If I have time I'll play around on it a bit and (maybe) upload a successor so you can see an example. I'm currently working on a glider prototype as a special request thing and a whole bunch of non-S.P. stuff. But should be entirely possible to do without FTs, though it might not be the smoothest action. It's all a matter of weight, angle and timing. I'd also suggest letting the heat ray be adjustable via mouse (pitch and roll, 2 separate hinges) input, as it's a much more elegant aiming system.
You could just use a set of hinge rotors set to Activation keys for leg movement. Simple Xml editing without Funky Trees would help a lot, too. And a gyro for stability.
You don't have to use FTs for walking movement, though it's rather convenient. I only just started using FTs a few weeks ago and though there's a learning curve, they can be extremely useful.
This build (https://www.simpleplanes.com/a/pPVIyL/GAMF-02A-Camille) is the one I've learned from while building a walking character of my own. Quite a bit going on, but no FTs.
I remember that day. I was in the fifth grade and we were watching this live in the classroom. When the 2nd plane hit on live TV, the teacher turned off the TV and soon we were all dismissed... in March 2002 I visited both the Pentagon and the spot where the towers stood.
@Gestour With a bit more experimenting, it still sinks if you go below ~45 ft, and it's still kinda odd about 1/3 the time. I'm just chalking it up to unreliable 1940 era torpedo technology...
But the attaching of the buoyant part is still a major improvement over what it had been.
@Gestour Just realized that by attaching a buoyant fuselage part to the torpedo itself will counteract this effect and allow firing from any depth. Hopefully this will help anyone else with the issue.
Very nice, I built a U-boat for specifically for this Mod, but here's a quick question: sometimes when it fires torpedoes, they fire correctly and skim through the water, but sometimes they just arc down and are lost within a few dozen meters. Doesn't seem to matter what depth had been at previously. What's going on with that?
@captainhall Just realized it was connections specifically between the bouncy ball sphere and the light part, this was the only issue on all my builds.
@MrShenanigans
Sure, just leave credit though!
If this has already been asked elsewhere, sorry... but will we ever get hollow glass blocks? It'd be incredibly useful...
+1B o o m !
@ArkRoyalTheDDhunter
+1Another Montanan!
Cool!
+1Just wondering though, I'm getting some odd radial artifacts when viewing in certain directions. No other mods turned on. What might be going on with that?
I really need to find a good use for this.
Interesting! Congrats on learning about Funky Trees.
+1.
The canopy does automatically open downward into the fuselage at level start though. (Setting the cockpit hinge's input control invert to "No" and xml the input controller to max "1" and min "0" will fix that!)
@Macrophage What DOES help is adding an offset weight to the craft/walker. Add, lets say, 500lbs on a tiny or invisible weight placed a few units in front and above a 2500lbs craft. This way when the walker does a walking motion, the effect of the weight will make the craft fall forward until it catches itself on the opposite leg. Quite a bit of trial and error to get this to work well, but the effect is the same as if the walker had traction.
.
I neglected to do this on my Paratroopers featured in my latest build because adding this weight mechanism would have ruined the invisible "magic" allowing them to jump and also skew the weight distribution of the transport. As it is though, they will wiggle about and at least remain upright after landing...
@Treadmill103 @MarinoMarinotheYeet @jselbach @TheBruh007 @UsualPioneer @Type2volkswagen @MajorSix @GuyFolk
+1.
Thank you all very much!
BIG PROP
Nice! Looks beautiful and love the sound of the cannons.
Heroic!
@Chrisk1993 After a bit of searching I found that the forward top red tail piece is connected to the dorsal wire, it's what prevents the rudder from working.
.
I do like how you constructed your wings, BTW.
.
@Mikey101234 I'll admit I wouldn't know about the gauges, but the Ansaldo SVA and the Eindecker would like to disagree with you on the engine cowl.
.
https://www.jetphotos.com/photo/9611329
https://commons.wikimedia.org/wiki/File:Fokker_E.III.jpg
Really cool!, although it's missing a windscreen and working rudder. I guess you're using the experimental deflectors instead of a synchronization gear? Overall, very nice.
@Mikey101234
I dunno, looks about spot on to me. Some of the late fighters got around 150 mph too.
@Treadmill103 Yeah, had the opposite effect. On the other paw, when I started making gun turrets, I used to make them too light and they'd also get shaky (I considered it recoil). The better way to go would be gyroscopic movement and more/better hinge configuration. It's not really my build, so I'm not going to play around with it.
