[.13-1.1.81] Aircraft (1.8.6)

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Broskev
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Re: [0.13.18|0.14.21] Aircraft (1.1.5) New Planes!

Post by Broskev »

SuicidalKid wrote:
Kaio_ wrote:by what means should I be powering the energy shield for the planes? the grid does not accept the vehicle equipment from Bob's Mods, and there doesn't seem to be any research topics for aircraft power supplies specifically so I'm kinda at a loss here
The portable fusion reactor or solar panels should work, I'll see if I can figure out how to do bob's stuff.
I have exactly the same problem. I can't put fusion reactor, solar panel or vehicle roboport to the grid.

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Re: [0.13.18|0.14.21] Aircraft (1.1.5) New Planes!

Post by Light »

Bob's user here. The personal power and shields work on the aircraft just fine, just not the vehicle specific ones.

I must say I was very excited at the prospect of creating an airport with strips at distant locations, blinking lights, the whole works. However, a few things personally bothered me before I got started.
(Note this doesn't apply to the cargo plane which is perfectly fine)

- Using the takeoff add-on, I could never get the flying fortress to actually fly. Despite making 30 chunks long of concrete and using afterburners, I'd remain a very speedy train.
- Rotation is way too fast and so lining up on the strip wasn't easy, leading to occasional times where I have to turn around to try again. Some smoothing would be nice.
- While takeoff was fine, landing was quite hard to get used to. When grounded and not accelerating, I feel the aircraft should rapidly decelerate to a smooth 10-20km so you can safely navigate it in the hanger without slamming the brakes hard and tapping forward. Sometimes braking didn't work and it re-accelerated to 76km or so, causing a crash. (Bug maybe?)

More often then not I'd constantly try to slow down 20-40 chunks away from the strip and hoping not to vastly overshoot my target, since it's very hard to judge when to do so. Some minor tweaking of the rotation and speed would solve some accuracy and stability issues I came across, especially with the slippery fast jet flying over the strip by a long shot or never lining up properly.

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Re: [0.13.18|0.14.21] Aircraft (1.1.5) New Planes!

Post by Adil »

Well, Liftoff mod has its own thread. I've tweaked the mod a little bit, it now should not exhibit that problematic behavior.
That's about liftoff, however planes themselves might use a bit of refining of their parameters.
When writing Liftoff I've failed to find a sweet spot with those, but if anyone is willing, he can try himself to pick parameters that would make planes look good while moving on the ground and in the air. (In fact, with liftoff it may be possible to have separate sets of parameters for those.)
I do mods. Modding wiki is friend, it teaches how to mod. Api docs is friend too...
I also update mods, some of them even work.
Recently I did a mod tutorial.

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Re: [0.13.18|0.14.21] Aircraft (1.1.5) New Planes!

Post by Broskev »

Light wrote:Bob's user here. The personal power and shields work on the aircraft just fine, just not the vehicle specific ones.
Ach, so that is that. I considered an aircraft more of a vehicle than a person, so I haven't even tried personal ones yet.

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Re: [0.13.18|0.14.21] Aircraft (1.1.5) New Planes!

Post by Thomasnotused »

Light wrote:Bob's user here. The personal power and shields work on the aircraft just fine, just not the vehicle specific ones.
I'll look into supporting bob's vehicle parts once I get it up (properly) on the mod portal.
Light wrote:Rotation is way too fast and so lining up on the strip wasn't easy, leading to occasional times where I have to turn around to try again. Some smoothing would be nice.
I'll see if I can reduce rotation speed, I'm not sure if Liftoff modifies those.
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Re: [0.13.18|0.14.21] Aircraft (1.1.5) New Planes!

Post by Thomasnotused »

PSA kinda thingy: If you've downloaded the mod from the portal delete it and redownload it.

Ownership transfer doesn't work yet, so the devs had to just delete it, and I've reuploaded it! This should allow all of you people to enjoy 1.1.5 from the comfort of the mod portal. This also means that I'll now start looking into some of the issues you've brought up recently. Don't forget to leave feedback both here and on the portal page here!
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Re: [0.13.18|0.14.21] Aircraft (1.1.5) New Planes!

Post by Thomasnotused »

1.2.0 is now out!

- Updated Russian translation
- Various technology prerequisite tweaks
- All-around inventory capacity buffs
- Greatly improved Bob's mods support (including equipment!)


As always, make sure to submit bugs or balancing issues to me either here on the forums, the Factorio Discord, or on the mod portal (I don't get notifications for posts on the mod portal, so it may be a little while before I respond)
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Re: [0.13.18|0.14.22] Aircraft (1.2.0) New Planes!

