@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...
I know the comment is late but I hope it will still help you solve this problem:
Step 1: Take a flight computer and put it on the same object as the parachute.
(Variable output for Altitude is "altP" for example)
Step 2: make a global variable
Example name "AltitudeAgl_P"
And on the variable itself take this code:
sum(Altitude+altP-(AltitudeAgl-(Altitude+altP)))
That's a code I recently came up with while encountering a similar problem.
It should work at all altitudes and You can use this technique for every other flight computer. Just make sure you don't forget to put in the variables.
If you need more information I'm glad to help.
If you publish a build with that code, please put me in credits. That's all.
Hey, really nice build man! could you explain the variables in detail? I'm curious about how to do such weapons myself. Some advise on the Funky trees code would be much appreciated.
@Bogey which technique did you use for building the deck in a way, that the landing gear doesn't sink in? That's a problem I often face with my carriers.
It's only getting better. But could you break down the functions of the ft in detail, since I kinda want to understand it better, so I can try it myself. Would be really cool.
@IvanPolosky How about a F16? Should be detailed but also as few parts as possible with realism. That would actually be th perfect balance and would be really awesome.
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.
Could you also make ship hulls with such specs? I'm not very good at building my own big structures and such. Do you maybe know, how I can make such big Strukturen my self? (they should have a damage model)
@DeezDucks Do you maybe have a kind of tutorial for creating Weapons like this?
I don't Fully understand such long funkytrees codes and it Would be really helpful if you could brake it down or something.
P.S : I really Like the design of this SAM
Additional note:
Is there a way to make this with a smaller code, because it has a very high performance cost and my potato laptop just can't handle it...
@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?
@Itzarock and that thing with the aircraft, i found a way that would work with even more than 8 or 9 planes. the only limit is how much my pc can hndle it of course
@Itzarock could you upload the Nimitz class in picture 1? that would be totally awesome. and Yeah, i think you should make the casablanca class next. would be cool. i like your builds
@arsenyter17425 you actually can download the file, but you must have an Dropbox account. Then save it to your files and ou can download it from there.
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.
To all modders out there (and @FeatherWing) could you also make an custom air target marker, like when I have an aircraft carrier and I want each plane to be a target on its own.
@Itzarock You said that you have no idea how to use weapons of a plane after takeoff. I can help you with that. just put a winch on the carrier right under the plane and connect it to the plane. make sure "DisableAircraftCollitions" is set to true(Winch) and set the mass/drag scale to 0.
winch specs (xml editor):
Range: 99999 (You can make longer if you want)
speed: 99999
Activate8 for activation or Time>"Value" [set in seconds]
for more information i'd recommend downloading Uss bunker hill or uss bataan from @Bogey
I think I know how you get the bomb to spin.
I think I know how you get it to spin: you put a detacher on the plane, connected to the bomb. Then you just take a small rotator and connect it to the detacher. Afterwards you go to xml and give it 360° rotation and give it 200% spin.
@Monarchii could you make also a Target Carrier with A-ll? That would be really awesome.
@Kendog84 hey there, could you explain the codes used for patrolling the area and how I can increase that radius? Advice would be much appreciated.
Nice build man! Could you also make the military KC-10 Variant? That would be really awesome.
+1@Ku OK, thanks anyway
@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...
+1I know the comment is late but I hope it will still help you solve this problem:
Step 1: Take a flight computer and put it on the same object as the parachute.
(Variable output for Altitude is "altP" for example)
Step 2: make a global variable
Example name "AltitudeAgl_P"
And on the variable itself take this code:
sum(Altitude+altP-(AltitudeAgl-(Altitude+altP)))
That's a code I recently came up with while encountering a similar problem.
It should work at all altitudes and You can use this technique for every other flight computer. Just make sure you don't forget to put in the variables.
If you need more information I'm glad to help.
If you publish a build with that code, please put me in credits. That's all.
how do you ft stealth and emp? i'd like to implement those on my builds as well.help would be much appreciated.
how do you ft stealth and emp? i'd like to implement those on my builds as well.help would be much appreciated.
