(THIS IS FOR SIMPLEPLANES 1. A SP2 VERSION WILL BE MADE WHEN SP2 COMES OUT.)
Use this document instead of the other simplecheats since it is updated for the latest versions of SP
link to SimpleCheats II
want to suggest an addition, report an error, or just add general feedback?
here is a link to the suggestions form.
shortestAngle literally changed my way of seeing tanks with stabilizer, this is amazing
hm.
wow, this is a very detailed guide to the world of XML/Overload!
it's well written, and helpful.
thanks for taking the time to make this list, it aided me in creating a craft quite a few months ago that was otherwise unflyable without some XML attributes being edited.
the inclusion of the
chordScale
attribute will probably aid me in making a U-boat or Submarine in the future.(beware, this is not advertising one of my crafts, but here if the craft i am referring to if you were wondering.)
@Kendog84
Thanks, I'll take a look when I have a chance
@PlaneFlightX
Hi. I'm replying very late, but here's an example of
lookBackTranslation
camera variable. Included multiple cameras to show different translation amount. (The rest, I was just messing around with)https://www.simpleplanes.com/a/qaRS7K/Camera-variable-lookBackTranslation-2025-0428
@Mahoots No, it's still there
is it gone?
@MalaySmoker ohh I see now. I'll test and add that when I get a chance.
@PlaneFlightX firingDelay is the rate at which the missile launches like if the value is 5 you will shoot 12 missiles in 1 min
@PlaneFlightX Theres ignitionDelay and firingDelay those are 2 completely different things
@MalaySmoker Isn't it ignitionDelay?
@PlaneFlightX Add firingdelay(seconds) to the missile section
@ThomasRoderick fixed
Missing
dragScale
attribute for parts. Seems to be an error given the description ofcalculateDrag
compared the two.@ThomasRoderick I tested it and added it to the list.
@ThomasRoderick I'll test this when I get a chance, thanks for the suggestion
Missing
waterproof
attribute for missiles.When set to true allows the missile to still function after contacting water surface; otherwise it will be rendered a dud.
Cj dies
@PlaneFlightX Noted. Seems that 1 missile explosionScale still equals to 350mm of explosionScalar, though.
p.s.: pretty sure I confused the two because they have the same particle effects.
@ThomasRoderick well turns out by other projects I meant spend 1 hour updating SimpleCheats with form submissions and other stuff, so I added your stuff as well. About
explosionScalar
, I found that only cannons use it now; everything else uses explosionScale.@Kendog84 I tested lookBackTranslation but it doesn't remain after I close Overload (I also tried lookBackTranslationX and lookBackTranslationY).
@ThomasRoderick I want to work on some other projects right now, but I'll add everything you think of tomorrow.
@PlaneFlightX
health
orfuel
to infinity anymore. Arbitrarily large numbers are still okay, though. Glass parts have an actual health of about 1% of the nominal value (aka if you want a glass part to function like a normal part with 300hp you need to set its health to 30000).explosionScale
attribute; other missiles use theexplosionScalar
attribute. A missile part withexplosionScalar
set to "1" is about equivalent to a 350mm cannon part withexplosionScalar
set to "1".autoOrient
attribute is set to "true", redefines the "up" direction for the gyro to the "up" direction of the main cockpit. Otherwise the gyro would try to orient the craft to the gyro's own "up" direction.autoOrient
attribute is set to "true", redefines the "up" direction for the camera to the craft's "positive" direction (up and/or forward), generally useless. not the same asautoCenterCamera
, which is a lot more useful.@ThomasRoderick Updated
@PlaneFlightX Thanks!
hide
is set to "true" it simply hides the entire engine, leaving only the prop and the spinner.activationGroup
attributes; all weapons (guns, rockets, bombs, torps, missiles) can use FunkyTree AG (aka the same as InputController AG), but countermeasures can only use integer AG.@ThomasRoderick Updated detacher info