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SimplePlanes WHYYYYYYYYY

121k AWESOMENESS360  3 months ago
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    Please if someone can tell me why it does this, and how to fix it, it would be greatly appreciated.

    Yes I'm using high physics. The tail structure consists of only fuselage blocks and rotators. All fuselage parts and rotators in the tail have their mass scale values and drag scale values set to 0. There are no wing parts in the tail section, and yet for some reason it still shakes at high speeds and/or low altitudes. Pretty much anywhere around 2,500mph, around and below 1,000ft, it starts shaking. Absolutely no idea why, and the shaking also stops at higher altitudes despite moving far faster, so something tells me it's a drag related problem, given that there's less air resistance at higher altitudes and the game does actually simulate that, so it would only make sense.

    Then again tons of things in this game don't make any sense so I would not know for sure, if anyone can help with this that would be awesome.

    Pinned 3 months ago
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    @BagelPlane I have done this before though, with this plane even if I use structural wings and set them to have control surfaces, the wings still flap around and cause the aircraft to jitter. There's seemingly no way to surpass this limit.

    2 months ago
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    23.7k BagelPlane

    A bit late to the party... my guess is its the wing physics. Standard wings sometimes shake at high speeds, especially when slowing down/speeding up repetitively. The fix is simple, just go into XML and set the wing type to structural (partType = 2) and then enable control surfaces (wing > allowControlSurfaces = true).

    2 months ago
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    27.8k Hiiamhere

    @winterro Like witerro said you can also use joystick basses and set all the damper numbers to 1000000

    2 months ago
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    27.8k Hiiamhere

    @AWESOMENESS360 You can also just move some hinges or parts around.

    2 months ago
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    27.8k Hiiamhere

    @AWESOMENESS360 If all this didn't work then may the simple planes gods have mercy on you.

    2 months ago
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    27.8k Hiiamhere

    @AWESOMENESS360 You can also try putting wings on the middle of the tail and then scaling them down.

    2 months ago
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    27.8k Hiiamhere

    @AWESOMENESS360 Also drag.

    2 months ago
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    27.8k Hiiamhere

    @AWESOMENESS360 A lot of times it has to do with the wings breaking physics.
    You should check the wings.

    2 months ago
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    27.8k Hiiamhere

    @AWESOMENESS360 With me building bio mechs I am all to familiar with these wierd strange and annoying bugs.

    2 months ago
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    35.3k V

    this is just an SP physics problem. If wings move fast enough, planes shake like that

    2 months ago
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    Are you posting again

    3 months ago
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    Manta Ray

    3 months ago
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    88.5k winterro

    @AWESOMENESS360 tried xml modding em via overload?

    If they can make Godzilla walk (freaking heavy) they should also be adequate for a planes tail

    3 months ago
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    @jamesPLANESii in hindsight it probably wasn't a UFO, but it definitely wasn't the ISS. Too bright and it moved erratically, not in a straight line. About a year ago I actually watched the ISS fly overhead, it's a really neat thing to see.

    3 months ago
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    @winterro I have tried joystick bases. They work great until they don't, they tend to just be floppy though. I tried using them for the jet-ring actuation, to maneuver the thrusters during VTOL mode, but the entire mechanism would flop around and have no rigidity when connected to the joystick base. Even after putting the mass scale and drag scale at 0 for not just the parts connected to the base, but the base itself too, it would still dangle flap around. So I just used normal block style rotators. I wouldn't know what overload codes would adjust the wobbliness to the joystick rotators either, or if it's something that can be edited in the default part editor.

    3 months ago
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    88.5k winterro

    @AWESOMENESS360 also have you ever tried Joystick bases?

    They’re flat better rotators since you can adjust the Wobbliness of them. You can make non-wobble rotators.

    +1 3 months ago
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    88.5k winterro

    @AWESOMENESS360 lower the ‘liftScale’ on the wings or make the craft heavier

    3 months ago
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    That UFO in your bio was most likely the ISS going into earth's shadow

    3 months ago
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    @Mousewithamachinegun123 really? The hellraiser stuff I used to do was honestly pretty low quality. "Make somewhat interesting looking plane, slap an inappropriate amount of weapons on it." That's all it was tbh. My SeaDart is ok I guess, idk why it's my most upvoted build but ehh whatever.

    3 months ago
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    27.7k TheMouse

    @AWESOMENESS360
    I hope you do. Your planes are literally like my favorite on the entire sp website. Your hellraisers are my favorite, but the seadart is also really good.

    3 months ago
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    @Mousewithamachinegun123 idk. I've been debating posting stuff again, just for ol' times sake. I wouldn't say I ever truly left, per se. Just went dormant, still active on the website occasionally.

    3 months ago
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    27.7k TheMouse

    Are you coming back to sp now?

    3 months ago
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    27.7k TheMouse

    @AWESOMENESS360
    Oh, missed that. Idk why then.

    3 months ago
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    @Mousewithamachinegun123 read the pinned comment. All parts that make up the tail, both internal and external, are modified to have zero mass and drag. I've also encountered the problem with shaky wings at super high speeds, and have used the structural panel solution for this. Weirdly enough, or perhaps not weirdly enough, I still experience shaky wings even using structural panels, going at speeds less than 10,000 or even just 5,000mph.

    3 months ago
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