@Treadmill103 More weight on the leg bits might help?
@PaperCrafter1622 Just a few minutes of tinkering. Using more hinges in a better configuration and perhaps with a different activation method would yield a better result. Notice the weight reduction: if the previous weight were used, it might have destroyed the craft. I don't know how the thing is supposed to move, since I haven't seen this version of Wot W, but maybe a few pistons could also help. FTs with time delay functions would be ideal, but they seem rather complicated...
@PaperCrafter1622
In Mother Russia, BOOM make YOU!
Very nice!
Like many of those experimental craft, it looks like a deathtrap, but a wickedly cool one! It could be a great design for a glider too!
+1@PaperCrafter1622
Only PC. I've had a smartphone less than a month and hate the thing. I'm old-school, I guess.
Also, I edited my last post.
+1@PaperCrafter1622 Yes, but VTOL is rather hard to aim in real-time. Just a suggestion. There are a number of mouse-controlled turrets that use pitch/roll inputs, not to use this as a self-promotion thing, but my own craft use this technique.
+1@PaperCrafter1622
+1Well... yeah! If I have time I'll play around on it a bit and (maybe) upload a successor so you can see an example. I'm currently working on a glider prototype as a special request thing and a whole bunch of non-S.P. stuff. But should be entirely possible to do without FTs, though it might not be the smoothest action. It's all a matter of weight, angle and timing. I'd also suggest letting the heat ray be adjustable via mouse (pitch and roll, 2 separate hinges) input, as it's a much more elegant aiming system.
I've known some VCRs that flew very well, but yours has a much better landing! :D
+2You could just use a set of hinge rotors set to Activation keys for leg movement. Simple Xml editing without Funky Trees would help a lot, too. And a gyro for stability.
You don't have to use FTs for walking movement, though it's rather convenient. I only just started using FTs a few weeks ago and though there's a learning curve, they can be extremely useful.
This build (https://www.simpleplanes.com/a/pPVIyL/GAMF-02A-Camille) is the one I've learned from while building a walking character of my own. Quite a bit going on, but no FTs.
+1@HTTPCREATION1O2
The Federation Federalists would like to join you. For Freeeeeedom!
+1@Treadmill103
+1Thanks! Inspired by the Bf 110 and Dornier Do 17 for design.
Useful!
+1Ooh, dat's cool!
+2@MajorSix Russia, late war medium fighter.
Russia?
Very nice build!
So, kinda forgot to disable AircraftCollisions for the bomblet casings; that'll fix the bounciness while mounted, if you want.
Fun!
@TMach5
+1@KangaKangaTheRedNosedRoo
@TMach5
@KangaKangaTheRedNosedRoo
@TheNightmareCompany
@idk201011323
Thanks!
I've got an unpublished version with significant upgrades/ added features, thinking of posting it as a ground-attack variant...
+1What mechanism did you use to make the gun-sight shift around?
This is awesome!
I remember that day. I was in the fifth grade and we were watching this live in the classroom. When the 2nd plane hit on live TV, the teacher turned off the TV and soon we were all dismissed... in March 2002 I visited both the Pentagon and the spot where the towers stood.
+3Is there a way to make lights activate due to time of day?
+1@fridolin I've made improvements since!
@Gestour With a bit more experimenting, it still sinks if you go below ~45 ft, and it's still kinda odd about 1/3 the time. I'm just chalking it up to unreliable 1940 era torpedo technology...
But the attaching of the buoyant part is still a major improvement over what it had been.
+1@Gestour Just realized that by attaching a buoyant fuselage part to the torpedo itself will counteract this effect and allow firing from any depth. Hopefully this will help anyone else with the issue.
Very nice, I built a U-boat for specifically for this Mod, but here's a quick question: sometimes when it fires torpedoes, they fire correctly and skim through the water, but sometimes they just arc down and are lost within a few dozen meters. Doesn't seem to matter what depth had been at previously. What's going on with that?
Looks like where I live!
@Panzerfaust2121
You can't use glass?
@captainhall Just realized it was connections specifically between the bouncy ball sphere and the light part, this was the only issue on all my builds.
Oooh, sounds nifty!
Umm, how does it walk if there's no joints? It just falls over...
+1@Type2volkswagen No name change for the aircraft.
Ah, you mean username? I go by Urocyon most everywhere else.