Forts
Pilotable Planes
136 Comments
Admiral Salvo Jul 6 @ 11:17pm 
can you make a version that limits the planes to only ww2 ones?
这个人没铭字 May 31 @ 11:28am 
OK, but I tried setting ProjectileVisibleRange to a very low value, but the flak still detected and attacked me from a distance.
SamsterBirdies  [author] May 31 @ 9:26am 
i dont know. just copy paste one of them and it should work fine
这个人没铭字 May 31 @ 6:09am 
and how to set PlaneSaveNames, what are these values
这个人没铭字 May 31 @ 6:04am 
Is ProjectileVisibleRanges work in AA ai?
Abadon May 3 @ 3:22am 
Samster add fourth and fifth weapon slots on the plane :)
Abadon Apr 23 @ 11:19am 
Per plane suggestions:
A-10 Thunderbolt II:
GAU-8 - Generally more damage, shorter burst (24>16) and more banks (We need more BRRTTT)
Bombs and suspended armament: stronger bombs and 2 per drop (with 4 banks, but same reload?), Also hydra rockets (2-4 Banks, 15-10 rockets each) with higher velocity (right now, hydra rockets on apache are very slow, but in reality they have velocity around 2/3 of main gun).
Delete flares nobody uses them fr fr (on the thunderbolt) and change them on rockets, or give us 4 banks with 3 bombs each.
Nighthawk:
Limit bomb drop angle??? idk maybe it's a thing only in expanded=
Apache:
Buff 20mm by giving him 2/3 banks please? also price increase if you gonna buff 20mm
AC-130:
Bofors with faster reload and less banks (It's autocannon, isnt it?)
count = 1,
bank_timer = 4, > 2
bank_max = 5, > 4
bank_start = 2,

Spitfire is awesome:steamthis::steamthumbsup::steamhappy:
Abadon Apr 23 @ 10:57am 
General, mostly balance, Suggestions (Code examples from Thunderbolt and Apache):
1.Allow zero-ish throttle for planes (If we dont have airbrake, let us have zero throttle)
throttle_min = 0.65, > 0.1 (or 0.2)
throttle_max = 1.25
2. Less shots per burst, but faster reload of bursts and bigger bank
rotation = 0.12,
distance = 25,
speed = 3000,
count = 24, > 16,
period = 0.08,
timer = 6,
bank_timer = 15, > 10,
bank_max = 2, > 3,
bank_start = 1,
stddev = 0.04,
3. More banks for bombs/rockets, but single/double drop (For thunderbolt - stronger bombs in general maybe?), also a little bit faster bombs?
rotation = 1.5708,
distance = 1,
speed = 350, > 400
count = 4, > 2
period = 0.06,
timer = 8,
bank_timer = 20, > 10
bank_max = 2, > 4
bank_start = 2,
stddev = 0,
4. Stronger cannons (There is no way 30mm GAU-8 deals less damage than vanilla 20mm, and it also doesnt quite penetrates armor)
SamsterBirdies  [author] Apr 6 @ 4:18pm 
great!
Arsenii_38 Apr 6 @ 8:11am 
Thanks a lot! After fixing a few other bugs everything works perfectly.
SamsterBirdies  [author] Apr 4 @ 7:36pm 
sorry steam didnt put in indents lol
SamsterBirdies  [author] Apr 4 @ 7:36pm 
@Arsenii_38 which mod? i tried a few on your profile. the mi-24 one seems fine. the su-24/25 problems are caused by the inclusion of the HSMN_Path variable which doesn't exist without that mod. The fix would be to test for it before adding the HSMN additions.


RegisterApplyMod(function ()
local su25k = FindProjectile("su25k")
if su25k and HSMN_Path then
su25k.sb_planes.HSMN_Extra =
{
EnableRWR = true,

GuidancedWeapons =
{
weapon1 =
{
Projectile = "sbpp_temp_FN_RT",
String = "$Р-60МК",

FireEffect = HSMN_Path.."/effects/Aircraft_rocket_fire.lua",
SpawnDistanceOffset = 48,
SpawnVerticalOffset = 30,

MaxAmmo = 2,
ReloadTimePerAmmo = 12.0,
ReloadEffect = sbpp_path.."/effects/reload_gun.lua",
}
}
}
end
end)
Arsenii_38 Apr 4 @ 10:35am 
Hello Samster! So my friend and I have made a couple pretty cool addons for your mod but after the latest update they all stoped working.
We've tried fixing it but no matter what we do, it doesn't work out.
Could you help us?