Post by Camael »

Something weird is going on with my black market gunship... (love that mod, total alternative economy there...)

Used the latest version on 0.14 with no issues, awesome as always (and even some new toys since my last visit, flying fortress... goodness, that machine gun. 6K rpm...)
Used the same version in the same game now with a whole lot more mods installed (no take-off or any other mods that should affect the behaviour of my planes...), I can spawn it, fill it, enter it, but it won't move. It blasts out engine exhausts, stands there and slowly takes damage when I try to move forward (rotation is not an issue)...
I have not researched any of the techs, but I doubt there is an actual trigger in the game for "he knows how to fly now", or is there?

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Re: [0.13.18|0.14.22] Aircraft (1.2.0) New Planes!

Post by Thomasnotused »

Camael wrote:Something weird is going on with my black market gunship... (love that mod, total alternative economy there...)

Used the latest version on 0.14 with no issues, awesome as always (and even some new toys since my last visit, flying fortress... goodness, that machine gun. 6K rpm...)
Used the same version in the same game now with a whole lot more mods installed (no take-off or any other mods that should affect the behaviour of my planes...), I can spawn it, fill it, enter it, but it won't move. It blasts out engine exhausts, stands there and slowly takes damage when I try to move forward (rotation is not an issue)...
I have not researched any of the techs, but I doubt there is an actual trigger in the game for "he knows how to fly now", or is there?
That's... odd. I've never heard of this behavior before and the only thing I can think of is an invisible, indestructible entity is blocking you from moving. Would you care to upload a list of the mods you're currently using?
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Re: [0.13.18|0.14.22] Aircraft (1.2.0) New Planes!

Post by Camael »

Okay. Further experimentation yielded the following results:

- advanced aerodynamics research does not solve the problem

- the problem changes when I remove my personal armor, the plane moves, but on the ground (testing that I ran over a good part of my factory by accident... ouch...) and crashes into everything like a ground vehicle

So I assume while wearing it, the plane "crashes" into my personal armor. Which is weird. The armor itself is a vanilla power armor with nothing in the grid.

I have the mod list (I know it is extensive, this is more of a test game to sort what I actually want for a long game and what not... still...) - the ones marked with an "x" have definitely been enabled before when the planes were working just fine. I'd assume maybe one of the big mods (beyond?) adds some mechanics? Also, I don't remember installing factorissimo, don't know where that came from...
I also seem to remember having had this issue before, a long long time ago, when the first mod with this exact gunship came out. Was also using black market back then and bought one... maybe it is some trigger...

"mods":
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x "name": "base",
x "enabled": "true"
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{
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{
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{
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{
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{
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{
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{
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{
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{
"name": "beltSorter",
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{
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{
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{
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{
"name": "CharcoalBurner",
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{
"name": "Chunky_Power_Poles",
"enabled": "true"
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{
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{
"name": "combat-robot-lifeline",
"enabled": "true"
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{
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{
"name": "CpeBusyBots",
"enabled": "true"
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{
"name": "Crafting_Speed_Research",
"enabled": "true"
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{
"name": "crash-landings",
"enabled": "true"
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{
x "name": "DistancePlus",
x "enabled": "true"
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{
"name": "Electric Furnaces",
"enabled": "true"
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{
"name": "ElectricVoid",
"enabled": "true"
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{
"name": "epic_robot_energy",
"enabled": "true"
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{
"name": "EvoGUI",
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{
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{
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{
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{
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{
"name": "fluid-barrel",
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{
"name": "Force Fields",
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{
"name": "Free_Real_Estate",
"enabled": "true"
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{
"name": "FusionRobots",
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{
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{
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{
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{
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{
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{
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{
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{
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{
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{
x "name": "Ships",
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x "name": "solaire-lights",
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x "enabled": "true"
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{
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{
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{
x "name": "tesseracts",
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{
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{
x "name": "Treefarm-Lite",
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{
x "name": "Trumps_Dream",
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{
x "name": "UraniumPower",
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{
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{
"name": "usefulSpace",
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{
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{
x "name": "VersepellesAquaFarm",
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{
x "name": "VersepellesDeepQuarry",
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{
x "name": "VersepellesOutposts",
x "enabled": "true"
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{
x "name": "Warehousing",
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{
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{
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{
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{
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{
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{
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{
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{
x "name": "Yuoki",
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{
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{
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},
{
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{
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{
"name": "CpeTreeCutter",
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{
x "name": "dark-matter-replicators",
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{
x "name": "Natural_Evolution_Buildings",
x "enabled": "true"
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{
"name": "NuclearRobots",
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{
"name": "pky1AdvancedManufacturing",
"enabled": "false"
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{
"name": "pky1AdvancedMining",
"enabled": "true"
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{
"name": "ReactorsWarhead",
"enabled": "true"
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{
x "name": "yi_engines",
x "enabled": "true"
},
{
"name": "Surfaces_remake",
"enabled": "true"
},
{
x "name": "Yi_Tech_Tree",
x "enabled": "true"
}

}

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Re: [0.13.18|0.14.22] Aircraft (1.2.0) New Planes!

