I cannot begin to say how much this helps. I’ve never messed around with sub-spawns and multi-construct stuff. But this is an awesome little intro on how to make them work! A blessing from the lord! Been thinking about adding a small destroyer with heli-pad on the back for a SS campaign. This absolutely helps me feel less intimidated about building one now! :)
Something to take into account I personally found when testing carrier craft: - You can also have ACBs on either vehicle checking damage and material storage, though since some of those need to be in the plane itself that means it will fight the ACBs on the carrier since you can't check ACB priorities on another craft, hopefully we eventually get the ability for ACBs in motherships to check stuff from their sub-spawns. - If you decide to not make the planes go all in different directions then you can just stagger the releases with a delay on each ACB, don't forget to give them 1 or 2 seconds each, because even if they don't crash on take off when the front plane makes a turn it will lose some speed, and if the back plane is too close that will mean some shredded/rammed plane butt. - Staggering also means you can better make use of space, since you can have planes right next to each other with out risk of crashing, or you can also of course go the way the campaign carrier craft do and just have them pointing straight up if you don't care much for visuals. - If you don't mind some purely cosmetic spinblock stacking black magic you can make a plane follow a path out of a hangar or lower level of a carrier into a runway and take off properly, though speaking from experience that is gone be a lot of work and ACBs per plane (mine was a pretty simple path and it took 8 ACBs, 4 to take off and 4 to go back into the hangar), this also is gone of course cause problems on landing if you don't also stagger the landing procedure). - Lastly don't forget to take into account speed and acceleration differences when using different craft among other things like for example measures, for BWs case for example the bomber would need to be the first to go, otherwise there would be interference with the wings and control tower if it was in the middle or the risk of crashing into it if it was released at the back, for the same reason you don't want your fastest craft in the back so it will accelerate into the slower craft in the front.
My idea for carriers is the carrier is just a massive support ship, it has AA, Anti munitions, decoys, and precision ai guidance incase a vehicles optics were destroyed. Also in order to carry more planes I had it so that 5 were circling it like irl always having planes ready and operational but also having like 3-4 on the ship. They were very big planes and it was a very big ship.
a better option imo is to just make the bottom of the planes tale out of rubber. this has the same effect and does not require you to compromise the armour of your carrier.
here's some tips if you want a ww2 aesthetic looking carrier rubber | mimics that look like wood (will take a bit but the results are great) you don't have to worried about your planes crashing on a wood deck from a bad launch
Could've used this video a year ago. Also, you can use time delay feature on ACB to stagger dock station release, so planes can take off in same direction
Damn that little plane looks nice, still can't quite get the shape of planes that small right or make them work well, also love the tail guns, something I have also been trying to fit into some of my planes, since bomber like tail turrets are fun.
Any idea to make a carrier with planes worthy to kill Gray Talons or Lightning Hood? I never used carriers after defeating DWG, SS, and the castle craft faction...
Against the GT, you'd need planes armed with big fast kinetic missiles in order to catch their fast craft, hurt their big armored craft and to get through their big LAMS. Against the LH... don't bother. Lasers are typically instant death to small planes. You'd be better off using large laser-proof craft or submarines.
It occurred to me that people might want to play with me carrier, so here it is! Have a play with her. 😄 steamcommunity.com/sharedfiles/filedetails/?id=2661578121
@@BorderWise12 Yes, and they can both FIX solid, any craft attached or smooth release them, they also have "RETURN TO station" functional it, similar to dock station one
You can use the blueprint spawner to create new planes, but you can't auto assign them to docking stations/drone selectors... At least not without lua, I think.
Hey, me again, I've ran into a problem with my AC. The plane I wish to spawn in keeps clipping into the ship. What have I done wrong, and how do I fix this. Thank you in advance
Make sure to set the spawn distance on the subvehicle spawner to a safe distance, and set the spawn elevation/azimuth to angles that don't result in collisions.
Hey, I've ran into another issue. Elevation isn't affecting the elevation above the docking station. It's affecting the vertical azimuth, and azimuth is affecting its horizontal rotation angle. Is there a fix?
For some reason, each time i spawn my carrier it only spawn 1 drone on just 1 of the spawner, but i have multiple spawner built it individually so im confused how do you spawn multiple drone of the same type for 1 carrier ? Rlly need help
Not gonna lie No matter how dumb ftd can be ACBs are one of the things I love and I'm addicted to, even as far as making acbs just for missiles to not shoot crafts that are faster than 100/ms So I dont waste materials shooting missiles because I dont think local weapon controllers have that option And as far as I know, one submarines of the steelstriders go back to the surface of the water when its 80% hp or below and im pretty sure it has an acb controlling that
I love the description of aircraft as "skyborne murder puppies."
I cannot begin to say how much this helps. I’ve never messed around with sub-spawns and multi-construct stuff. But this is an awesome little intro on how to make them work! A blessing from the lord!
Been thinking about adding a small destroyer with heli-pad on the back for a SS campaign. This absolutely helps me feel less intimidated about building one now! :)
Something to take into account I personally found when testing carrier craft:
- You can also have ACBs on either vehicle checking damage and material storage, though since some of those need to be in the plane itself that means it will fight the ACBs on the carrier since you can't check ACB priorities on another craft, hopefully we eventually get the ability for ACBs in motherships to check stuff from their sub-spawns.
- If you decide to not make the planes go all in different directions then you can just stagger the releases with a delay on each ACB, don't forget to give them 1 or 2 seconds each, because even if they don't crash on take off when the front plane makes a turn it will lose some speed, and if the back plane is too close that will mean some shredded/rammed plane butt.
