199 - Hornet Bomber
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199 - Hornet Bomber
The 199 - Hornet Bomber features 20 bombs: 10 light bombs, 8 heavy bombs, and 2 turret bombs. This is the 11th version of the model and it has been through many trials to ensure that it meets or excedes certain standards.
Comments? Questions? Tell me what you think.
Controls:
Z/X= Jet +/-
C= VTOL Jets
V= Guns
A= Heavy Bomb
S= Light Bomb
D= Turret Bomb
Comments? Questions? Tell me what you think.
Controls:
Z/X= Jet +/-
C= VTOL Jets
V= Guns
A= Heavy Bomb
S= Light Bomb
D= Turret Bomb
- Code:
// [RCD]
Val
{
ANGLE(default=0, min=-20, max=20, step=4)
B(default=1000000, max=1000000, disp=0)
B2(default=1000000, max=1000000, disp=0)
COUNT(default=0, max=16)
COUNT2(default=0, max=20)
COUNT3(default=0, max=4)
E1(default=0, max=100000, disp=0)
E10(default=0, max=100000, disp=0)
E2(default=0, max=100000, disp=0)
E3(default=0, max=100000, disp=0)
E4(default=0, max=100000, disp=0)
E5(default=0, max=100000, disp=0)
E6(default=0, max=100000, disp=0)
E7(default=0, max=100000, disp=0)
E8(default=0, max=100000, disp=0)
E9(default=0, max=100000, disp=0)
F180(default=180, max=180, disp=0)
F1802(default=180, max=180, disp=0)
F40(default=180, min=-40, max=180, disp=0)
F402(default=180, min=-40, max=180, disp=0)
G1(default=0, max=100000, disp=0)
G10(default=0, max=100000, disp=0)
G2(default=0, max=100000, disp=0)
G3(default=0, max=100000, disp=0)
G4(default=0, max=100000, disp=0)
G5(default=0, max=100000, disp=0)
G6(default=0, max=100000, disp=0)
G7(default=0, max=100000, disp=0)
G8(default=0, max=100000, disp=0)
G9(default=0, max=100000, disp=0)
GO(default=0, min=-300000, max=300000, step=300000)
J(default=0, max=100000, step=100000)
P1(default=0, max=100000, step=100000, disp=0)
P2(default=0, max=100000, step=100000, disp=0)
Q1(default=0, max=20, disp=0)
Q10(default=0, max=20, disp=0)
Q2(default=0, max=20, disp=0)
Q3(default=0, max=20, disp=0)
Q4(default=0, max=20, disp=0)
Q5(default=0, max=20, disp=0)
Q6(default=0, max=20, disp=0)
Q7(default=0, max=20, disp=0)
Q8(default=0, max=20, disp=0)
Q9(default=0, max=20, disp=0)
T(default=0, max=101, step=101, disp=0)
TRIM(default=0, min=-2, max=2, step=2)
U(default=0, max=10)
W(default=0, max=20, disp=0)
Y(default=0, max=100000, disp=0)
Y2(default=0, max=100000, disp=0)
}
Key
{
0:ANGLE(step=4)
1:ANGLE(step=-4)
2:TRIM(step=4)
3:TRIM(step=-4)
4:GO(step=10000)
5:GO(step=-100000)
6:J(step=100000)
10:T(step=3.125)
}
Body
{
Core() {
S:TrimF(angle=90, option=1) {
S:Jet(angle=90, power=-GO) {
W:Arm(angle=90, power=P1, option=100000) { }
E:Arm(angle=90, power=P2, option=100000) { }
}
S:Jet(angle=-90, power=GO) {
E:Arm(angle=-90, power=P1, option=100000) { }
W:Arm(angle=-90, power=P2, option=100000) { }
}
}
S:Chip() {
S:Chip() {
S:Weight() {
W:Rudder(angle=40) {
W:Chip() {
W:Chip() {
E:RudderF(angle=-40, option=1) {
W:Trim(angle=TRIM) {
W:Chip(angle=-30) { }
E:Chip(angle=-30) { }
}
}
}
}
W:Jet(power=J) { }
}
E:Rudder(angle=-40) {
E:Chip() {
E:Chip() {
W:RudderF(angle=40, option=1) {
E:Trim(angle=TRIM) {
E:Chip(angle=-30) { }
W:Chip(angle=-30) { }
}
}
}
}
E:Jet(power=J) { }
}
W:Trim(angle=TRIM) { }
E:Trim(angle=TRIM) { }
S:Weight(option=2) {
S:Chip() {
S:Chip() {
S:Chip(angle=ANGLE) { }
S:Weight() {
S:Chip() {
