#[0.33] [AIRCRAFT] MC-260 Chimera - Multirole Cargo Plane
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Andromeda is a cruiser with a runway taped to it, Kiev style
she has tremendous firepower (two 203mm guns, 96 AGM-99s) and can launch VTOLs & helicopters
not possible
Understandable 😔
Whoa! So it really is quite the battleship carrier. 96 AGM-99's?! That's more like an arsenal ship or something! So the 203mm's must be new guns that aren't in vanilla, right?
Yeah
You must be really good at this stuff
How much boom are we talking here?
they fire on datalinked targets and absolutely obliterate other ships
Andromeda can 1v3 Dynamos and come out on top
Holy shit...
Coolest shot i’ve ever seen in this game was an Andromeda firing both its 203s at a Dynamo, both shots come in on the deck and destroy the railgun & starboard CIWS instantly
So how far along are we talking here...?
Mod will release in about a week
NAVEX will be a fair few ships at 1.0 release
Andromeda-class Cruiser
Atlas-class Supply Ship
Pandora-class Light Carrier
Ironside-class Frigate
TBD Name-class Patrol Ship
Styx-class Missile Cutter```
Utterly extravagant! Your work ethic is envious!
Holy shit...!!
Today I get the Atlas ingame and done, then begin work on the Ironside (PALA’s Argus equivalent)
wow
why are they not firing
Fire control cabins are bugged atm, they work fine if placed in the editor but i think i need to patch them to work after deployment :(
what is 2082?
Primeva 2082, the server. They do modding and such
Fire control trucks work
I mean ones that are deployed mid game
not ones placed in the editor
never heard of it
I tried that yesterday they doesnt work either 💔
The fire control operator in sleep mode and the radar doing radar things
I was referring back to the other fellow asking if I had the stuff, I know you're not.
I know I'm not special enough for your stuff early either :3
I knew I wasn't crazy
huh, so the trucks only work mid game and the containers only work in editor?
What even is "mid game"?
like, an active game session / match
compared to stuff spawning at the start of the game from the editor
yeah its QOL stuff
probably a logic patch in play for that, will need to mess with it
Now that youre at It could you maybe disable FRVC for the Tula? Even if only carrying that with 5% fuel its still too heavy
Red weight limit is a suggestion, you can spawn while "overweight", flies easily with fans locked in vertical orientation
Damn, that looks like a big carrier
Yeah but I mean if you can fly, getting rid of everything, Flying so slowly for so Little time, might aswell use a Chimera atp
I mean, at least it can be deployed at forward bases that don’t have a medium hanger for Chimera?
and from certain ships, and from KAR spawned helipads
also i reached overall 300ms forward while carrying it which seems enough
How have you even joined this server then vro💔💔💔
through the game 
i meant arynx server but nvm im stupid
I tought you sent that msg in her server
and forgot access to that server isnt through 2082 but through her threads
oh
not sure how I managed it, but during steady railgun firing with dual 127mm railguns, the forward gun managed to tear itself free and after spazzing out for a minute, fully fell out of the aircraft. This was during level flight at 80% throttle around 3500m up.
the aircraft kept flying, still had the rear gun, so I just kept going with that and RTBed once out of ammo as usual.
single player, FPS 55+ the entire time
whaaa, that's amazing
emptied the magazines on twin railguns many times and never seen it
yeah, I've used it a fair bit so it was quite surprising to see.
Happens if you've taken damage in my experience
The side of the airframe can just about withstand the recoil but if you take some amount of fire to it, the structure will fail after a few shots due to recoil.
I'd been evading R9s and assorted ARH missiles but nothing had yet detonated close enough to register on the damage readout, and when the gun broke loose it had been at least a full minute since the last missile came my way.
that's all I know, if it was damage, it just hadn't registered on the display yet.
