Simple Mega Carrier W/Scout jet
Use high quality to takeoff/land on carrier( Bounces like crazy on med and low idk)
Control carrier with the computer on rear(Activation panel for steering) control jet with the droo
wanted to make a simple version before the melt my phone version
5 Comments
- Log in to leave a comment
-
-
7,860 Aludra877
@Scotchy I used to dogfight with the planes on that carrier design, sometimes even shooting down other carrier launched planes, the carrier also had AA, although it wasn't the most efficient (I think about 2-3 years ago I did improve my ship AA Skills and did shoot down a couple of planes)
-
1,357 Scotchy
@Aludra877 thats sick! would be cool to have 7 aircraft ready for flight. Also a sandbox where you launch the aircraft and try to take out a destroyer or something with the 7 planes might have to become a thing
-
7,860 Aludra877
Holy crap thats huge brother! the fact that the aircraft can take off on the runway is dope too, thats quite hard to achieve (speaking from experiance), tip: If you want to make carriers with crafts without turning your phone to a thermonuke, I do have 1 solution (tried in sp about 3-4 years ago, heck, maybe even 5 years ago).
1 Make the carrier, assign all essential systems to activation group 1, rename activation group 1 to something like "Main carrier". save it.
2, make a new craft, a small, easy to gain speed aircraft, preferrably a jet propelled one with a small jet engine, dont use landing gears for it, instead, for launch, attatch an intersage onto a block, which is attached to a secure and stable platform which wont fall over, with the release being on the plane and fixed being on the block.
3 Test the aircraft, launch it, run the engines for a while, and then detach it from the cube and see how it flies, if it works, its dope, then after that, remove just the platform, (keep intersage on aircraft) and save the aircraft as a sub assembly, name it "Interceptor" or something, also before sub assemblying it, do put the engines and other essential systems on activation group 2
4 reload your carrier and add interceptors on the runway, for each interceptor after the 1st one, increase the activation group number (so that they dont all launch at once and its a total mess).
5 test, wish for the best,
Hope this does help, this did work in SP before lol, I even managed to put an interceptor on small gunboats too lol
@Lacker ty!