N:Chip(angle=160) { }
N:Chip(angle=-160) { }
N:Frame(angle=150, option=1) {
N:Jet(angle=120, power=-GO) { }
}
}
S:Trim(angle=90) {
N:Chip(angle=160) { }
N:Chip(angle=-160) { }
}
}
N:Frame(angle=30, option=1) {
N:Arm(angle=-30, power=E1, option=100000, name=W1) { }
N:Arm(angle=-30, power=E2, option=100000, name=W2) { }
N:Arm(angle=-30, power=E3, option=100000, name=W3) { }
N:Arm(angle=-30, power=E4, option=100000, name=W4) { }
N:Arm(angle=-30, power=E5, option=100000, name=W5) { }
N:Arm(angle=-30, power=E6, option=100000, name=W6) { }
N:Arm(angle=-30, power=E7, option=100000, name=W7) { }
N:Arm(angle=-30, power=E8, option=100000, name=W8) { }
N:Arm(angle=-30, power=E9, option=100000, name=W9) { }
N:Arm(angle=-30, power=E10, option=100000, name=W10) { }
}
}
}
W:Rudder(angle=-40) {
W:Chip() {
W:Chip() {
E:RudderF(angle=40, option=1) {
W:Trim(angle=TRIM) {
W:Chip(angle=-30) { }
E:Chip(angle=-30) { }
}
}
}
}
W:Jet(power=J) { }
}
E:Rudder(angle=40) {
E:Chip() {
E:Chip() {
W:RudderF(angle=-40, option=1) {
E:Trim(angle=TRIM) {
E:Chip(angle=-30) { }
W:Chip(angle=-30) { }
}
}
}
}
E:Jet(power=J) { }
}
W:Trim(angle=TRIM) { }
E:Trim(angle=TRIM) { }
W:Frame(angle=180, name=M1) {
N:Frame(option=1) {
N:Arm(power=G1, option=100000) { }
S:Trim(angle=90) { }
S:Chip(angle=Q1) {
E:Frame(angle=180, name=M10) { }
}
S:Chip(angle=-Q1) { }
}
}
E:Frame(angle=180, name=M2) {
N:Frame(option=1) {
N:Arm(power=G2, option=100000) { }
S:Trim(angle=90) { }
S:Chip(angle=Q2) {
E:Frame(angle=180, name=M9) { }
}
S:Chip(angle=-Q2) { }
}
}
W:Frame(angle=180, name=M3) {
N:Frame(option=1) {
N:Arm(power=G3, option=100000) { }
S:Trim(angle=90) { }
S:Chip(angle=Q3) { }
S:Chip(angle=-Q3) { }
}
}
W:Frame(angle=180, name=M4) {
N:Frame(option=1) {
N:Arm(power=G4, option=100000) { }
S:Trim(angle=90) { }
S:Chip(angle=Q4) { }
S:Chip(angle=-Q4) { }
}
}
W:Frame(angle=180, name=M5) {
N:Frame(option=1) {
N:Arm(power=G5, option=100000) { }
S:Trim(angle=90) { }
S:Chip(angle=Q5) { }
S:Chip(angle=-Q5) { }
}
}
W:Frame(angle=180, name=M6) {
N:Frame(option=1) {
N:Arm(power=G6, option=100000) { }
S:Trim(angle=90) { }
S:Chip(angle=Q6) { }
S:Chip(angle=-Q6) { }
}
}
W:Frame(angle=180, name=M7) {
N:Frame(option=1) {
N:Arm(power=G7, option=100000) { }
S:Trim(angle=90) { }
S:Chip(angle=Q7) { }
S:Chip(angle=-Q7) { }
}
}
W:Frame(angle=180, name=M8) {
N:Frame(option=1) {
N:Arm(power=G8, option=100000) { }
S:Trim(angle=90) { }
S:Chip(angle=Q8) { }
S:Chip(angle=-Q8) { }
}
}
}
}
S:Frame(name=R1) {
S:RLW(angle=180, brake=B) {
W:Frame(angle=F180) {
N:Arm(angle=-F180, power=Y, option=100000) { }
}
E:Frame(angle=F180) {
S:Arm(angle=-F180, power=Y, option=100000) { }
}
N:Frame(angle=F180) {
E:Arm(angle=-F180, power=Y, option=100000) { }
}
S:Frame(angle=F180) {
W:Arm(angle=-F180, power=Y, option=100000) { }
}
}
N:Chip(angle=-F40) { }
E:Chip(angle=-F40) { }
W:Chip(angle=-F40) { }
S:Chip(angle=-F40) { }
}
S:Frame(name=R2) {
S:RLW(angle=180, brake=B2) {
W:Frame(angle=F1802) {
N:Arm(angle=-F1802, power=Y2, option=100000) { }
}
E:Frame(angle=F1802) {
S:Arm(angle=-F1802, power=Y2, option=100000) { }
}
N:Frame(angle=F1802) {
E:Arm(angle=-F1802, power=Y2, option=100000) { }
}
S:Frame(angle=F1802) {
W:Arm(angle=-F1802, power=Y2, option=100000) { }
}
}
N:Chip(angle=-F402) { }
E:Chip(angle=-F402) { }