Any significant G-pulls? I've found that the airframe takes structural damage if you exceed 5
not a clue. probably not but can't say for certain
how do i spawn in as the plane
spawns from same hangars as the darkreach and AB-4 so you'll need an airbase with one of those hangars. And then either the money to buy the plane, or place a factory in the map editor that produces them and requisition it at rank 4.
thanks for making cool mods for free
It doesn't let me spawn either way
If its visible but greyed out no matter what, you probably have outdated blueprinter mod
update blueprinter silly
Can u send me it

how to install
agreed i am being very dumb and can't figure it out
got the BelpinEx and Blueprint installed but no plane
sadge
How can i build this plane into a mission i placed factorys and they are producing but i cant spawn it at any airfield
what's your plugins folder look like?
upon restrying it works now somehow
nice
probably same problem as the last 10 people who can't spawn the plane. outdated blueprinter mod.
what is nott?
nuclear option tactitools
trick I found was to target them on the map after landing, and act as if you were moving them like a vehicle. That gets it to play the animation of stowing the launcher back to cargo position, then redeploy itself. It worked fine afterwards
Can we please have images of all of them??? other than Andromeda and Atlas.
what does it do?
adds different stuff to MFD, how many missiles launched/hit/intercepted, countermeasures screen, weapon screen
it's immersiveness buff basically
but, some of these option are tied to aircraft
making unsupported ones (modded usually) behave wildly
oh
did you decide against the back ciws in the end?
It'll be added next, getting other stuff functional first.
giant flying ship when?
what about the others? or is this the only working one and youll add more as time goes on.
again i thank you for making such awsome mods
Currently there's four ships in the mod, with two more to be made before release (BDF patrol ship and a PALA light carrier)
Atlas-class supply ship
Andromeda-class cruiser
Styx-class Missile Cutter
I need this sticker 😭
are you going to make an updated version of terminal control or something that'll let us easily use these ships? Or just leave it to us to make missions?
When I release the mod it'll have some inbuilt missions
My favourite of which is Carrier Duel Lite (Cursor vs PALA Light Carrier)
i love these deisigns so much!! you said your releasing this next week? will it be manual install or on nommom
I did figure that out at one point, just forgot to update here. Thanks regardless!
will be manual install at first then hopefully NOMM shortly after
That is veryyyy nice. Cool touch with how the arrow changes size depending on selected throttle.
Should make landings a lot easier as you'll be able to visualise the ratio of how your throttle is affecting your lift
aryx be cooking
Official mod support is planned, an official cargo plane is planed, and you can play this in multiplayer if the other's have it installed too
ok
🔥🔥🔥🔥Master Chef🔥 🔥🔥🔥
indeed
this game came up in my life and told Warframe to scoot over 😂
quick question though, will there be actual vehicle mods, not just skins or liveries?
we already have vehicle mods
it's just a skynex in a box
Afv8: i have no mouth yet i must speak
It's air deployable
AFV8 is not
needs to fit into the cargo bays of three separate cargo aircraft (Chimera, Ibis, Tarantula)
Delayed as I don't want to steal thunder from FS-3
Fs3 is never going to release js drop the rajin 😭
J20
steal all the thunder from primeva, itll be funny
They've worked their dicks off on it for months, that'd be an ass move
Their problem to not release a finished product
Theyre sending copies to other ppl and shi
The guy that makes the bahja skin got it
they're doing it for free 
So are you
I do it at personal gain (I have a massive ego and this fuels it)
Exactly
Fuel it more
Do it
Lock on to the ternion
Lock on to that civillian airliner
TWIST HIS DI-
An ego I'm honestly just gonna keep inflating with praise cause TBF it is super fun stuff.
Also TBF the only reason the FS-3 release bugs me is not the devs.
It's just the insane number of people yelling about it and at the devs instead of just...Letting them do what they need/want...
they act like the only thing those people do is make mods
I, personally, have no patience.
