@WNP78 I've created what you described before, firing with 'Fireweapons', and I've also created multiple part missiles that can be powered by either new rockets or old missiles that can only work either by hitting activation group or locking on to target and fireweapons
My question is, is it possible to combine those two examples into one? A multi-part rocket or bomb fired using FireWeapons?
@Oski This is the biggest part count fighter I've created, but if you remove the fuel tanks, rocket pods and bombs it'll cut down to 290 parts. AI version uploading now, which is 100ish parts, but no cockpit.
Feels like gun damage plays a big part in how the aircraft reacts to a part exploding. If you set damage to 1, you'd never see the plane react to a part being destroyed beyond the flight model changing. If you set that damage to 20, suddenly a lot more happens when that part being hit by 20dmg bullets eventually explodes.
I recommend you play around with different gun dmg combined with different impact forces too. You get a real cocktail of unique reactions based on those two values.
@Oski On rockets I'm using selfDestructTimer' = 1 to create a explosion after 1 second of flight, working fine for me. Doesn't work for missiles/bombs. Perhaps check that overload is properly updated for you?
@Kimcotupan15 I'd love to know any other connection tricks you know, especially anything that would get missiles working like rockets, firing them using FireWeapons buttons
Excellent work with the cockpit roof, that's something I really struggled with. Watch out with the wing root's thickness clipping into the interior of the fuselage!
OK, have been playing beta for a little while.
Its pretty perfect. The only bug I've encountered is that the new gun projectiles don't scale with the gun like they did before. This is something a lot of ww2 builders liked since we could arm planes with small calibre machine guns (7mm,13mm), and also large (20mm, 30mm) heavy cannons. I also know a lot of tank users love using scaled up mg's firing slow shots for their main cannons.
Could it be that you're planning on fixing the xml codes for mg's? I know stuff like 'calibre' and 'burstcount' was broken before, but now seems to have disappeared?
@Showtime This makes so much sense now, thank you for explaining this. Create the object group to be attached to the rotators first, create a long mounting peg at the destination, attach rotator to those pegs, scale down pegs to a tiny size, multiselect the object group + detacher and move that into position. Simple.
It's funny how you basically had to build a skeleton for Fiona in order to get her joints to work
@Showtime I'm struggling with delicately small rotator/hinge mechanisms myself. The biggest problem I'm having is attaching all of the pieces together that involve an attachment to a rotator/hinge.
I found the only way to do it is basically make every part of the mechanism huge, then attach the hinge/rotator. Then once those connections are created, I' d manually go through the mechanism, scaling the rotators down and returning the other pieces back to their small correct positions.
This works for me but it's really bloody hard, have you found a different solution to this problem? I've never heard of your term 'mounting pegs'.
This is probrably the greatest plane on this website tbh.
That ragdoll. Making one that's fixed to the cockpit, operating the controls. Making one that's jettisoned out, that flails about until the parachute opens. This is crazy! How on earth did you connect everything together?
@EpicPigster1 The problem isn't something I can fix - I located it to the small bundle of pieces and hinges that is hidden in each wing, I don't know what their purpose is but for some reason the bundle on the left is causing either great weight or great drag. I can't take it apart to look at them without breaking the whole wing.
Hopefully that should help you figure out exactly what the problem is yourself, sorry.
I'm liking that cockpit :)
@WNP78 I've created what you described before, firing with 'Fireweapons', and I've also created multiple part missiles that can be powered by either new rockets or old missiles that can only work either by hitting activation group or locking on to target and fireweapons
My question is, is it possible to combine those two examples into one? A multi-part rocket or bomb fired using FireWeapons?
@CRJ900Pilot Go nuts dude. I haven't figured out how to set them to be used for fireweapon controls yet, though.
@Oski Link added in description
@Oski This is the biggest part count fighter I've created, but if you remove the fuel tanks, rocket pods and bombs it'll cut down to 290 parts. AI version uploading now, which is 100ish parts, but no cockpit.
Y E S
Feels like gun damage plays a big part in how the aircraft reacts to a part exploding. If you set damage to 1, you'd never see the plane react to a part being destroyed beyond the flight model changing. If you set that damage to 20, suddenly a lot more happens when that part being hit by 20dmg bullets eventually explodes.
I recommend you play around with different gun dmg combined with different impact forces too. You get a real cocktail of unique reactions based on those two values.
Good profile!