Post by Thomasnotused »

I don't see any mod that would obviously cause a change like that. The only thing I can recommend you to do is disable all mods and enable them one by one until you find the one giving you a problem. If you find it, be sure to report back which one was causing the problem so I can maybe get a fix.
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Re: [0.13.18|0.14.22] Aircraft (1.2.0) New Planes!

Post by bNarFProfCrazy »

Enabling them one by one might be a bit too much work. Just do a binary search.
Enable the first half, does it still happen? Use this half and repeat the process.
Enable the second half, does it still happen ? Use that half and repeat the process.
If you have only one/a few plugins left and cannot reduce the plugin list any further with the bug still occurring, then post the result.

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Re: [0.13.18|0.14.22] Aircraft (1.2.0) New Planes!

Post by Camael »

After some thought my incredible brain power finally finished to research advanced vehicle collision fubars and I realized "Ocean liners" must change the behaviour of vehicles to accomodate for the movement on water, but not on land. And that was it. And I think it was the same thing back in the day, a ships mod of sorts. Switched it off. Works fine now. Maybe put a warning up on the downloads section that the flyboys don't play well with very non-standard movement patterns... guess coding around that would be a hell of a lot of work...

oh, also, You now have a long list of mods that are definitely compatible...

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Re: [0.13.18|0.14.22] Aircraft (1.2.0) New Planes!

Post by Thomasnotused »

It looks like this problem was brought to the devs attention 4 months ago, but it still hasn't been fixed. Considering he's doing an override, I don't think there's anything I can do to solve it. I will update the OP and portal page about this incompatibility, however.

EDIT: As of 7/25/17 the Ocean Liners author has fixed compatibility with aircraft! Cheers for compatibility!
Last edited by Thomasnotused on Thu Jul 27, 2017 4:08 am, edited 1 time in total.
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Re: [0.13.18|0.14.22] Aircraft (1.2.0) New Planes!

Post by BreakingForce »

so the text on the cargo plane calls it a "flying chest". I was hoping to make that more literal, and have them function as a passive provider chest so drones can take from them while they're in my logistic network area. I did see a post earlier on this thread about what i assume is the same idea, but no further comment has been made on it :D. this picture (from mknejp's "Electric Vehicles" mod) makes me think it's at least possible...
Image

note the "Enable logistics while moving" box. so, that's a vehicle that can do SOMETHING with the logistics grid, at least...and i'm assuming that includes making them available for taking by drones. now, i don't code, so i don't know how, and though i could download that mod and peek at it, i probably won't understand much of what i see...at least, not without lots of studying and inference. so, if this isn't something you want in the mod itself, i'd still like it, at least for my own fork of the mod. (which, unless i have permission and big demand, i wouldn't make publicly available). or whatever :D.

also, while i'm thinking about electric vehicles, it'd be nice to eventually be able to unlock some form of non-polluting way to power my aircraft. my red cloud is big enough as it is (since i use mining vehicles to harvest resources because they're faster than any static miner and don't require conveyor belts or power or you to build your base around them :D)

anyway, appreciate any help i get, thanks for the mod, and may all your factories be prosperous forever.

EDIT: thought i should probably post a link to that mod >.> https://mods.factorio.com/mods/mknejp/electric-vehicles

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Re: [0.13.18|0.14.22] Aircraft (1.2.0) New Planes!

Post by Thomasnotused »

If you can figure out a way to do the things you requested, you can make a pull request on the github, or you can directly upload the files to me. I'll do my magic to try to integrate it, but the raw code itself I'm not sure where to begin with.
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Re: [0.13.18|0.14.22] Aircraft (1.2.0) New Planes!

Post by Optera »

Connecting vehicle inventory to logistic network is only possible by creating fake logistic-container, mirror the vehicle's inventory into that container and have the script constantly keep track of all item transactions.
Overall it's a lot of script runtime for very little benefits.

"Enable logistics while moving" refers to construction bots with personal drone ports. They can only use the current inventory and won't go for logistic network content.

Enabling planes being powered by electric vehicles equipment is as simple as changing the equipment grid type.
viewtopic.php?f=93&t=31911
If you are a mod developer and want to make an existing vehicle electrically powered if this mod is present simply give its equipment grid the category "electric-vehicles-equipment" and you're all done.

