9,447 vcharng Comments

  • v1.10 demonstrator is up & question 4.4 years ago

    @ThomasRoderick check the air-to-air rocket part, it answers your question on the plane page.

  • v1.10 Radar/Targeting Technology Demonstrator 4.4 years ago

    @ThomasRoderick Your answer is in the thread given above

  • v1.10 demonstrator is up & question 4.4 years ago

    Please raise any questions if you fail to understand what the hell I'm saying. I understand some of the stuff is pretty complicated (especially the bomb solution finder)

  • Radar/target tech demo plane trailer (Fw BMW 803 ADV) 4.4 years ago

    @brians1209 German autocannons do have blinding issues, actually. Especially at night.
    BK5 (50mm autocannon) mounted on night fighters are even said to cause actual temporary blindness when the pilot fires it at night.

  • Radar/target tech demo plane trailer (Fw BMW 803 ADV) 4.4 years ago

    0:32 : Rocket timing calculator
    0:39 and many other occasions: proximity fuse cannon
    0:42 "pilot's neck"
    0:53 and 2:50 Radar on the bottom of the dashboard
    1:36 Dual-purpose bombing solution finder (dive bombing mode), and then skip-bombing with the same solution finder (cockpit footage not shown)
    2:00 Jager BMW 803 ADV with its predecessor the plain Jager BMW 803
    2:11 /unknown/

    Song used: Sabaton - Red Baron

  • First ever iOS compatible plug-in, coming soon! 4.4 years ago

    Question: does it make all ships aggressive to you when you attack one of them?
    In vanilla game the aggression are grouped: USS Tiny Two + 2 WWII DD is one group, 2xDestroyer and USS beast is another, and USS Tiny is its own group. You will not trigger aggression from the destroyers when you attacked the USS Tiny, for example.

  • Ship Fjords 4.4 years ago

    Someone put a KMS Tirpitz there..... preferably a damaged one.

  • [Teaser] 1.10 Tech demo plane (radar+ dive/skip bombing solution finder) vol.3 4.4 years ago

    @BagelPlane interesting.... I should give it a try next time

  • [Teaser] 1.10 Tech demo plane (radar+ dive/skip bombing solution finder) vol.3 4.4 years ago

    @BagelPlane I'm having some problem with the beacon light part, so it'll be hard for me to build a glow-at-night thing.....

  • Update v1.10 - Smooth as Glass 4.4 years ago

    @Uchanka well for now it is achievable with angle of attack and angle of slip.... just very troublesome.

  • [Beta] FT advanced combat systems vol.2 4.4 years ago

    @marcox43 Which one? I practically have 4 radar screens now.... and each of them have at least two FT'd parts.

  • [Beta] FT advanced combat systems vol.2 4.4 years ago

    @marcox43 both 404'd.
    And don't bother, I have already finished the Lichtenstein display, please don't make me do it again.....

  • [Beta] FT advanced combat systems vol.2 4.4 years ago

    @marcox43 Also, what you found seems to be FuG 224 Berlin A, not Fug 240 Berlin.
    The one similar (in interface) to the H2S is also FuG 224.

  • [Beta] FT advanced combat systems vol.2 4.4 years ago

    @marcox43 ugh.... great, now I have to remake both screens....
    Well this is supposed to be a tech demostrator to demonstrate the possibility of 1.10.
    I think I'll make a separate, historically-accurate version when the update is officially online.

  • A question about overflow in funky trees 4.4 years ago

    @SnoWFLakE0s It's odd for me too.
    I've seen people making very complicated stuff with the beacon light, but I can't even make a light half as complicated as theirs.

  • A question about overflow in funky trees 4.4 years ago

    @SnoWFLakE0s that code I posted is basically "returns 1 when the torpedo should hit within 50m of the target ship, -1 when its error is greater than 50m"

    But in reality, although this code works perfectly in DebugExpressions and piston, it only works on the beacon light when the target is < 300~400m from my plane. That's why I suspect it could be an overflow issue.

    Such situations are common when the code involves squares. square makes values much larger. I remember when I was trying to do the AFN2 navigation instrument, and it had similar problems too.

  • A question about overflow in funky trees 4.4 years ago

    @SnoWFLakE0s Yes I did. Is that a wrong thing to do?

  • [Beta] FT advanced combat systems vol.2 4.4 years ago

    @marcox43 The radar screen is the last picture. It doesn't really follow the historical one because I couldn't find any reference about it.