But like...Yelling at them for having lives doesn't get me free stuff :3
true
5 ternbillion years
incredible
:3
I am also extremely competitive and P2082 are my perceived rival
the more shit they make, the more I will be driven to make more to compete :p
i mean you do seem to already be making more than them
Same reason once blueprinter releases I will be training up people on how to mod NO solely so I can have more competition
already you gave us the MiG-15, F-16 and now the chimera
and another plane in a few weeks >:3
competition particle accelerator
yippie :3
:3
::3
MC-260 Chimera update 1.0.8
https://github.com/Aryx3D/Aryx-MC260-Chimera/releases/tag/1.0.8
- Added spinning turbine blades, they are tied directly to engine RPM and spool up/down with throttle.
- Added new Blown Wing Gauge to the HUD of the Chimera, warning you of asymmetric lift from damage and notifying of the angle of blown lift.
- Added deployable AA Gun Container air defence turret, a 35mm precision AA gun. Comes in multipacks, Ibis & Tarantula can carry 1, Chimera can carry 2.
- Temporarily disabled Fire Control Cabin whilst I investigate why it prevents SAMs from firing (current prediction is the commander is playing ZZZ on the computer rather than actually telling gunners where to shoot)
- Adjusted AI landing parameters to hopefully make them less crash prone
thank you Aryx, I'll eat good today
Soonion™ strikes again
Aryx you absolute madwoman. I love it.
im choking on peak
twist his WHAT
Jeremy also put out the OST on YouTube. Tho I have to ask, why is Jeremy posting the music for a modded aircraft? And HOW are there liveries already if it's not even out yet?
the liveries are out due to
#livery-creation-and-discussion message
But what do the actual NO devs have to do with the Ternion since they released the OST?
soundtrack for it was commissioned is all I know
ah
idk who commissioned it nor do I feel like it's my business to know lol
all I know is someone did
About the Chimera why does the recent update feature 2 files? Which one do I put?
both, new file is a custom logic for engines spinning
hoping to see it on the F-16 as well
Why does the new 35mm container not target munitions?
being worked on
noption arms race
do I need the DLL for the Chimera in the plugin folder or nah
afaik it all still goes in the plugins folder
It does, but missiles only, it's on bugtracker already
They commissioned Jeremy for it
I beg your FINEST PARDON 😭

hypothesis: Aryx put it on the wrong hardpoint (like was it 2 instead of 3?)
shouldn't the tula be able to carry 2x AA container instead of 1x because its containter-sized and it can carry 2x Munitions container?
and the ibis can carry 2x
WHY IS IT ON THERE
IT SHOULD BE ON THE CARGO BAY 😭
ya it'll be shifted to the fore & rear bays, just need to set it up
yeah the left/right pylon separation goosed it
whoops
What does this mean?
means it was on the wrong pylon
It got there by mistake and will be put in the normal place next patch
What? the AA container?
yes, the aa container
Hold on... Fusolage Pylons...
index association of the weapon manager
the new update split the fuselage/stub pylons
so everything I had set got offset 
exactly what i was gonna say
Ibis' side pylons used to be it
But why would the AA container be on a fusolage pylon to begin with?
LMFAO
wrong number
Ahhh so the container would have been like in the Cargo bay (ex: 2) but the new stub separation made 2 the door guns or something?
yep that
Aryx how about AA container for the Cricket's ventral mount?
No but on a serious note: Is it possible to get KAR compatability for things like the R9, AA or S3 container?
And maybe just with QOL generally so I can tula the R9 container which makes more sense than just dehydrating-rehydrating an HLT R9 like a pack of instant ramen
it's supposed to be in the cargo bay
I think it's the weapon that decides what each pylon it should be on so it might have to be the QOL or KAR mod that does it
Wdym "Weapon"?
R9 doesn't fit in the tula
it barely fits in the Chimera cause I designed it to 😭
But does the S3 one fit?
