Pretty impressive DrZebra but I don't think I'll ever be able to watch any Besiege videos again without seeing Coot's mobile cannon in the back of my mind
EV's are the Devils matchbox.
#4072222 - 02/01/1512:32 AMRe: The Quest for Medival Siege Aircraft...
[Re: DrZebra]
Joined: May 2009 Posts: 7,033komemiute
Hell Drummer
"It takes forever +/- 2 weeks for the A-10 to get anywhere significant..." Ice
"Ha! If it gets him on the deck its a start!" MigBuster
"What people like and what critics praise are rarely the same thing. 'Critic' is just another one of those unnecessary, overpaid, parasitic jobs that the human race has churned out so that clever slackers won't have to actually get a real job and possibly soil their hands." Sauron
#4072243 - 02/01/1501:32 AMRe: The Quest for Medival Siege Aircraft...
[Re: DrZebra]
You need holders for those bombs. And then you drop them. Like so:
Those big props have too much torque I have found. But thanks to your videos I just realized what the settings are for. Maybe I can have counterrotating props?
Last edited by Amaroq; 02/01/1508:18 AM.
Don Quixote's misfortune is not his imagination, but Sancho Panza.
#4072382 - 02/01/1502:56 PMRe: The Quest for Medival Siege Aircraft...
[Re: DrZebra]
Joined: Jan 2013 Posts: 1,204DrZebra
crash-professional
the props only work right hand turns.. so no counterrotating props, but as the next best thing, I try to generate counter torque with spinning dead weights.. which has some effect, but still not the desired controlability.. So in this next episode, I try to have a general look at torque and experiment with basic strategies of dealing with unbalanced forces..
also: cruise missles!
Last edited by DrZebra; 02/01/1505:17 PM.
#4072638 - 02/02/1501:53 AMRe: The Quest for Medival Siege Aircraft...
[Re: DrZebra]
Joined: Jan 2013 Posts: 1,204DrZebra
crash-professional
well some peole are really "genius" like creative in the game, but those generally build for the buildin´s sake. Thats what really amazes me about sandbox games.
But what is nice, is that the difficulty is actually quite balanced and the riddles, with each level beeing a new one are really solveable with different approaches.. The more complex machines I built for fun did actually not help much in getting the levels done, there a brute force simple purpose build is often better... and you don´t need to be overly creative as the level-tasks really are straight forward: destroy xyz survive this and that...
#4072879 - 02/02/1507:12 PMRe: The Quest for Medival Siege Aircraft...
[Re: DrZebra]
Joined: Jan 2013 Posts: 1,204DrZebra
crash-professional
here is for instance how dukley plays it, with a lot of completly different approaches.. and it is quite fun, that the levels are pretty doable for so many approaches, from simple to complex...
and my broadside at the magical flak tower.. but still drunk flying
#4073071 - 02/03/1507:07 AMRe: The Quest for Medival Siege Aircraft...
[Re: DrZebra]
Joined: Aug 2014 Posts: 613Mudcat
Serial Thread Killer
another of my helicoptes.. using steering blocks for prop pitch control and wheels instead of spinning blocks for engines... you can actually fly controled that way, but the many buttons still have me confused..
(2keys for each engine + 2 keys for each pitch, = 20 keys to fly)
Last edited by DrZebra; 02/06/1512:00 PM.
#4074504 - 02/06/1512:15 PMRe: The Quest for Medival Siege Aircraft...
[Re: DrZebra]
yeah, I might have gone a bit overboard there.. trying to keep flyin simple is hard, if you don´t want the puny flightblocks (those archimedes-screw type thingies) but real props.
what it is interesting is, that you can apparently use those circular saws to generate counter torque.. this vid by a crazy guy obsessed with fireballs has some interesting ideas of how to exploit this...
Last edited by DrZebra; 02/06/1502:33 PM.
#4076262 - 02/10/1501:30 AMRe: The Quest for Medival Siege Aircraft...
[Re: DrZebra]
Joined: Jan 2013 Posts: 1,204DrZebra
crash-professional
the props only work right hand turns.. so no counterrotating props, but as the next best thing, I try to generate counter torque with spinning dead weights.. which has some effect, but still not the desired controlability.. So in this next episode, I try to have a general look at torque and experiment with basic strategies of dealing with unbalanced forces..
So just an idea here for you, why not try to do like they did with the Folgore and have the one wing be a bit longer (put it one space further out or move the prop slightly etc..) to give that side more lift to counter the torque.
the idea is nice for propulsion props.. but the lifting ones induce a z-axis moment. You can apparently try to cover that with the circular saws, as they have a great deal torque, but my problem at the rate of complex aircrafts is the framerate.. it really drops with so many parts.
#4077823 - 02/13/1512:36 AMRe: The Quest for Medival Siege Aircraft...
[Re: DrZebra]
Joined: Aug 2014 Posts: 613Mudcat
Serial Thread Killer
I couldn't get it to work trying that with the propulsion props anyway lol. I think it would work, but size would have to be too large. I've been trying to keep things simple, as you should see how spectacularly I fail at even trying to make a catapult lol. did manage a simple bomber, though, so it's a start. I'm not so great at these kinds of things, probably why I have the moon full of Kerbals due to failed rescue attempts, I think I have more up there than on the ground... lol.
what you can do, though, is using the steering blocks for controling angle of attack. I recomend using the wrench icon to turn their turning speed to lowest.. and it can sametimes be a bit odd. The aerodynamics are a bit tricky in the game.
#4078839 - 02/15/1502:14 AMRe: The Quest for Medival Siege Aircraft...
[Re: DrZebra]