  • A question about overflow in funky trees 4.4 years ago

    @SnoWFLakE0s The code is:

    sign(2500 - (pow((Longitude + GS * sin(Heading) * (TargetDistance / (- rate(TargetDistance)))) - ((Longitude + TargetDistance * sin(TargetHeading)) + rate((Longitude + TargetDistance * sin(TargetHeading))) * (TargetDistance / (- rate(TargetDistance)))), 2) + pow((Latitude + GS * cos(Heading) * (TargetDistance / (- rate(TargetDistance)))) - ((Latitude + TargetDistance * cos(TargetHeading)) + rate((Latitude + TargetDistance * cos(TargetHeading))) * (TargetDistance / (- rate(TargetDistance)))), 2)))
    

    this exact same code works for piston and DebugExpression, but only works for beacon light when the target is < 400m away.

  • Suggestion - More MG’s and MG Calibers! 4.4 years ago

    you can mod the damage and the bullet size with XML.
    Basically we use normal gun to model smaller, non-explosive guns (up to 20 mm), and use the cannon to model larger guns with explosive ammunition (30mm and above).

  • Just found something a bit disturbing about FT... 4.4 years ago

    @WNP78 ah, no wonder it didn't work when I tried.
    Thanks.

  • [Beta] FT advanced combat systems vol.2 4.4 years ago

    @PointlessWhyshouldi oh, ok...

  • [Teaser] New Attack helicopter! 4.4 years ago

    erm, just so you know, there is a pinned thread from the moderators that forbids mass tagging...

  • [Beta] FT advanced combat systems vol.2 4.4 years ago

    @WarHawk95 Uh, I though when you tag "mod" it affects every moderator? well, anyway....

  • [WIP]FT advanced combat systems 4.4 years ago

    Guys there is an update for this. New rules forbid me from tagging everyone but please go take a look!

  • [Beta] FT advanced combat systems vol.2 4.4 years ago

    @Mod I'm just wondering if it's possible to self-introduce to be featured in the update video? I think my radar can serve well in the update introduction clip.

  • [WIP]FT advanced combat systems 4.4 years ago

    @MinecrackTyler Somebody already did.

  • Just found something a bit disturbing about FT... 4.4 years ago

    @WNP78 As in "deltaAngle(TargetHeading - Heading)"?

  • A question about overflow in funky trees 4.4 years ago

    Just an extra note, the same formula worked for piston.
    So now I just use piston instead of signal light.

  • Just found something a bit disturbing about FT... 4.4 years ago

    Actually, I just found out that the remedial clause of the program works even if this is fixed. The remedial clause simply don't get activated at all....
    So perhaps, fix it please?

  • [WIP]FT advanced combat systems 4.4 years ago

    @SnoWFLakE0s My MK103 is 850 m/s. it has no problem hitting the target head-on from 2.5 km against the WWII challenge.

    It can also hit (though difficult) the Wasp in a dogfight. (remember, we're talking about shooting at a jet with a prop fighter)

  • [WIP]FT advanced combat systems 4.4 years ago

    @SnoWFLakE0s The current, very basic auto fuse works fine for MK103's ballistics. It seems that it has something to do with shell velocity.
    The rate(TargetDistance) system has two major flaws: gravity and speed change. High shell velocity minimizes both of them. I haven't tried doing a rate(rate(TargetDistance)) (i.e. target acceleration relative to you), but maybe that would address the speed change.

    The smallest caliber setting in vanilla game is 50mm, and my prototype works just fine with that (no explosion scalar adjusted). In real life, the smallest shell to have VT fuse was 76mm (40mm bofors was contact fuse, 20mm Hispano was not explosive at all) so I'd say it's working alright. my realistically-modeled MK103 30mm gun can hit fighters from 2.5km away... that's about 3-5 times their effective range IRL.

  • [WIP]FT advanced combat systems 4.4 years ago

    @BagelPlane I think my best bet is to use FT to control the activation group. Make the piston/rotator only work when the radar's angle fit the target's angle. That way, the dot will only update when the radar sweeps pass the target.

  • [WIP]FT advanced combat systems 4.4 years ago

    @Notaleopard I think there's already a guy who made an automatic-aiming turret for ground usage.
    I may try to make bomber turret but I have to nail the roll/pitch compensation for the "Pilot's neck". They work with similar principles.