Then make it smaller then bigger like qol
Quantum sizing
high-tech demo of why that happened (from POV of shockfront studios developing 0.33)
Yeah I'm tired of P2082 crew claiming MSVs "don't fit" and then pack a dehydrated R9 HLT in the Tula
Ironically the best way to explain
Idk what im looking at
high-tech demo of why that happened (from POV of shockfront studios developing 0.33)
Idk what im looking at
by idiottvhownottolive [NUKE],
It's the explanation to why AA container on gun doors of the IBIS
#1497065625997283428 message
Very gud
Can you invite me to your modding server
yknow the chimera is very fun to use but sometimes kind of annoying due to the feeling that its radar cross section is the apparent size of the moon viewed from the moon
Yeah, its a cargo plane...
i have question
i have the first version of the mod sent in this channel so do i need to remove the base mod or do i just add this one ontop of it?
-# im new to modding please dont kill me
Download the new version, unzip the contents (both the MC.Chimera.1.0.9 file and the Chimera.dll file), copy and paste said contents and delete the old version
(assuming you're modding it manually)
Turns out the ability to para drop pretty powerful ground units, carry a massive radar, or be a rail gun gunship does come with downsides!
Also not a criticism to the mod but damn this plane is floaty till it isn't. Most of my landings have been a lot harder then intended. She likes to bounce xD
yes you don't really control your descent rate with pitch as much as with throttle
Since the blown flaps gives it some significant downwards thrust vectoring
more throttle = more float
no throttle and it drops right down
Yup and the margin for it is pretty thin it seems xD
Yes
My best advice is to stay above 500 km/h until you're pretty much on glideslope and lined up for the runway, then use the very powerful speedbrakes to drop it down to like 260-300 km/h (if unloaded, faster if loaded).
And from there just feather the throttle up and down slightly between 1% and 15% or so to keep the FPV on the runway threshold
while holding your max pitch
Yeah, nice to have a plane that encourages deliberate landing approaches and not some of the silly maneuvers you get away with in the lighter planes.
yup
This plane more than any other makes me wish airbrakes could be separate from throttle xD
So that I could just keep the brakes deployed and keep a bit more throttle to keep a more consistent lift
but ah it's fine
it's as you say, fun to have a plane you have to be a bit more deliberate with
Why the plane bouncin on it
Jammers alleviate the issue somewhat, but you restrict your loadout a lot
I found it to be a very good anti-ship aircraft
Sink rate too high 🙁
I know I've seen a mod for that around here somewhere, never tried it out myself.
welp, I can't find it now
I wish I had GPWS
think I've died due to excessive sink rate while paying attention to something else (SAMs) more than once
too late to correct
it can land and take off from grass btw
A certain annoying bug has been fixed.
or almost from anywhere
tfw the STOL cargo plane designed to operate from dirt can stol and operate on dirt 
bigass landing gear, high-mounted high twr engines with a blown wing,
What bug do it be?
cockpit disappearing in thunderstorms
I see
What's the top speed I can slide the MBT out the back without it exploding?
Nobody knows
Technically should be possible at the chimeras full speed buuuuut you need a very long flat stretch of ground for the tank to slow down.
for actual dirt landings I'd suggest being as slow as practical
Ideally as slow as you can go, main issue is the tank skidding and smashing into a mountain lmao
:D
very high up
Soooo Aryx are we please getting the S3 container on the Tula 🥺
Should I tell you that tula in Spanish can mean dick ?
dihrantula
sublime
we should play on some occasion; haven’t found many others into this game locally, have you?
@ornate charm
i genuinely want to know what caused the aa container to be a mount option on the ibis door guns
I got my boyfriend into it back in 2024 lmao
indexing
the 0.33 update split the pylons
which offset all the pylon option indices by 1
so when I assign a thing to index 2, which used to be the cargo bay, it's now the door guns
alright i see
i understand that
Not really though I don't complain
drop tanks when?
I see the cabin is back in 1.0.9(disabled in 1.0.8), is it still bugged?
It's back?
shouldn't be
It's in the drop menu
might've turned it on when I was testing it to figure out why it was broken, whoops
btw, isn't it the same bug as the one in BOTE?