Error loading mod weapons/projectile_list.lua: [string "local (name) = DeepCopy(FindProjectile("night..."):67: attempt to call global 'sbpp_Firebeams' (a nil value)
Here is the error message :steamthis:
SamsterBirdies  [author] Feb 27 @ 10:28pm 
Yes you can make add ons and no you don't need to include.
Malamut 🇷🇺 Feb 27 @ 10:16pm 
Hi, I have two questions for you: first, is it even possible to publish "add-ons" to your mod? and secondly, if I publish a mod, will I need to include you in the description?
Pidaraxis Jan 29 @ 4:19am 
Hi author, can you make a mod for this mod that removes the protective laser?
legoguy2511 Jan 4 @ 5:51pm 
When I use this mod against my friends, to avoid flak I can usually just loop around or move up and down. This especially helps when being shot at by flak that is far away.
I do use the Wide Flying Forts map quite a lot.
It is a bit difficult since usually you have to place a lot of flak. Although, I don't think my friends try to manually control flak which usually turns out a lot better in intercepting planes.
The most overpowered thing for me is ramming the planes. The flak usually can't respond fast enough and it just results in a big ton of damage.
SamsterBirdies  [author] Jan 4 @ 12:18pm 
hmm. i dont know of a map where theyre balanced all too great. On most wide maps ive played on theyre unable to get across the map without getting shot down. Hmm take this as an example: https://steamcommunity.com/sharedfiles/filedetails/?id=2604658780

What do you think makes the planes overpowered or which ones?

Im currently working on an update that sort of splits the different planes up... so early game planes like the hellcat use the mkI runway, later game ones like the a-10 use the mkII, and then a new MKIII for huge planes like the ac-130 as well as larger build queues. The goal is to make them less powerful early on, and more powerful later on.
legoguy2511 Jan 4 @ 5:49am 
Do you know what maps best balance this mod?
I tried some wider maps, but they still feel a bit powerful.
legoguy2511 Jan 4 @ 5:49am 
Oh, cool.
I thought that was what flares did, but I needed confirmation.
Have you considered making sidewinders home in on planes? It would be cool, and maybe give flares a new use.
SamsterBirdies  [author] Jan 4 @ 1:03am 
Thanks. It depends on the map. They're over powered for some, and under powered for others. I've been making some changes like the flares hoping it will balance it out better. The flares distract anti-air. They don't start loaded so they're mostly viable for larger maps.
legoguy2511 Jan 3 @ 11:35pm 
I really like this mod.
The planes do feel a little overpowered.
What do flares do?
SamsterBirdies  [author] Dec 29, 2024 @ 2:17am 
OK it should work now. If you set the name to a string id then it will use the strings from the string files.
Example: name = "$Weapon.machinegun"
SamsterBirdies  [author] Dec 28, 2024 @ 11:50pm 
Yea, I should finally do this.
I'm working on it right now. It required a bit of HUD redesigning to get it to work because the name needs to be on its own line. I think it looks nicer too.
这个人没铭字 Dec 28, 2024 @ 1:27pm 
I want the planes weapon name to support localise strings :)
SamsterBirdies  [author] Dec 4, 2024 @ 2:44pm 
hmm. looks like a bug. ill bring it up to the devs.
In the meantime you can edit your map to remove the moonshot dlc requirement.
Open your map script file: data/maps/<your map name here>/<your map name here>.lua
Then edit: RequiresMoonshot = true
to: RequiresMoonshot = false
Forest Dec 4, 2024 @ 11:29am 
Making a map also requires moonshot for some reason, isnt the same case with using it on maps that dont require pilotable planes.
It runs fine but its impossible to edit a map once its made.
SamsterBirdies  [author] Dec 2, 2024 @ 12:51pm 
The mod should only require high seas
Forest Dec 2, 2024 @ 4:38am 
When i try to make this mod mandatory for a map it says i need a DLC alongside highseas but i cant tell which one it is, info would be appreciated.
Долги 125к Oct 20, 2024 @ 12:23pm 
AC-130 is too fast i think
SamsterBirdies  [author] Oct 9, 2024 @ 11:33am 
click on the plane, or press PG up, or PG down.
graysonblanco8 Oct 5, 2024 @ 12:39pm 
when i try to use the planes it dont work! Any tips?
SamsterBirdies  [author] Sep 16, 2024 @ 2:52am 
Ok i think its now fixed.
SamsterBirdies  [author] Sep 15, 2024 @ 12:04am 
thanks. also thanks i see the zoom issue. ill try to figure out why sometime soon. The camera is able to zoom too far out. For right now if it happens, just leave the plane then get back in and dont zoom out further.
这个人没铭字 Sep 14, 2024 @ 11:57am 
When I fly the plane, if the Big Zoom mod is loaded, the view will start to shake when I get close to the edge of the map. I think this is a bug :(
Head of Sexcurity Sep 14, 2024 @ 3:38am 
Wow! This mod is absolute masterpiece!
SamsterBirdies  [author] Sep 12, 2024 @ 1:04pm 
idk i just guessed what bombs they drop. if thats more accurate then thats fine.
HLF-THEMAX Sep 12, 2024 @ 7:19am 
On an additional note, the A-10 bomb is written as GBU-39, but behaves like an unguided mk80 series bomb, do you think you could rename it to Mk82 ? I think we could easily have an other aircraft (perhaps an F-35) with those GBU-39 bombs behaving like proper glide bombs and, like for the F-117, having an highlighted flight path to help for accurate drops.
SamsterBirdies  [author] Sep 7, 2024 @ 3:52pm 
hmm. thats a good suggestion. the nighthawk is kinda in an odd spot since it doesnt have any possible weaponry other than bombs, so it should atleast excel at that job.
HLF-THEMAX Sep 7, 2024 @ 10:43am 
Quite fond of the little bird, I can only wish for more helicopters in the future !
I also quite like the F-117 but find it to be underwhelming as a "precision" strike option, which it should be very good at imo, maybe you could add a target marker so as to allow players to know where the bomb will hit (or at least the general path), combined with the already long reload (or even a longer if it ends up being op), it could be good. It would also be nice if the projectile model was an actual paveway.
FireRod135 Sep 2, 2024 @ 11:05pm 
I love the mod
SamsterBirdies  [author] Jul 20, 2024 @ 7:57pm 
oh, i see.
HLF-THEMAX Jul 20, 2024 @ 10:22am 
For the Ninja, the idea I had was more that it would have a gun that act like a sniper's laser sight, that means that another player who is trying to aim his missiles could use that laser. The helicopter would still be controlled by just one player.

