@SteelwingAerospace
My Sturmteufel Siege Bomber Airship
https://www.simpleplanes.com/a/NT4Uox/SA-1-Sturmteufel-Mk-III
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I need to fix the flak gun on it though!
@Thueerra
Depends on what you're thinking of. If it's a "homebrew" critter, I'd prefer not, so as to better fit the "Appearance" criteria. If it's a well-known fictional critter like a Unicorn or Jackalope (Western U.S.A.) then it'll be fine. What do you have in mind?
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You make some really neat/well-built jets, so I'm really interested to see what you'd come up with!
EDIT
For those who are building in a cartoon/anime style, it still has to fit the appearance criteria: that is, it still needs to be recognizable as the particular animal. If a cartoon-y/anime build is heavily based off an image or style, please include a sample or reference image in your upload!
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Thanks!
@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.
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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.
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I do like how you constructed your wings, BTW.
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@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.
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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...
@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.
@Something5353 @jselbach @Treadmill103
Thanks!
@Shippy456
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Partially inspired by the French Breguet 693
@Treadmill103
Hot Dang that's impressive!
@SteelwingAerospace
My Sturmteufel Siege Bomber Airship
https://www.simpleplanes.com/a/NT4Uox/SA-1-Sturmteufel-Mk-III
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I need to fix the flak gun on it though!
@Treadmill103 I would've included a snarling Grey Wolf for nose art, but the curve of the fuselage killed me.
(!!!)
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Points for humor, but I can't judge this!
Great!
Great!
(!!!)
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Points for humor, but I can't judge this!
Beautiful build! It's so true we tend to forget our hard-working, blue-collared logistics workers!
Very Nice!
For the Federation! Remember Klendathu!
Heroic!
@winterro Dang! Hard luck. Corrupted saves are the worst.
@Thueerra
Depends on what you're thinking of. If it's a "homebrew" critter, I'd prefer not, so as to better fit the "Appearance" criteria. If it's a well-known fictional critter like a Unicorn or Jackalope (Western U.S.A.) then it'll be fine. What do you have in mind?
.
You make some really neat/well-built jets, so I'm really interested to see what you'd come up with!
EDIT
For those who are building in a cartoon/anime style, it still has to fit the appearance criteria: that is, it still needs to be recognizable as the particular animal. If a cartoon-y/anime build is heavily based off an image or style, please include a sample or reference image in your upload!
.
Thanks!
Great!
"The only good bug is a dead bug!
Great!
Neat idea!
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Huh, guess I went straight to the fuselage parts.
Magnificent!
Wow, deadline was so short, didn't have time....
@MrShenanigans
Sure, just leave credit though!
B o o m !
I really need to find a good use for this.
@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...
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!
@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!
What mechanism did you use to make the gun-sight shift around?
This is awesome!
@fridolin I've made improvements since!
@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.