@TemporaryReplacement Thanks! been thinking about it for a while now. still has to be refined a bit, but i think it's possible to make aircraft swarms now without relying on rotators and gyros...
@Jundroo Q1 will it have better radar mechanics? Like functioning radar systems and stuff?
Q2 could you make it, so that you can choose which type of craft it is(land vehicle, ship/submarine, aircraft/helicopter)?
Q3 can you also make it, that if there are several flight comps in a build(like an aircraft carrier with aircraft)? you can have two modes on a flight computer: m1 is just like simpleplanes 1 and m2 is that you can choose for it to be evaluated as separate entity/aircraft.
@Ku Could you make like a forum post with an explanation of the calculations you use in your variables for the fin rotators of the missiles? i still have a hard time understanding them. for example how to change the time until the booster of a rocket fires up or the tracking rate(deg/sec).
@LunarEclipseSP How did you get the armor effect? Everything I try, if build gets hit By a missile or bom it falls apart, but I want armor(especially on ships) to work realistic, like they need more than one or two hits...
Hey there. I'm a big fan of both games, but my question is actually about simpleplanes. Would it be possible for you to add AI wingman and maybe something like an target marker as a part, which you could choose air or ground? I think that would be totally awesome. And builds like aircraft carriers and such could be more advanced that way.
@KSB24 Hey, could you maybe kombine this code with the one of your seahorse boat? I want to recreate a specific scenario of ww2 but lack the knowledge of FT needed for that. Would be really cool if you could help me out with that.
@TemporaryReplacement could you do a code for leading torpedo tubes? Would be neat. Also, I just recently found out that Torpedos normally travel at 45 m/s. (if you need that)
@Ku Could you make the Paveway series? Would be really cool if you could control at which angle the bomb hits. Just thought it would maybe be a nice side project i guess.
@verxzl if @Ku approves me of using this FT, i will bring AH-64 for sure. waited so long for this ooprtunity , this dude's amazingly good with FT, keep it up.
@Super737 Nice PID controls man. i tried using those on my works to but the bombs/missiles always go out of control or turn the whole thing upside down. how can i fix that?
@ALTMTR may be already solved, since this post is a bit old, but you can actually use targeting pod for that. Since the plane is attached via winch, any cam that can lock on a target will do.
@KSB24 could you brake down the different codes and variables? That would be really helpful. I already have a type of Ai autopilot that mostly works for me, but i have trouble regarding formation flight. My AP is coordinate based too and needs 2 separate inputs: 1. Is the desired Longitude, where it should fly to and 2. The desired Latitude. How can I use this information for an wingman offset to a desired side (either right or left) of the [target plane]?
Additional : I need ft for the engine/s too to work with the formation flight. If possible separate examples for propeller type engines and jet engines.
@TemporaryReplacement No biggie. i'm gonna download all anyway. also, everytime i put those guns and aa on a different ship, the ship ends up swaying from side to side. how can i fix that?
@Ku So, could you make a SLBM with a similar guidance system? The missile would only be able to turn after a certain amount of time and have 2 to 3 stages. Any answer or help would be much appreciated.
Love your ft guided-Series as always! Kept it up! Could you maybe tell me how the code for elevation of the missile works? I'm currently working on a Tomahawk cruise missile and need some help...
@Brandon182003 Look for ft missile aim 9. @Ku already made it. You could use the codes for future projects. i don't think that they have anything against that.
With those methods you're using.. Wouldn't it also be possible to make an kind of Ai wingman? for example, You could use the outputs of different flight computers to "let the wingman know ts direction and distance from the main plane" and use the variables to calculate accordingly. This again could be used for keeping the distance between the planes and the ground too. My knowledge in this is kinda basic, but if my line of thinking is correct, it should be possible, thanks to your codes.
@LobsterBisque128 Could you explain in more detail maybe? I'm an complete idiot when it comes to funkytrees guided weapons. do you have an examle Variable/code maybe?
@Ku nice pls add the Scud-B to your list of future builds, would love to see that.
+3Why can't I download the map anymore
+3@TemporaryReplacement Thanks! been thinking about it for a while now. still has to be refined a bit, but i think it's possible to make aircraft swarms now without relying on rotators and gyros...
+2@Jundroo Q1 will it have better radar mechanics? Like functioning radar systems and stuff?
Q2 could you make it, so that you can choose which type of craft it is(land vehicle, ship/submarine, aircraft/helicopter)?
Q3 can you also make it, that if there are several flight comps in a build(like an aircraft carrier with aircraft)? you can have two modes on a flight computer: m1 is just like simpleplanes 1 and m2 is that you can choose for it to be evaluated as separate entity/aircraft.
+2@Ku Definetely
+2@Ku Could you make like a forum post with an explanation of the calculations you use in your variables for the fin rotators of the missiles? i still have a hard time understanding them. for example how to change the time until the booster of a rocket fires up or the tracking rate(deg/sec).
+2@LunarEclipseSP How did you get the armor effect? Everything I try, if build gets hit By a missile or bom it falls apart, but I want armor(especially on ships) to work realistic, like they need more than one or two hits...