- Staggering also means you can better make use of space, since you can have planes right next to each other with out risk of crashing, or you can also of course go the way the campaign carrier craft do and just have them pointing straight up if you don't care much for visuals.
- If you don't mind some purely cosmetic spinblock stacking black magic you can make a plane follow a path out of a hangar or lower level of a carrier into a runway and take off properly, though speaking from experience that is gone be a lot of work and ACBs per plane (mine was a pretty simple path and it took 8 ACBs, 4 to take off and 4 to go back into the hangar), this also is gone of course cause problems on landing if you don't also stagger the landing procedure).
- Lastly don't forget to take into account speed and acceleration differences when using different craft among other things like for example measures, for BWs case for example the bomber would need to be the first to go, otherwise there would be interference with the wings and control tower if it was in the middle or the risk of crashing into it if it was released at the back, for the same reason you don't want your fastest craft in the back so it will accelerate into the slower craft in the front.
My idea for carriers is the carrier is just a massive support ship, it has AA, Anti munitions, decoys, and precision ai guidance incase a vehicles optics were destroyed.
Also in order to carry more planes I had it so that 5 were circling it like irl always having planes ready and operational but also having like 3-4 on the ship. They were very big planes and it was a very big ship.
Thanks for the tutorial this is going to make my fleets substantially more deadly
Also don't but subvehicle spawners on spinblocks, certain rotations of the spinblocks are bugged!
Good point, I didn't know that. 👍
You know rubber decking seems like a very good idea... and probably why my deck blew up all my planes with metal decking.....
Nah that just happens if they're too close
a better option imo is to just make the bottom of the planes tale out of rubber. this has the same effect and does not require you to compromise the armour of your carrier.
here's some tips if you want a ww2 aesthetic looking carrier
rubber
|
mimics that look like wood (will take a bit but the results are great)
you don't have to worried about your planes crashing on a wood deck from a bad launch
Super informative, I haven't gotten the game yet but watching your videos gives me confidence. Thanks mate
Awesome, thanks mate. This has been a spawn in my side for ages, could never quite get em working!
Could've used this video a year ago. Also, you can use time delay feature on ACB to stagger dock station release, so planes can take off in same direction
Damn that little plane looks nice, still can't quite get the shape of planes that small right or make them work well, also love the tail guns, something I have also been trying to fit into some of my planes, since bomber like tail turrets are fun.
i dont even want to know how big i would have to make a carrier for my existing planes
Any idea to make a carrier with planes worthy to kill Gray Talons or Lightning Hood? I never used carriers after defeating DWG, SS, and the castle craft faction...
Against the GT, you'd need planes armed with big fast kinetic missiles in order to catch their fast craft, hurt their big armored craft and to get through their big LAMS.
Against the LH... don't bother. Lasers are typically instant death to small planes. You'd be better off using large laser-proof craft or submarines.
sooooo, yesterday i was struggling 1 day straight to fix mine to now see this 1 day later.... 🤣 🤣
It occurred to me that people might want to play with me carrier, so here it is! Have a play with her. 😄
steamcommunity.com/sharedfiles/filedetails/?id=2661578121
Bomber tutorial?
Borderwise
Why you did not show, connector block, you can use for similar purpose, in aircraft Carrier?
What do you mean, sorry?
@@BorderWise12 he probably meant the connector blocks from the beta test
@@polario2840 Ah, right. I forgot they existed and haven't made a carrier with them before. XD
@@BorderWise12
Yes, and they can both FIX solid, any craft attached or smooth release them, they also have "RETURN TO station" functional it, similar to dock station one
Might make a aircraft aircraft carrier that builds more aircraft…….
What about an aircraft carrier that builds more aircraft carriers???
At first I thought that was going to be a plane deploying aircraft carriers that then deploy aircraft.
@@NovaCamellia936 unfortunately thats not possible due to game limitations
You can use the blueprint spawner to create new planes, but you can't auto assign them to docking stations/drone selectors... At least not without lua, I think.
Hey, me again, I've ran into a problem with my AC. The plane I wish to spawn in keeps clipping into the ship. What have I done wrong, and how do I fix this. Thank you in advance
Make sure to set the spawn distance on the subvehicle spawner to a safe distance, and set the spawn elevation/azimuth to angles that don't result in collisions.
Thank you again
Hey, I've ran into another issue. Elevation isn't affecting the elevation above the docking station. It's affecting the vertical azimuth, and azimuth is affecting its horizontal rotation angle. Is there a fix?
Also if it helps, my carrier is bobbing up and down alot. Could this be the issue?
Fine Tutorial 👍👍👍
For some reason, each time i spawn my carrier it only spawn 1 drone on just 1 of the spawner, but i have multiple spawner built it individually so im confused how do you spawn multiple drone of the same type for 1 carrier ? Rlly need help
Did you prefab the spawner and paste it repeatedly? Because you do need to set up each subvehicle individually.
@@BorderWise12 oke it worked thankyou
Any chance of getting those aircraft and carrier designs? Thats a beautiful group there
Yup, here ya go: steamcommunity.com/sharedfiles/filedetails/?id=2661578121
@@BorderWise12 Thank you
Not gonna lie No matter how dumb ftd can be ACBs are one of the things I love and I'm addicted to, even as far as making acbs just for missiles to not shoot crafts that are faster than 100/ms So I dont waste materials shooting missiles because I dont think local weapon controllers have that option
And as far as I know, one submarines of the steelstriders go back to the surface of the water when its 80% hp or below and im pretty sure it has an acb controlling that
LWCs do have that option. :D
Guess I'm blind
Welp, time for some tea and good vids
k but you have no idea how cursed the carrier runway really is
No, I know.
... people keep telling me. XD
yey plane go brrrrrrr :)