Also had a bug with the r9 and the cabin.
As for the FCCabin. It might because of QOL, I'm playing with it right now. It's in the mission bay.
Is it just me or does the plan love to roll to the right when not being rolled the other way?
Like very slowly just constantly roll right
just found out APCs and IFVs can handle being kicked out of the back as you're in a controlled crash into the ground, at low altitude, while doing around 900km/h. ARH missile wrecked my tail and I couldn't manage a landing so I did what I could, the APC actually drove out of my wreckage
Lol
try restart game
instead of just pre-mission
also display startup animation too
turn of display startup animation
dont forget to restart entire game
Probably one of the most versatile aircraft I've flown thus far… gunship, cargo, and bomber configs make every flight a different experience.
The ability to take off in 20 feet is definitely interesting (probably unintentional, but a funny thing to see😂).
Aircraft definitly handles like a cargo plane, but it can take a fair beating. The flares are also pretty strong when deployed against IR missiles... Usually one quick burst stops them.
Excited to see where this aircraft goes down the road
i cant take off at all it just never goes up even th omy stick is all the way back and i get to like 500kph
ive had this with other modded planes like mig 15 and f16 but they work fine now idk why
are you using NOTT.
Used the chimera with NOTT this morning no problem
Honestly would love to see this kind of plane added to the actual base game
There probably will be some kind of large transport plane in the future
Thats probably very true. Also nice pfp
Thanks
One is planned along with the larger map for 0.35 apparently
Oh sweet
using dual railguns while uncoventional, on breakout and vs stationary targets or ships it's extremely good
It’s also really fun to smack ships from a distance while continually jamming them and leaving them effectively defenseless
I dont find much use for the 57mm and 30mm just yet because of air defenses though, hopefully I can find a good usecase though
all guided shells are great against ships actually
they get intercepted yes
but that means ships waste ammo
what i do is fire those shells until they run out of ammo and then just destroy them while they cant defend themselves
the 57mm is guided?
this is my modlist i cant get it to take off at all stick all the way back it just shakes and doesnt point up the other aircraft mods work fine like the f16 which used to have the same problem
If you're trying to pin down mod incompatibilities, the best thing to to is disable everything, then start with the affected mod, activating other mods one-by-one until you run into the issue again
Sometimes looking at the log can help you if something straight up breaks

i havent used the railguns too much... mainly just rotary guns.... maybe ill try being an anti-naval
probably the easiest way to take out enemy naval targets right now, just railgunning them with this plane with dual railguns from 40km+ away
at least for PVE. I'm sure alert players would make things difficult in pvp situations, I just don't run pvp
PVE superior, PVP, alright I guess depends on your mood
why does the chimera refuse to take off?
do you have NOTT?
Nuclear Option TactiTools
yes, but only countermeasures screen in particular
if you turn cm screen off in the settings of the NOTT - it will work fine
Outta curiosity, if I install NOTT manually, is there any way I could disable that manually
Or should I consider nabbing a mod manager and having it do it
yes, iirc there should be a settings menu if you press f1 while in-game
I'm pressing F1 and I don't seem to be able to see it,
wait, I have the FS-3 patched NOTT and.. My Chimera flies fine?
Even F-16 as well.
I dunno,
the F-16 is compatible
as for what causes the bug when an aircraft is incompatible, it's the cockpit weapon and countermeasures display
I think all the aircraft is compatible right now due to the new patches made,
I think?
i dont understand what mod it is thats causing my issues as all the other plane mods work fine tho ive had the same issue wit hthe f16 and mig 15 until nott got fixed
are you entirely sure about this? disabling that did not fix the issue of the plane going full nosedive
NOAutopilot is also known to break custom aircraft
thanks
Ahh I see
I took several dozen anti-air damage, lost an engine and suffered an engine fire. Thought none of it up until 3 minutes later my pilot started getting strawberry jam in their face, annnd the Chimera was starting to nose down for no reason whatsoever, so I finally decided to do a damage check and see what was going on.