@KSB24 Thanks, that was very helpful.
@KSB24 would you be so kind to explain the ft odes in detail, so I can adjust and use it on my own planes as well?
Hey, really nice build man! could you explain the variables in detail? I'm curious about how to do such weapons myself. Some advise on the Funky trees code would be much appreciated.
@Bogey ah, OK.
@FengRedWhite ok, thx.
Which carrier did you make the screenshots on?
+1@Bogey which technique did you use for building the deck in a way, that the landing gear doesn't sink in? That's a problem I often face with my carriers.
@MisterSpitfire ok, thanks
It's only getting better. But could you break down the functions of the ft in detail, since I kinda want to understand it better, so I can try it myself. Would be really cool.
I'd like to learn more about the ft code, so I can use it on my own planes as well.
Would you be so kind, to explain it in detail?
@IvanPolosky How about a F16? Should be detailed but also as few parts as possible with realism. That would actually be th perfect balance and would be really awesome.
Well, seems my prayers were answered. Thanks man, really neat!
Is going to be good addition to my favorites. Now an ai-specified version please. Would be really cool man.
@RX9115S Very appreciated, thanks!
+1Which codes exactly did you use for the refueling mode? I'd like to build that in some of my planes as well.
Why can't I download the map anymore
+3Look for ft missile aim 9. Someone already made it. You could use the codes for future projects.
+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.
+1Could you also make ship hulls with such specs? I'm not very good at building my own big structures and such. Do you maybe know, how I can make such big Strukturen my self? (they should have a damage model)
@Bogey I've managed to do a working one. It just can't be turned off, but it works just fine. Maybe I'll upload it tomorrow.
@DeezDucks Do you maybe have a kind of tutorial for creating Weapons like this?
I don't Fully understand such long funkytrees codes and it Would be really helpful if you could brake it down or something.
P.S : I really Like the design of this SAM
Additional note:
Is there a way to make this with a smaller code, because it has a very high performance cost and my potato laptop just can't handle it...
@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?
+1@Bogey okay, thanks.
Can't wait to to get the new one
+1@Bogey i'm working on a fully AI-usable landing ade system. the green lights should go on when the landing gear is down
@Itzarock and that thing with the aircraft, i found a way that would work with even more than 8 or 9 planes. the only limit is how much my pc can hndle it of course
@Itzarock could you upload the Nimitz class in picture 1? that would be totally awesome. and Yeah, i think you should make the casablanca class next. would be cool. i like your builds
@arsenyter17425 you actually can download the file, but you must have an Dropbox account. Then save it to your files and ou can download it from there.
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.
+2To all modders out there (and @FeatherWing) could you also make an custom air target marker, like when I have an aircraft carrier and I want each plane to be a target on its own.
Do you by any chance know, how I can make a sensor that detects whether the target has the landing gear extended or not
P.s.
Output should be 1 when extended and 0 when not deployed.
@Itzarock You said that you have no idea how to use weapons of a plane after takeoff. I can help you with that. just put a winch on the carrier right under the plane and connect it to the plane. make sure "DisableAircraftCollitions" is set to true(Winch) and set the mass/drag scale to 0.
winch specs (xml editor):
Range: 99999 (You can make longer if you want)
speed: 99999
Activate8 for activation or Time>"Value" [set in seconds]
for more information i'd recommend downloading Uss bunker hill or uss bataan from @Bogey
where is the mod?
+2how do you make helicopter ai
As always, your builds are amazing!
Hey, thats pretty amazing. i like ur a-10 too. could you upload the Nimitz carrier in the background too?
+1@Bogey ok, thanks man! Can't wait to see it
Hey there!
I wanted to say, that your builds are amazing and i wanted to ask, if you culd make such controls for a modern carrier too?
@Zanedavid Im so with you. You're damn right
I think I know how you get the bomb to spin.
I think I know how you get it to spin: you put a detacher on the plane, connected to the bomb. Then you just take a small rotator and connect it to the detacher. Afterwards you go to xml and give it 360° rotation and give it 200% spin.
@JohnHorton and how should I do this in mobile?!