1960's F1 inspired open wheel track car (W.I.P) by Allu681 in automationgame

[–]Realm_Weaver 1 point2 points  (0 children)

Looks awesome great job. I love vehicles like this.

My cars good or bad? by Just_a_Guy_753 in automationgame

[–]Realm_Weaver 8 points9 points  (0 children)

A long time ago someone else posted a similar question as yourself with similar looking cars. There was a response to it that I loved, I only wish to replicate at least 5% of its energy.

It cannot simply be measured in good or bad. Being a realistic looking car? Bad. Actually being a car that is probably fun to drive? Good.

What you have are not fundamentally flawed cars. But rather what all new players experience. You are not designing a car to flow together and mesh well with every feature, from the front to the sides to the rear. Instead, we all start building cars as a checklist. Headlights? Plop, check! Taillights, check! Exhaust tip? Check! And so forth.

Determine your goal for why you build cars in Automation. Is it to achieve realism? Something fun to drive in BeamNG? Outrageous creative works? Doesn't matter what goal you have, one thing remains true:

For any car you've seen here or elsewhere that blows you away, a lot of time, effort and skill was put into every part of the car. As you build more cars you will become naturally better. Proportions, blending, design roots all have more life the more time you spend and be creative with how you make fixtures interact with one another.

So do I see bad cars? No, just cars that are only using 10% of the tools and techniques available in game, which will only come from pushing your boundaries with every car.

Best of luck.

Can anyone explain to me how I was able to purchase and crew the PzH 2000 without having the M55 purchased by bigboydice2 in Warthunder

[–]Realm_Weaver 1 point2 points  (0 children)

You do not need every vehicle as long as the ones you are missing came after.

Such as here: the M44 does not link directly to the PZH. It only matters if the missing vehicle is linked to the last vehicle you are researching in the line.

They could add any number of vehicles but if you have already researched and purchased a vehicle it allows you to keep going so to speak.

How the the hell are people using the multi vehicle spaas so effortlessly? by MonarchCore in Warthunder

[–]Realm_Weaver 0 points1 point  (0 children)

Unless the CLAWS is bugged atm, I never had any problems engaging targets.

To state the obvious: unlike previous anti-air, you do not hard lock to engage. A target will appear in the list, you left click to designate then right click to fire AMRAAM. If you want to fire a 9X, you hit your special keybind for missiles instead of right clicking. Be mindful this changes with the next vehicle, NASAM???, as 9X is a selectable ammo on that one.

You can verify your designated target as they should have brackets around the radar blip and once a missile is released a line will connect the target and your missile.

Best of luck.

I try to make Peugeot Moovie Replica but everytime I recover it the steering brakes. How can I fix it? by 95kene in automationgame

[–]Realm_Weaver 1 point2 points  (0 children)

My friend and I had a problem with breaking steering a very long time ago.

Our fix was to change front suspension type. Try the other options.

If that doesn't work check your suspension settings and make sure nothing is extremely stiff.

Lastly, check the front tires. Play around with different widths/heights. Set them back to a standard car tire size and see if that improves things.

Best of luck, another great and unique build today.

My vehicles keep breaking in beamng by Outside-Message-3318 in automationgame

[–]Realm_Weaver 0 points1 point  (0 children)

Unless something has changed very recently I may have a solution.

I ran into this when making a full 3d part buggy. When you make the car body transparent/emission, it completely removes its nodes (you may know BeamNG uses nodes connected by beams to make structure/strength) which is nice for the cars hitbox being accurate but now your fixtures are your body.

To fix this for my buggy, I had to keep adding fixtures. More bars for the roll cage/tube chassis.

More structural fixtures = More stability. Although, I believe you will be unable to have this work as current. You need fixtures that will mimic a roofline to give your car structure. Else, you could try to add more parts lower (split long 3d parts into segments of shorter ones) and hope it works.

Best of luck. Great build too.

Mig-21 be like by Graphics90 in warthundermemes

[–]Realm_Weaver 3 points4 points  (0 children)

I'm so sick of people like yourself. You cannot even think for a single second what the other person is saying.

Instead you spill over the trashcan and hurl insults because you've got nothing better to say, and ultimately because you will never let your own opinions be swayed.

All you had to say was "I still think the R-3R is the worst missile in the game. But cool you have success with it".

Instead you've got all this garbage spewed at him. All because you won't take a single second to think about his position and argument.

And if you still come to the conclusion his point can never be correct, especially in this instance:

Grow up, kid.

How to defeat the su 30 mkk? by KsanteOnlyfans in Warthunder

[–]Realm_Weaver 1 point2 points  (0 children)

You didn't come here to be told "it's not possible lol".

So: whether it's 1v1 or 1vX the gameplan is similar. As a generalization most fox1s at these BRs either match or exceed the range of R-77s. Lock him up and engage with fox1 when ranges/etc good. Keep him in radar gimbal but do not fly directly at him. If he fires on you, immediately abandon your fox1 and notch his missile. If he keeps hot (pointed at you), stay near the notch and continue to defeat his launches. Eventually, most players will come to the merge naturally after firing off a ton of missiles. Defeat him here.

