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Released Me262 v1.0

Infamous WWII jet fighter

  1. Hawkins

    Hawkins
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    Joined:
    Jun 23, 2015
    Messages:
    6
    I kinda made a double 262


    There's some video featuring that double 262 lol


    But yeah really nice mod
    Tbh it felt so much like WarThunder I kept pressing "V" to change view
     
  2. bytx

    bytx
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    Mar 13, 2017
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    416
    I meant the following ones, do they always hit it or can they miss?
     
  3. Diamondback

    Diamondback
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    Apr 8, 2014
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    Unless you use the countermeasures and use evasive maneuvers they pretty much always hit. I haven't seen an actual miss in a long, long time.
     
    • Informative Informative x 1
  4. davidinark

    davidinark
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    Jan 9, 2016
    Messages:
    102
    I opted for a slightly different approach to using the mod... ;-)
     
    • Like Like x 2
  5. Dooderf

    Dooderf
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    Joined:
    Oct 26, 2014
    Messages:
    4
    I just realized the problem and I feel stupid. I fixed it.
    So basically in the files of the mod, there was the LUA file. I opened that and then i guess had a brainfart and opened up the vehicles file in the LUA file and put the powerdrive in the vehicles.
    I put the LUA file in the right place and now it works :D.
     
  6. crazyguy69

    crazyguy69
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    Nov 19, 2016
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    87
    im on 0.9
     
  7. eye-in-the-sky-2

    eye-in-the-sky-2
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    Jul 13, 2017
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    3
    Hey great work! Have you considered a P51 Mustang, or a Spitfire for your next mod? That would make an amazing addition to the selection of aircraft for beamNG.
     
  8. Stoat Muldoon

    Stoat Muldoon
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    Jun 21, 2013
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    Are you still having issues? Have you tried the suggested fix?
     
  9. Dooderf

    Dooderf
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    Oct 26, 2014
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    4
    did you put the Vehicle file with powertrain in the LUA file?
    --- Post updated ---
    Did you put the Vehicle file with the Powerdrive in the LUA file in the Beam.ng files?
     
  10. Occam's Razer

    Occam's Razer
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    Aug 7, 2013
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    866
    They can be obstructed by obstacles, as they have no pathfinding or avoidance abilities. Even then, if they're near enough to the target, the explosion can clip through solid surfaces and destroy the target anyway. Otherwise, they run at ~800mph and have a ~20-meter turn radius. They lead their targets and have a 40° tracking angle. Unarguably the most terrifying weapon in BeamNG. The only three that I've ever gotten to miss sans-countermeasures were:
    • One that was targeting a car on a bridge that I was flying under. The weapon tracked the car, but was at too steep an angle and just spun around the bridge for a few seconds, before striking a rock. The explosion destroyed the target anyway.
    • One that was targeting a car that I repositioned before impact.
    • One that was targeting an Avro Arrow. I had to give it a massive head start (~1km) at which point the Arrow was traveling at nearly 600mph and still accelerating. Once it reached a little over 1000 mph, the missile lost track and exploded harmlessly.
     
    • Agree Agree x 1
    • Informative Informative x 1
  11. Diamondback

    Diamondback
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    I see, I guess I need to implement the variable speed after all, so the missile reaches up to mach 3 ;)
     
  12. Dibraldinho

    Dibraldinho
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    Joined:
    Aug 10, 2016
    Messages:
    50
    I love this mod, it's just so fun to load utah, spawn 4 cars, set them to random, and track them down with the guided missiles. Although I have a problem, whenever the missiles hit, they completly obliterate the target, the textures start to glitch and the car respawn by error, is there any way I can twitch the explosion so it wouldn't glitch?
     
  13. Viewer

    Viewer
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    Joined:
    Mar 25, 2017
    Messages:
    78
    Anyone know how to retract the landing gear on this thing? Thanks
     
  14. B727ClassicFlyer

    B727ClassicFlyer
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    Feb 9, 2013
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    2,197
    It's B. As in your B key.
     
  15. ZealousPlum

    ZealousPlum
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    Apr 12, 2016
    Messages:
    25
    The Ki-102 feels right at home in Jungle Rock Island. Great mod!
    20170806190514_1.jpg 20170806190611_1.jpg
     
    • Agree Agree x 1
  16. bytx

    bytx
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    Mar 13, 2017
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    416
  17. Captain. Adam

    Captain. Adam
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    Jan 31, 2017
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    What do you think lol
     
  18. ZealousPlum

    ZealousPlum
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    Apr 12, 2016
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    25
    Yeah with flaps completely down and a low approach you have about 4/10 of the runway left and plenty of room to turn around for another takeoff once you reach the end.
     
    • Informative Informative x 1
  19. bytx

    bytx
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    Mar 13, 2017
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    416
    Depends, I always test that once I have a new plane mod or could see by landing itself, but as I might have said 10 times already I am not able to test since I cant reach my computer for 2 weeks :(
     
  20. Occam's Razer

    Occam's Razer
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    Joined:
    Aug 7, 2013
    Messages:
    866
    I did the same thing, and came to the same conclusion. Well, with two cars. Old computer and all.

    I made my own version of the plane itself to try to break down how the missiles worked, and make a toned-down version. Frankly, I don't remember what values I changed, but to give it a go, you'll need to go under vehicles>me262>me262_missilesystem.jbeam and then down to the warhead section at the bottom of the file. Warhead 4 fires first in the sequence. With no real knowledge of how the bomb works, I'd try changing:
    • nodeWeight, line 2332
    • beamSpring, 2353
    • beamPrecompression, 2354
    • beamLongBound, 2391
    ...or try asking someone who actually knows their stuff. Just be aware that making an explosive subtle enough to ground targets will probably mean making the explosion's force move much more slowly. Since the missile detonates prior to impact, this means that a missile that ground targets won't glitch out may not do damage to aircraft in flight.
     
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