W:Chip(angle=-F402) { }
S:Chip(angle=-F402) { }
}
}
N:Chip(angle=ANGLE) { }
}
}
}
Script
{
if _KEYDOWN(7)>0 {COUNT=COUNT+1}
if COUNT=1 {_SPLIT(M1)}
if COUNT=1 {Q1=20}
if COUNT=2 {G1=100000}
if COUNT=3 {_SPLIT(M2)}
if COUNT=3 {Q2=20}
if COUNT=4 {G2=100000}
if COUNT=5 {_SPLIT(M3)}
if COUNT=5 {Q3=20}
if COUNT=6 {G3=100000}
if COUNT=7 {_SPLIT(M4)}
if COUNT=7 {Q4=20}
if COUNT=8 {G4=100000}
if COUNT=9 {_SPLIT(M5)}
if COUNT=9 {Q5=20}
if COUNT=10 {G5=100000}
if COUNT=11 {_SPLIT(M6)}
if COUNT=11 {Q6=20}
if COUNT=12 {G6=100000}
if COUNT=13 {_SPLIT(M7)}
if COUNT=13 {Q7=20}
if COUNT=14 {G7=100000}
if COUNT=15 {_SPLIT(M8)}
if COUNT=15 {Q8=20}
if COUNT=16 {G8=100000}
if COUNT=17 {_SPLIT(M9)}
if COUNT=17 {Q9=20}
if COUNT=18 {G9=100000}
if COUNT=19 {_SPLIT(M10)}
if COUNT=19 {Q10=20}
if COUNT=20 {G10=100000}
if _KEYDOWN(8)>0 {COUNT2=COUNT2+1}
if COUNT2=1 {_SPLIT(W1)}
if COUNT2=2 {E1=100000}
if COUNT2=3 {_SPLIT(W2)}
if COUNT2=4 {E2=100000}
if COUNT2=5 {_SPLIT(W3)}
if COUNT2=6 {E3=100000}
if COUNT2=7 {_SPLIT(W4)}
if COUNT2=8 {E4=100000}
if COUNT2=9 {_SPLIT(W5)}
if COUNT2=10 {E5=100000}
if COUNT2=11 {_SPLIT(W6)}
if COUNT2=12 {E6=100000}
if COUNT2=13 {_SPLIT(W7)}
if COUNT2=14 {E7=100000}
if COUNT2=15 {_SPLIT(W8)}
if COUNT2=16 {E8=100000}
if COUNT2=17 {_SPLIT(W9)}
if COUNT2=18 {E9=100000}
if COUNT2=19 {_SPLIT(W10)}
if COUNT2=20 {E10=100000}
if _KEYDOWN(9)>0 {COUNT3=COUNT3+1}
if COUNT3=1 {_SPLIT(R1)}
if COUNT3>1 {F180=F180-10}
if COUNT3>1 {F40=F40-10}
if F40=-40 {Y=100000}
if F40=-40 {B=0}
if COUNT3=3 {_SPLIT(R2)}
if COUNT3>3 {F1802=F1802-10}
if COUNT3>3 {F402=F402-10}
if F402=-40 {Y2=100000}
if F402=-40 {B2=0}
if T=50 {P1=100000}
if T=100 {P2=100000}
if T=101 {T=0}
print 0,"FPS=",_FPS()," Chips=",_CHIPS()," Weight=",_WEIGHT()," Kg"," Weight=",_WEIGHT()*2.204," Lbs"
print 1,"Width=",_WIDTH()," Height=",_HEIGHT()
print 2,"Faces=",_FACE()
print 3,"Fuel:",_FUEL()," Fuel LVL: ",_FUEL()*100/112659128.00,"%"
print 5,"Z/X= Jet +/-"
print 6,"C= VTOL Jets"
print 7,"V= Guns"
print 8,"A= Heavy Bomb"
print 9,"S= Light Bomb"
print 10,"D= Turret Bomb"
print 12,"X=",_X (CORE)
print 13,"Y=",_Y (CORE)
print 14,"Z=",_Z (CORE)
if _KEYDOWN(14)>0 {U=U+1}
if _KEYDOWN(15)>0 {U=U-1}
print 16,"Q/W= Change Player"
print 17,"Player ",_PLAYERID(U)
print 18,"X=",_PLAYERX(U)
print 19,"Y=",_PLAYERY(U)
print 20,"Z=",_PLAYERZ(U)
print 22,"Heavy Bombs Used: ",COUNT/2,"/8"
if COUNT=1| COUNT=3| COUNT=5| COUNT=7| COUNT=9| COUNT=11| COUNT=13| COUNT=15 {print 22,"Heavy Bombs Used: ",COUNT/2,"/10 (Press A again to activate)"}
print 23,"Light Bombs Used: ",COUNT2/2,"/10"
if COUNT2=1| COUNT2=3| COUNT2=5| COUNT2=7| COUNT2=9| COUNT2=11| COUNT2=13| COUNT2=15| COUNT2=17| COUNT2=19 {print 23,"Light Bombs Used: ",COUNT2/2,"/10 (Press S again to activate)"}
print 24,"Turret Bombs Used: ",COUNT3/2,"/2"
if COUNT3=1| COUNT3=3 {print 24,"Turret Bombs Used: ",COUNT3/2,"/2 (Press D again to activate)"}
}
Fox Explorer- Plane
- Posts : 25
Join date : 2011-06-08
Re: 199 - Hornet Bomber
It's a nice plane but when I try to do more actions at once, the jets switch off. In my opinion it would be better to make the jets without automatic switching off (step=0). Othewise I think it's a very good plane even though it has so much weight attached to it (that's the problem I have with making bombers).