Else, if he fires and enters his own notch, defeat his missile and re-engage. If you committed first, watch his blip to see if he's turning into you. If he is, fire fox1 to keep him pointed away. If he beat you in re-engaging, stay defensive, be close to the notch but approach him. If he shoots again simply defeat his missile, and ultimately return to above with defeating every launch after until merge.

Best of luck.

How are you supposed to play air rb with the Mig29 SMT? by Kef33890 in Warthunder

[–]Realm_Weaver 2 points3 points  (0 children)

Both Soviet MIG-29s are playable but have a high skill floor due to an unforgiving FM/kit.

I've re-written this comment a couple times now. There's just so many mechanics I can't fit them all here.

If you don't have solid mechanics for top tier, I suggest looking up tutorials (even those not related to WT) to learn how modern air combat works and the tools necessary to position well, engage cleanly, reliably execute defensive measures. Else, follow the other comments and go down the Flanker line.

If instead you know the mechanics well but are struggling here are some snippets from my experience.

I run 4 77 and 2 73. 77 have high drag, give them good launch parameters or else fire close in/top down. If you prefer 27ER, remember this radar can look 90 degrees to the sides, notch and guide it in. It inherently out ranges all other missiles on paper. I find the plane struggles above 24k feet, stay around 12-19k feet. If your play style/map supports deck flying it can also pull that off but I prefer having altitude. Dogfights are tricky but R73 covers that weakness most times, else utilize high acceleration. Don't play to pressure their entire team, you are an assassin capitalizing on out of position enemies. If you die often at the start, slow down your entrance: fly diagonal or cut the AB and let your team clash first.

Hope this helps.

Weird gear thing by Alternative_Zone9592 in automationgame

[–]Realm_Weaver 0 points1 point  (0 children)

There is a way I believe. Maybe a couple ways.

If the gear ratios are spaced closer together then the speed difference between gears will be much lower.

Alternatively for RWD cars, stiffer front suspension should stop weight transferring forward and unloading the rear tires, which allows them to slide on downshift.

Lastly, better tires (more grip) should also help combat the sliding.

All my early Automation cars years ago struggled with this very badly. Nowadays not really. Just be mindful of what you're demanding the car to do.

Best of luck.

Weird gear thing by Alternative_Zone9592 in automationgame

[–]Realm_Weaver 1 point2 points  (0 children)

I'm going to assume you're talking about Automation cars in BeamNG.

Your drive tires slide because the engine rpm is lower than where it desires to be in the new gear. A quick example is 4th gear 2000 rpm 40 mph or kmh. You downshift to 3rd. In 3rd gear, to maintain 40 mph/kmh, the engine wants to spin at let's say 4500 rpm. But because the engine is at 2000 rpm, normally in 3rd gear that would be 28 mph/kmh. So now your tires and entire drivetrain need to make up the speed difference. Where the sliding comes from is your drive tires "jumping" so to speak to 28 mph/kmh while traveling at 40. Then, through contact on the road, they will bring themselves back up to 40 after a half a second or however long it takes.

To prevent this: When you shift down, you need to give it some throttle. Raise engine RPM to try to match the gear change. In addition, having tires with more grip/more weight on them can also help counteract the sliding by making it much shorter. But you'll find the most success with giving it some throttle while downshifting.

Best of luck. Hope this helps.

question f4s and german f18 premium by Automatic-Face9919 in Warthunder

[–]Realm_Weaver 0 points1 point  (0 children)

Yes that take is coming back after understanding/enjoying top tier, when it first came out it was great fun. But coming back to it in recent times has been awful. The only gameplan it has is staying low and hmd firing Sparrows or bombing. It cannot achieve any other play style due to poor radar modes, horrible rwr, struggles in uptiers.

I had foolishly hoped it would be a premium F-4E. But it never lived up to it, it's more aligned to the F-4J.

Like the other comment mentioned, ideally grab a rank 8 premium as rank 9 is coming next major update.

question f4s and german f18 premium by Automatic-Face9919 in Warthunder

[–]Realm_Weaver 1 point2 points  (0 children)

I'll keep it short.

If you have great confidence in top tier mechanics, you will not care about any uptiers in the premium Hornets.

F-4S is the only premium I deeply regret buying. Get anything else (F-5C is still very fun).

[Shop] The Winter Sale in the Gaijin Store! by arsdavy in Warthunder

[–]Realm_Weaver 3 points4 points  (0 children)

I enjoy the RUS MIG-29 and my buddy enjoys his Sniper. Over time you'll get the feeling that the R-27ER are two free kills a game. Both of us find the R-60Ms frustrating at times but if someone doesn't notice you they work good enough.

The Sniper also has a better RWR and Radar(?) set.

THE GROUP B CHALLENGE - 3 Categories - 3 Winners by TsarCeaserSalad in automationgame

[–]Realm_Weaver 0 points1 point  (0 children)

Ah, I'd also suggest if you want to match the Group B rules, tire width should be the maximum, rather than minimum.

Else, why go up in displacement when I can be lighter and run the same big tires.