@CoolPeach its genuinely really easy, I bet you'd do a good job making one.
@CoolPeach He's right dude, it's a pretty lousy looking b-17 :) But I have mobile limits to adhere to, so I'm not angry ;)
This is hilarous
@Oski On rockets I'm using selfDestructTimer' = 1 to create a explosion after 1 second of flight, working fine for me. Doesn't work for missiles/bombs. Perhaps check that overload is properly updated for you?
@Kimcotupan15 I'd love to know any other connection tricks you know, especially anything that would get missiles working like rockets, firing them using FireWeapons buttons
sad to hear man - good luck with your studies.
@Kimcotupan15 The extra payload has to be a bomb?
Could you explain how you built the rockets? They're fantastic.
@Oski It's either the time or the distance the tracers travel before vanishing.
OOOOOH YYEEEEEEAAAHH
Possible to set a detacher to activate with anything other than activation group 1-8?
@Preteype How did he get to fly a Me264? did he help test fly it? I'm building a He111 which is like the Me264 but just two engines :)
Excellent work with the cockpit roof, that's something I really struggled with. Watch out with the wing root's thickness clipping into the interior of the fuselage!
Feels like a heal headache for the devs to figure out, I hope they decide to go for it though. Voted!
Only 236 parts? Nice work!
Love this idea!
Nice!
IT'S HAPPENING
AAAAAAAAAAAAAAAAAAAHHHHHHH
Using a Fuselage inlet to create that curved blue on the nose, nice idea!
You gave us xml bullet scaling and muzzle flash?
I LOVE THIS GUY
Sick colour
great name, great look, great colours
@ForeverPie I know that feeling
OK, have been playing beta for a little while.
Its pretty perfect. The only bug I've encountered is that the new gun projectiles don't scale with the gun like they did before. This is something a lot of ww2 builders liked since we could arm planes with small calibre machine guns (7mm,13mm), and also large (20mm, 30mm) heavy cannons. I also know a lot of tank users love using scaled up mg's firing slow shots for their main cannons.
Could it be that you're planning on fixing the xml codes for mg's? I know stuff like 'calibre' and 'burstcount' was broken before, but now seems to have disappeared?
Did this new update change anything regarding control surface behavior? I'm having a problem where trim isn't working like it used to.
FANTASTIC! Such a quick fix! Well done and thank you.
'Hidden XML Option for Self Destruct and Burn Time on Rockets.'
Has this been discovered yet or are people still looking?
@PhilipTarpley
I must say this update has pretty much everything I can ask for.
Well done devs, for choosing the right features to add!
Downloaded beta, jundrco logo shows then app goes right to black screen. Currently using android HTC one M10
Profile looks perfect. Well done.
@Showtime This makes so much sense now, thank you for explaining this. Create the object group to be attached to the rotators first, create a long mounting peg at the destination, attach rotator to those pegs, scale down pegs to a tiny size, multiselect the object group + detacher and move that into position. Simple.
It's funny how you basically had to build a skeleton for Fiona in order to get her joints to work
@Showtime I'm struggling with delicately small rotator/hinge mechanisms myself. The biggest problem I'm having is attaching all of the pieces together that involve an attachment to a rotator/hinge.
I found the only way to do it is basically make every part of the mechanism huge, then attach the hinge/rotator. Then once those connections are created, I' d manually go through the mechanism, scaling the rotators down and returning the other pieces back to their small correct positions.
This works for me but it's really bloody hard, have you found a different solution to this problem? I've never heard of your term 'mounting pegs'.
HOLY CRUD
This is probrably the greatest plane on this website tbh.
That ragdoll. Making one that's fixed to the cockpit, operating the controls. Making one that's jettisoned out, that flails about until the parachute opens. This is crazy! How on earth did you connect everything together?
Really nice work writing the diving instructions. I hit an escort destroyer on the first try. A+
@EpicPigster1 Just say it was all your work :) what kind of weapons is this to be armed with?
Give me a crack at a cockpit, I have an hour to kill
@EpicPigster1 The problem isn't something I can fix - I located it to the small bundle of pieces and hinges that is hidden in each wing, I don't know what their purpose is but for some reason the bundle on the left is causing either great weight or great drag. I can't take it apart to look at them without breaking the whole wing.
Hopefully that should help you figure out exactly what the problem is yourself, sorry.
Give me a tag.
Handsome italian