jiri.hartvich.9- Tank
- Posts : 51
Join date : 2012-08-29
Age : 68
Re: 199 - Hornet Bomber
I actually tried a similar concept to your turret bombs on a version of my B-9.
Granted, my bomb was enormous and had 2 stages, but it could also be used on water. Here's how mine worked: the bomb's descent was slowed greatly by drag fins and it shotgun-spammed the area as it fell. Once near the ground, the entire tail assembly fell off, legs deployed, and the guns folded into position. The main problem I had with my design was that it was so large and unwieldy that it made it to where the bomber wouldn't hardly turn.
Granted, my bomb was enormous and had 2 stages, but it could also be used on water. Here's how mine worked: the bomb's descent was slowed greatly by drag fins and it shotgun-spammed the area as it fell. Once near the ground, the entire tail assembly fell off, legs deployed, and the guns folded into position. The main problem I had with my design was that it was so large and unwieldy that it made it to where the bomber wouldn't hardly turn.
Maurice- Hover
- Posts : 153
Join date : 2011-10-07
Age : 28
Location : The early 1970's
Re: 199 - Hornet Bomber
Best plain ever..........how did you nake the turret bomb
mober- Tank
- Posts : 65
Join date : 2012-01-17
Re: 199 - Hornet Bomber
Thanks for the feed back.
I agree that the step should be set to 0 it makes the flying easier with this plane, it wasn't because i usually prefer the jets to turn off automatically. As for the weight, it wasn't really put into consideration untill I thought of the idea for the turret bombs so it just ended up very heavy lol
I think it would be intresting to see that, origionally I wanted to make a turret bomb that sounds similar to what you described, but with having 18 other bombs already on the plane issues with weight wouldn't allow it.
Thank you I like it too haha The Turret bombs consist of 1 RWL, 5 Frames, 4 Arms (100000 power), and 4 Chips.
First I set a variable (COUNT3) to count up by 1 everytime "D" was pressed.
Next I split the frame that is attached to the plane when COUNT3=1
I agree that the step should be set to 0 it makes the flying easier with this plane, it wasn't because i usually prefer the jets to turn off automatically. As for the weight, it wasn't really put into consideration untill I thought of the idea for the turret bombs so it just ended up very heavy lol
I think it would be intresting to see that, origionally I wanted to make a turret bomb that sounds similar to what you described, but with having 18 other bombs already on the plane issues with weight wouldn't allow it.
Thank you I like it too haha The Turret bombs consist of 1 RWL, 5 Frames, 4 Arms (100000 power), and 4 Chips.
First I set a variable (COUNT3) to count up by 1 everytime "D" was pressed.
Next I split the frame that is attached to the plane when COUNT3=1
if COUNT3=1 {_SPLIT(R1)}
After that I made it unfold with another press of "D"if COUNT3>1 {F180=F180-10}
if COUNT3>1 {F40=F40-10}
Finally I Activated the Arm chips and turned off the breaks when it unfolded completelyif COUNT3>1 {F40=F40-10}
if F40=-40 {Y=100000}
if F40=-40 {B=0}
if F40=-40 {B=0}
Fox Explorer- Plane
- Posts : 25
Join date : 2011-06-08
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