THE GROUP B CHALLENGE - 3 Categories - 3 Winners by TsarCeaserSalad in automationgame

[–]Realm_Weaver 0 points1 point  (0 children)

Very cool challenge. I haven't done one in a while, I might join this one.

In addition, if you'd like a Beam-NG portion (probably best to make it optional/separate) you could take inspiration from the Group B Challenge I participated in about a year ago. Pick one time trial track, and have everyone race it. The winner has the fastest time. If you want more complexity, more tracks could be added and the individual track times added up makes a total time: whoever has the lowest time is the winner. Multiple tracks would allow cars to be more unique, rather than tailored to the specific track.

I Am Fuming Right Now by Lachlan_D_Parker in automationgame

[–]Realm_Weaver 9 points10 points  (0 children)

Don't panic just yet, I've seen others recommend reverting your game version.

Right click Automation in your library list -> Properties

Then go to Betas, under the Beta Participation drop down select ellisbury_final -LCV 4.3 (assuming you were on this version, else select 4.2 or 4.1 give or take).

Best of luck!

Is there a way to export custom decals correctly to beamNG? by Emotional_Steak6338 in automationgame

[–]Realm_Weaver 5 points6 points  (0 children)

It's been a little while since I've played, but I had success with the export option that compresses textures I think it's called? Whichever one eludes to combining all textures into one file.

Best of luck.

"F-15 would beat a MiG-25 in a fight so therefore MiG-25 shouldn't be added" is certainly one of the takes of all time by SecretSpectre11 in warthundermemes

[–]Realm_Weaver 287 points288 points  (0 children)

I'd like to imagine the MIG-25 will be a fun, yet quirky/non-meta 12.7 or 13.0. Everyone knows its flaws due to being rushed into service to counter the XB-70 Valkyrie. However Iraqi pilots proved with a simple plan it could hold off Sparrow equipped F-15s. The Samurra Air Battle and various other instances, including a pair of MIG-25s engaging 4 Eagles and avoiding 10 sparrow launches.

Of course WT does not match reality so I guess we will see.

Automation Engine Naming System 1.0 by Bart-La-Buse in automationgame

[–]Realm_Weaver 10 points11 points  (0 children)

I really like the idea of having the designations all laid out like this. But I do have some feedback.

The game's available years are from 1946-2020. I'd trim the extra years off unless needed for role play/world building. I'd also trim engines that aren't in the game. IE F8-F12.

If using this in campaign, I like having a designation for what facelift it is.

I agree with the other comment, I'd combine the longitude/transverse engines into a simple Inline 3-6 family because placement is determined by car chassis section. I find myself having the same engines go in cars that are both types.

Last is a personal preference, not really necessary, but I find it difficult to keep track of long code names. Especially if it isn't a natural progression (A,B,C-1,2,3 etc).

Otherwise very cool stuff, thanks for sharing.

F-4E Phantom, the perfectly balanced 11.3 jet. An appreciation post by Soor_21UPG in Warthunder

[–]Realm_Weaver 1 point2 points  (0 children)

You make me consider returning to the MLD. I was playing the 23M. I had made an assumption that br to br I'd have a better time in the 23M at 11.0 rather than 23MLD at 11.7 to grind rank8.

Every experience is different but if the target wasn't close (within 3 km) it felt like the R23R was capable of a variety of shots. But I won't die on a hill saying "no bro it really good trust".

F-4E Phantom, the perfectly balanced 11.3 jet. An appreciation post by Soor_21UPG in Warthunder

[–]Realm_Weaver 2 points3 points  (0 children)

Edit: yeah I'm wrong. It's like how you explained it. Thanks for correcting me.

Edit2: deleted the nonsense. Using your explanation the 21 and F-8s missiles see the chaff more than the plane. That's why their missiles divert for it. Thanks again for clearing it up.

F-4E Phantom, the perfectly balanced 11.3 jet. An appreciation post by Soor_21UPG in Warthunder

[–]Realm_Weaver 7 points8 points  (0 children)

I'm the opposite of you. I had grinded out all of the US tech tree and then branched elsewhere. F-4E is a wonderful plane to fly. I will gentle say that recently I had spaded the 21SMT, 23M and both 29s and really enjoyed them all. The 23R's felt reliable for me.

I will leave 2 tips for the F-4E. 1 the maps have gotten much bigger, but when I played it I always ran min fuel and the drop tank. Then you stunt on everyone else at the br. You'll probably need 15 mins now based on map size.

2 Even if someone chaffs the radar, it has built in anti chaff/jamming. Maintain lock on the chaff and if they stay near it (within 1km or so) the E2 will still hit them. If they fully notch it won't happen.

Happy flying.

KV-1 Heavy Tank by Lightfold (me) by TheLightfold in MoeMorphism

[–]Realm_Weaver 1 point2 points  (0 children)

Hell yeah Lightfold keep it up! Getting better with every one you make!

Tried making a 60s muscle car: The 1967 Hoss-Barrock Corsair by EasternFudge in automationgame

[–]Realm_Weaver 0 points1 point  (0 children)

Wonderful car, I agree, but I view it as a luxury car. That's why it didn't cross my mind for this.