"Oh."
the chimmy is a tank until it gets hit in its very specific weakspot (humongous fuel tank) 😔
that the funny 4x4 thingo in the middle of the aircraft..?
I noticed that went red, which led to the beginning of the end
possibly, idk much about its damage display
yeah fun fact: the Chimera’s entire upper fuel system is connected lmao
if you have an inner wing fire you gotta land immediately because you have about 90 seconds before you burn down
is there a fire warning
no right
i think that explains why i got hit once, tried to crashland but suddenly burst into an explosion out of nowhere.... huh
on that note i wish there was more incentive to crashland in this game
the centreline fuselage fuel tank has a propensity to explode once it burns down fully
rather violently, that’s usually what kills the crew lmao
I think turning off the GCAS with NOAutopilot makes it work fine on takeoff, I’ll have to test it when I get back home
It is so evil
just tried it and no gcass made zero differance
really hope its made compatible or nott is improved so modded planes are good from the start as i would really like to use this mod a cargo plane is the 1 big aircraft type still missing
wait how are you using nott without the autopilot mod it says its required for me
i do not understand anymore lol
i tried with just this mod and nott and it doesnt work
its clearly nott thats causing it as it flys fine with no nott
where did the AA containter go?
i dont see it anywhere
nvm
i didnt update the NOMM chimera
john after discovering people can manually install mods
Theres apparently a NOTT release thats config’d to the FS-3, but yeah I’m a manual installer of N.O mods as I find it rather shrimple to do
In the NOTT section of this forum, there is a pinned message explaining exactly which setting you need to turn off for it to work. About a month old, it really should be pinned here too
flying a damaged chimera sometimes makes me wish there was a huge civilian airliner in the game just to see how it would behave while under fire
Shooting down big aircraft is always satisfying
YES
Me in my Tarantula/Chimera looking at the full speed schimitar flying across the map.
As a F-16M pilot, I apologise.
But you simply are too big of a target for me to not say no to.
My greed is indefinite. (As my pfp also suggests geeheehaw)
Its okay I know I'm worth 13 points xD
Still haven't tried the Raddome Ablative Armor method yet...
yaknow.. a friend once told.. you should angle your aircraft so that it only takes damage in non critical areas...
the AI can't even takeoff properly
they don't handle well with the wing thrust stuff
is there a way to solution this
Could be quality of life issue
I don't think so. Last time I checked the Chimera can't actually carry QOL ordenance, at most it can load the modified AGM-98s or any other bomb the mod changes. But it can't carry PAB-350LRs or ARAD-58s
Yeah but it’s not the fact it can’t carry qol weapons hit it glitches out other mods
Not sure tho
Is it natural that every time I see MC-260 my brain says "m-mommy"
tbh have you seen the humanised version of her?

eheheheheh... no...
ive not experienced this but it certainly looks great
foond it
#1486563120339095674 message
I didn't know i needed to see a humanized plane more than this one before, thanks for sharing a masterpiece 
my lawyer has advised me to shut up
You have also made me wanna make a mod for this game, and will spend countless hours learning everything 
Fat ahh plane
There is a human version???
why do i have no fuel when i spawn it in
Dear, admin. I want to ask something. I'm not sure if this is the problem on the mod or in my game.
But when i play a single player match and the AI try to fly this plane, they always nosedive through the ground, just right after take off.
I mean, not always, but most of the times.
Does anyone know what the problem is?
Here's the list of the mod i installed in my game.
- QoL
- NOTT
- F16
- The new helicopter mod
- That kesper plane mod
- And the mod that skip the empty weapon.