Anyway, I must say I can't wait to see what you'll come up with !
SamsterBirdies  [author] Jul 20, 2024 @ 8:26am 
thanks all for the suggestions. I'll have them in mind when i start doing more work on the mod. theres some good stuff here. @HLF-THEMAX you mentioned an aircraft usable by 2 players. Thats certainly an intetesting concept i havent thought of. It would be like battlefield where multiple people can take control of a single vehicle with different roles. I might not make something like that, but thats an option ill have in mind. also thanks.
Jamba27 Jul 19, 2024 @ 2:46pm 
mod breaks phantoms ability to move weapons around. other than that cool mod
HLF-THEMAX Jul 14, 2024 @ 5:50pm 
Great mod nonetheless though, I gotta hand you that, I use it in all my games.
HLF-THEMAX Jul 14, 2024 @ 5:49pm 
On a side-note, regarding suggestions, do you think the following few could be made ?

- OH-1 Ninja (armed with 4 Kinsam missiles, fast, with shrapnel but low damage output, mostly intended to counter aircrafts. Ideally, it would be nice if it could also pin targets for missiles, but idk if it can be done, it may require two players)
- YAL-1 Airborne Laser (armed with a single front laser that follow the mouse's path, low damage output but allow a skilled player to take out projectiles, would have a long reload time, it could be another way to shoot down aircrafts and projectiles)
- EF-111A Raven (or whatever sead aircraft you could imagine, able to pin targets with lasers while not being targetted by AA)


Overall, I'd love to see more planes with or without unique features if possible, and the counters for those to avoid games being centered on aircrafts, which can hurt the focus on forts themselves (or landcruisers).
HLF-THEMAX Jul 14, 2024 @ 5:49pm 
Well, the first plane I find to be quite OP is the AC-130, I love it but I also find that it has too much DPS compared to other aircrafts and that its firing angle is so much wider than other aircrafts than it's essentially a whole new class in itself, being able to spam shells at target whereas most other planes must realign to hit their target. I'd suggest maybe toning down the firing angle or reducing the reload time of 40mm/105mm so that maybe it need more pass to do the same damage ?

So far, the F-16 is imo the most reliable way to shoot it down but it requires much more micromanaging than AA and in assymetric games, can put a team at disadvantage. If something such as various new AA (perhaps limited in number of requiring a new plant) options could be made, maybe it could relieve pressure on teams ? May be hard to implement though. Maybe one or two new fighter jets for air superiority could be added ?
Casium Jul 13, 2024 @ 5:08am 
Great mod, but could you change a few things?
1.Set projectile max age for guns and missiles for balance and realism.
2.To prevent friendly fire, you could change how guns work for example, increase the rate of fire and significantly decrease the number of rounds per burst, but increase the reload speed.
SamsterBirdies  [author] Jul 11, 2024 @ 9:41am 
Thanks. I dont have anything planned, but I wouldnt mind adding a SAM or something similar eventually. Balancing has been a struggle for me with this mod as its not like normal forts stuff. However, Flinnshadow has been helping me with some anti air and ai improvements, which im thankful for. Which planes you feel are overpowered?