+2Hey there. I'm a big fan of both games, but my question is actually about simpleplanes. Would it be possible for you to add AI wingman and maybe something like an target marker as a part, which you could choose air or ground? I think that would be totally awesome. And builds like aircraft carriers and such could be more advanced that way.
+2where is the mod?
+2Hey, thats pretty amazing. i like ur a-10 too. could you upload the Nimitz carrier in the background too?
+2@C47skytrain thanks for the reminder, totally forgot that.
+1@KSB24 Hey, could you maybe kombine this code with the one of your seahorse boat? I want to recreate a specific scenario of ww2 but lack the knowledge of FT needed for that. Would be really cool if you could help me out with that.
+1@Grob0s0VBRa Thanks!
Edit: Is AoA not
+1V_Vert / V_Long
?@TemporaryReplacement could you do a code for leading torpedo tubes? Would be neat. Also, I just recently found out that Torpedos normally travel at 45 m/s. (if you need that)
+1@Ku Could you make the Paveway series? Would be really cool if you could control at which angle the bomb hits. Just thought it would maybe be a nice side project i guess.
+1ok, thx
+1@KSB24 Witch controls are used so that the helicopter circles around target ? And how can i change the radius that it circles ?
+1@Ku what happened to change your mind? i asked sometime ago and you said it wouldn't make sense in sp? even so, great as always!
+1@dabestsock well, i'm working on it, but For some reason it won't work properly. i'll uplod it as soon as i've fixed that.
+1@verxzl if @Ku approves me of using this FT, i will bring AH-64 for sure. waited so long for this ooprtunity , this dude's amazingly good with FT, keep it up.
+1@Ku is this portable to any other well-handeling helicopter?
+1@KSB24 Hey, could you like, convert the ft from this build for the ai follow pilot for 4 planes? and is there a roundabout way for AngleOfSlip?
+1thx, have done that. the com was way behind the col.
+1@DISHWASHER2005 How'd you do it exactly? and will you upload it?
+1@Ku how'd you manage terrain avoidance?
+1@KSB24 hey, could you put the plane autopilot on a jet too? Kinda struggling with getting it to work with jets...
+1@Super737 Nice PID controls man. i tried using those on my works to but the bombs/missiles always go out of control or turn the whole thing upside down. how can i fix that?
+1How'd you do the camera aim missiles?
+1@ALTMTR may be already solved, since this post is a bit old, but you can actually use targeting pod for that. Since the plane is attached via winch, any cam that can lock on a target will do.
+1My prayers were heard! Thank you my man. Amazing work as always
+1@KSB24 could you brake down the different codes and variables? That would be really helpful. I already have a type of Ai autopilot that mostly works for me, but i have trouble regarding formation flight. My AP is coordinate based too and needs 2 separate inputs: 1. Is the desired Longitude, where it should fly to and 2. The desired Latitude. How can I use this information for an wingman offset to a desired side (either right or left) of the [target plane]?
Additional : I need ft for the engine/s too to work with the formation flight. If possible separate examples for propeller type engines and jet engines.
+1how'd you do that armor thing?
+1@TemporaryReplacement No biggie. i'm gonna download all anyway. also, everytime i put those guns and aa on a different ship, the ship ends up swaying from side to side. how can i fix that?
+1pls consider making big warships like ijn yamato too. awesome build, just like always!!
+1@LunarEclipseSP ok, thx
+1@MAPA Cool, can't wait. I like your ai builds, because I can use them with many others without crashing my potato pc.
+1@MAPA nice! And next a F18-F version pls. Would be much appreciated.
+1@Gestour @Kennneth How did you get to make a custom part that marks the aircraft as a ground target?
+1What does Act2 do exactly? If I activate it and tilt even just 1 deg, it just starts wildly spinning around...(I'm on the low part version)
+1@Monarchii Nice, can't have enough targets...
+1Nice build man! Could you also make the military KC-10 Variant? That would be really awesome.
+1@Ku So, could you make a SLBM with a similar guidance system? The missile would only be able to turn after a certain amount of time and have 2 to 3 stages. Any answer or help would be much appreciated.
+1Love your ft guided-Series as always! Kept it up! Could you maybe tell me how the code for elevation of the missile works? I'm currently working on a Tomahawk cruise missile and need some help...
+1Which carrier did you make the screenshots on?
+1@RX9115S Very appreciated, thanks!
+1@Brandon182003 Look for ft missile aim 9. @Ku already made it. You could use the codes for future projects. i don't think that they have anything against that.
+1With those methods you're using.. Wouldn't it also be possible to make an kind of Ai wingman? for example, You could use the outputs of different flight computers to "let the wingman know ts direction and distance from the main plane" and use the variables to calculate accordingly. This again could be used for keeping the distance between the planes and the ground too. My knowledge in this is kinda basic, but if my line of thinking is correct, it should be possible, thanks to your codes.
+1@LobsterBisque128 Could you explain in more detail maybe? I'm an complete idiot when it comes to funkytrees guided weapons. do you have an examle Variable/code maybe?
+1Can't wait to to get the new one
+1@ZooxTark How did you make it, so that the control bases for the elevators move straight instead of circular?