- Forgot to add this, i also have the mod that equalize the production for the modded plane.
i experience this too but without NOTT and the kestrel
taking off with it is fine as a player but ai cant seem to do it
isolating the mod by itself works for ai and players but some other mod conflicts with it i think
not sure if NOTT still breaks Modded aircraft, but try removing NOTT
the AI doesn't know how to handle the blown wing gimmick
also, since u have NOTT, have u disabled the weapon and countermeasure display feature? it breaks the Chimera's aerodynamics
To be fair, the handling of the chimera is all over the place depending on the load. Even empty, it's a struggle at times. No wonder the AI can't get it off the ground.
I've seen plenty of AI flying them in my setups
Yep, i read the chat in here. So i already figured that out and disabled it beforehand.
Like i said, not always, but most of the time. Try it in agropol airbase, i see most of my ai crash happen there.
I'll try that later, man. Thanks. I might also try every mod combination and figure which one might work.
If not, i could just always wait for the fix.
Yeah, i also think so.
Because i got no problem the first time i try this mod with the f-16 mod.
Top message from op says they have issues on their end to make it compatible 
Seems like the easier runways (like some at the pala bases in ignus) are a lot easier for the AI to manage
Hey Aryx, can you pin download links so people don't have to scroll about?
Just press jump to the top, brother. It's on the upper right of your screen. Just beside the following and copy link button.
I did not see that, thanks
A bit late, but here's the OST
https://www.youtube.com/watch?v=_PQzRnjjUTU
Original soundtrack for Aryx's MC-260 Chimera mod.
Game: Nuclear Option.
Mod: https://github.com/Aryx3D/Aryx-MC260-Chimera/releases
Better late than never, eh?
...
Right?
great showcase
ok one question, how do i spawn moded vehicle into vanilla escalation ?
You mean, for the bots to use?
You gotta use the mission editor, and add factories
But be aware that bots are... pretty bad at flying the Chimera
Is your Blueprinter updated?
Send a screenshot of your mod folder, please. Everything should be working if you have the latest Blueprinter version
Ah, gotcha
Everything should be fine now :)
You're very welcome, have fun flying the birbs 🫡
Right click game, select "Browse local files" -> download Bepinex and extract to NO local files -> run game once -> return to Bepinex folder and place mod files in newly created plugin folder -> great success
I salute you, fellow manual modder
The timing here was...interesting 💀
all of the passengers died
inspired by https://youtu.be/HIZ7mBMIdEI
Edit: some questions: the sound was from the a-10 warthog.
This is not from a game, this was a render I make in blender.
has anyone else noticed the back little flaps on the chimera are like detached from the rest of the craft
theres AI chimeras spawning with impossible loadouts causing them to crash on takeoff
Am I the only one who can never seem to hit a damn thing with the side mounted railgun? What am I doing wrong?
AFAIK AI cannot fly the Chimera properly as it cannot handle the blown wing properly.
(read: at all)
You are not. With no guidance and a max range of only 10km, it's rough out there
You may want the #1496867175804174426 mod, and the other thing you may want to do is pay close attention to the target cam MFD
for turreted weapons it has a white box indicator
center the dot within the box and you'll get much more accurate shots that way
keep in mind that dispersion, jitter, speed and whatnot still make it very hard to hit small targets beyond 50km
at that point you can only reliably hit larger targets
Keep in mind that the increased accuracy from the Gun Fire Control Fix mod goes both ways
A mod fixes that ???
I was having the same thing where I failed too many shots against relatively slow shards, immobile carriers and the like on 30kms
what would happen if you had that mod active in mp tho? does it auto disable?
Definitely saving this one for later, I'm in a Valheim modding server where a common bug report after release was "I tried installing it with the mod manager and it didn't work"
Behold, the modpage:
ive seen ai chimeras get off the ground successfully and operate until they're killed but thats the minority of cases, but whether or not they can cope with the blown wing, having a radome, tank, and gunship weapons all at once is grounding them
Now i know why the AI can't fly this plane, appearantly they're just overloaded. Like seriously, 4 HLT Radar truck and railgun!? How is that even fit!?
And there's also this, the AI could take off because the loadout is not as heavy as the one in my first video, but not for long.