  • [WIP]FT advanced combat systems 4.4 years ago

    @BagelPlane Go ahead, it's never a bad thing to have parallel systems.
    I am also wondering how I'm gonna make the radar dot "update upon sweep"...

  • OK this is like the last straw. 4.7 years ago

    @chibikitsune You know what I think I'm running out of choices but to agree with you.
    SP is a game and it should stay just that. It should not become a kind of "best builder contest" unless one happens to find that interesting.

  • OK this is like the last straw. 4.7 years ago

    Last but not least.
    There shouldn't be ANY replies to this post from the very beginning.

  • OK this is like the last straw. 4.7 years ago

    @TheReturningHound Well then this post announces that I'm returning to the right track.

    It started like 8 months ago where people are "encouraging" me to "improve"...
    and then I began to cater to their suggestions more and more.
    In the end I found myself to be making stuff that I don't really enjoy making.

  • If they ever make a sequel to do they should name it advanced planes 4.7 years ago

    If they actually do, I hope they take a look at some real CAD softwares.
    Extrude, subtract, fillet, offset..... so many commands that could make the game even better.
    I took a full CAD course in collage and it's sad I can't put it to use here.

  • OK this is like the last straw. 4.7 years ago

    @Strucker If you think so ,so be it.
    I have listened enough and twisted my own wishes enough from the beginning of 1.9.
    It stops here and now.

    Sincerely speaking, why is "egotistic" even supposed to be a bad word?
    What's so wrong about putting oneself at first and foremost, especially when one really had enough?

  • OK this is like the last straw. 4.7 years ago

    @TheReturningHound My point is that I have done enough to cater to what people tell me to do and from now on I will only do what I want to do.
    I have deviated too far from my philosophy in the past 6 months already and this has to stop.
    you can see that every time I asked "I did this and that, why doesn't it work (as in, why doesn't it translate to upvotes?)" people just say "BS you haven't done nearly enough"
    (or even worse, "when you tried, it is worse than when you haven't tried", like that retard comparing my H11K and my 803)
    And there seems to be no end of that.
    So if there's no end to that, I have to call it.
    And that's what I'm doing now. I'm calling it. All my compromises end here. From now on there will only be what I want to build and what I want to build only.

  • IJN Ryukaku(Pacific WAR Challenge) 4.7 years ago

    @soldier289 yeah, good build.

  • OK this is like the last straw. 4.7 years ago

    Originally I could've vented all my stuff in Sunday and carried on. But now you are lengthening my anger into the 3rd day by endlessly replying (basically harassing) me.
    There is a reason why this post is in "feelings" subforum. The subforum is for this kind of posts that you feel shouldn't exist. And that's exactly why this subforum exists, to act as a trash can.

    Now just allow the subforum to function, and leave.

  • OK this is like the last straw. 4.7 years ago

    Now you just shut up and leave. Don't tell me that I must do what if I what. I have made my decision and this OP is my decision. It's final and I do not accept any suggestions.

  • OK this is like the last straw. 4.7 years ago

    @SodiumChloride I don't CARE what you are saying.
    This post is about a complaint and I am not expecting ANY response.

  • OK this is like the last straw. 4.7 years ago

    @SodiumChloride Read my pinned post. I am not trying to change anything so why are you keep suggesting me to do this do that in order to "change" something?

    I don't like how it is
    and I'm not trying change that.
    I will simply revert to just be myself regardless of what others think.

    Is that clear enough?

  • OK this is like the last straw. 4.7 years ago

    Nobody seems to actually read what I said in this post.
    Yes there are things that I have to do in order to make the community see my plane.
    I "understand" that. But I don't "like" that.
    And this is exactly what I'm saying: That's it, I will stop trying to shape myself to something the community would like.

    So stop telling me to do this and do that. This post is exactly announcing that I'm not going to do those.

    I'm too lazy to delete all the comments but sincerely none of them should've ever existed (if only there's a "do not allow comment" option). This post is NOT trying to ask for any feedbacks or suggestions whatsoever.

  • OK this is like the last straw. 4.7 years ago

    @SodiumChloride Nothing will change if I complain and I'm not even trying to change it.
    I can't and won't try to change, for instance, the bias for US planes.
    I'm just complaining about it to make myself feel better in order to return to working just for myself, can't you read that already?
    What's the point of keep harassing me with notifications?