If you wish to use the electric vehicles feature in your mod without the baggage of the items and entities added here check out Electric Vehicles Lib as it contains all the logic needed to implement the feature and has no prototypes to clutter your mod.
You should also add electric vehicles and it's library as optional dependency so your mod is loaded after EV and you can access it's prototypes should you need to.

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Re: [0.13.18|0.14.22] Aircraft (1.2.0) New Planes!

Post by wodzu93 »

Hello there, I absolutely love this mod, it's great! I have few suggestions though:

1. The firing rate on most guns is WAY to high with all the tech upgrades. Machine guns in particular burn through ammo really fast. The worst offender is Flying Fortress, 10000+ rounds per second instantly kills even buffed spawners from Natural Evolution mod, as long as player has enough ammo in inventory. I know planes are very late-game stuff, but both ammo drain and firepower seems a bit too much.

I suggest lowering fire rate of MG's to something like 15/s for cargo plane, 25/s for Gunship/Jet and 40/s for Flying Fortress, and use damage multiplier instead to raise damage output, for example x1 for Cargo, x1.35 for Gunship/Jet and x1.5 for Flying Fortress. Similar thing with Rocket Launchers, fire rates of 1-3/s and damage multipler of x1.5-x3. Cannon is OK.


2. Napalm Launcher on the Jet just looks silly, flamethrower on an aircraft?

Here's my idea: Bomb Bay! For ammo, it could use "Explosive Bomb" (AOE explosive damage), "Cluster Bomb" (either fires multiple projectiles with a spread at once, or recursively deploys smaller bombs on impact) and "Napalm Bomb" (AOE that deals fire damage and leaves fire). From previous posts i figured you're not experienced with lua scripts, so you could implement this weapon using cannon logic, just giving projectiles very low speed and duration of 1 second. For cluster bombs, shotgun spread or cluster grenades logic. Give the launcher high range (100), so player can drop it anytime.


3. Implementing forward-firing weapons like in real planes, so players can't just circle-strafe, firing to the side. While Flying Fortress is fine with it (think AC-130 gunship with side-mounted howitzer), for other planes this would be much more immersive. You can implement it using a tank turret code with empty turret sprite, and angle restriction from flamethrower turret. This shoudn't require any custom coding, just copy-paste existing prototype data from vanilla, and increasing weapon range and damage multiplier to compensate for shorter attack window.
IT student that likes modding in his free time.

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Thomasnotused
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Re: [0.13.18|0.14.22] Aircraft (1.2.0) New Planes!

Post by Thomasnotused »

wodzu93 wrote:Hello there, I absolutely love this mod, it's great! I have few suggestions though:

1. The firing rate on most guns is WAY to high with all the tech upgrades.

2. Napalm Launcher on the Jet just looks silly, flamethrower on an aircraft?

3. Implementing forward-firing weapons like in real planes
1. I didn't notice that the machine guns were actually effected by the tech upgrades, I'll downgrade them accordingly. Thanks for reporting that.

2. I just really liked the idea of a napalm launcher, hehe. Your suggestions seem like a good idea for it, I'll look into alternatives for rapid death.

3. I'm not sure if I'd want to push that to everyone, I might make it a config option if I can figure out how to set it up. To myself anyways, the planes fly by so quickly that even spinning around can be a bit difficult :)
I have no idea what I'm doing.

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Re: [0.13.18|0.14.22] Aircraft (1.2.0) New Planes!

Post by bNarFProfCrazy »

SuicidalKid wrote:
wodzu93 wrote:Hello there, I absolutely love this mod, it's great! I have few suggestions though:

1. The firing rate on most guns is WAY to high with all the tech upgrades.

2. Napalm Launcher on the Jet just looks silly, flamethrower on an aircraft?

3. Implementing forward-firing weapons like in real planes
1. I didn't notice that the machine guns were actually effected by the tech upgrades, I'll downgrade them accordingly. Thanks for reporting that.

2. I just really liked the idea of a napalm launcher, hehe. Your suggestions seem like a good idea for it, I'll look into alternatives for rapid death.

3. I'm not sure if I'd want to push that to everyone, I might make it a config option if I can figure out how to set it up. To myself anyways, the planes fly by so quickly that even spinning around can be a bit difficult :)
1) IMO they really are too fast.
2) If you are at it, can you also try to fix the "burns itself" bug while using napalm? Also the target area looks a little bit small in relation to that big airplain. (AOE+)
3) I actually push the breaks to the limits before attacking the aliens, otherwise aiming is pretty hard. IMO if you just reduce the fire/launch frequency it should be fine.

And as I haven't said that for a long time: Nice MOD!

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