I'm not sure if this is caused by another mod.
how did they fit 4 trucks in a plane that has 2 spaces...
Is probably somehow the AI ignoring the cargo bay restrictions, so it is stacking the mission bay with a radar truck, then fitting 3 other items (probably jackknife x2 + some other vehicle), it looks like 4 since the game isn’t too great with differentiating cargo bay items (meaning the display is only showing whatever is the first cargo to drop out)
@slim loom
better question: how did they fit 4 radar trucks, a railgun, a 57mm rotary, a radome, and 2 demolition bombs in this plane
they rapidly de-atomize and re-atomize the item to fit it inside the Chimera
Well that explains a lot. Oof.
By the way, I filed a bug report in the Aryx's shipyard discord with these videos.
It'll probably help if as many people as possible describe that problem there so that the source of the bug can be found and fixed.
Anyone what the best altitudes/speed for airdropping the air defence containers and apcs with the chimera is?
I never got around to making it super exact. but usually 2km from your drop target for the first deployable if at 900km/h.
2.5-3km for second deployable since it takes significantly longer to roll out of the cargo bay.
I usually drop from 130m-200m radar alt.
though as long as you can calculate when you're about 2km from the target horizontally, higher altitudes is just fine
I presume it is calculable.
Here's a publicly available USAF manual that's vaguely relevant:
https://static.e-publishing.af.mil/production/1/af_a3/publication/afman11-231/afman11-231.pdf
Obviously assume no forward drive. You may need to multiply by 1852 since
Multiplying the answer by 1852 converts the answer from nautical miles to meters
why are there physics calculations in my game 😭
One that I'm not really sure was even all that profitable
Il give that a go if I get a chance to play tonight, as of yet I’ve only figured out the rolling drop offs as I have yet to figure out what all has parachutes
ehhhh idk
it was 14.99 for most of the release I think but, ballpark estimate
plus paying devs and shi
Developing games can really pay off, if you have an idea and if you're good enough to execute it
As well as being willing to spend ungodly amounts of hours on making it happen lmao
Considering that nuclear option has sold around 271,00 copies at what I'll say is 19.99 per copy, that adds up to around 5 million
Along with still selling more copys by the day
If we want to support the devs , we can ask content creators to play the game, or we by ourselves can make video's, or mention the game to freinds and family who like the genre!
(Very rough estimate of how much they have made)
Thats a lot of copies
Also tax is gonna eat so so much of that, also sales :3
It could very well be as low as half of that before spending is accounted for over the years.
my screenshot is from a website that takes that into account so its closer to 1.4m
That feels a bit more right over the years~
Tested it for awhile and found 2.5km for first drop at 900~ km/h at around 150M altitude to work best for airdrops. Dropped the second at around 3.5-4
bros driving to the objective
having this weird issue where R-9 launchers with a radar and fire control cabin dont lock on and fire at anything
other thing is, why doesnt this thing pitch up sometimes?
Rear heavy
the fire control cabin this mod adds shuts down everything around it for reasons unknown
tf 😭
so how do you get the r-9 to work
they still will work without a control cabin, just wont seperate missiles per threat.
yeah it’s due to be disabled because of this, fire control stuff doesn’t work unless preplaced in the mission
target for my next investigation is set (if none of this container is in DLL, it's again some kinda checkmark in Unity)
the tarantula's fire control cabin functions as intented even with the bespoke r9 launcher from the mc-260
Thats QoL thing and it spawns actual vanilla BDF-side truck encountered on maps
Does anyone know the max ranges for the guns? (Rail gun chaingun and rotary one)
Effective range is 10-15km for the railgun, 10km for the chaingun and 3-6km for the rotary
the railgun has a very long potential range (100km) but you will literally never hit anything at this range
I think also notably you can hit shards and boltstrikes (a bit inconsistently but you can hit them) from >20km with the railguns
So railgun Is Better for like Bigger Targets? (Like factories or aircraft revamenets or whatever they're written)
ya
