6,203 11qazxc Comments

  • Steam Summer Sale 2.7 years ago

    Does anyone know, who is this girl on banner?

    +9
  • Small Feature Wish List for v1.11 Update 2.7 years ago

    Collision model for fuselages that have same shape as visible fuselage.
    Because we can do camo from from many parts, we can hide resizable wheel inside custom rim, but we can not change collisions.

    +8
  • Wireframe_test 1.1 years ago

    @DEADSHOT15 ... And all this is rendered on your 2d screen, which is old and boring...

    +7
  • Earth, made out of guns V2 3.8 years ago

    Next step - 129 600 guns (one gun per squared degree of surface)!

    +5
  • German Corsair 3.8 years ago

    too many airbrakes
    theoritically, airbrake(or engine,wing, or something else works with air) cannot work in low-pressure flow(on small speed, on upper surface of wing, behind airbrake etc).

    +4
  • (do not spotlight) 4.8 years ago

    @SubXTribe
    You're go bananas? Or can't read? it says here "Do not spotlight"!

    +4
  • Tera Chad Kicking Fish 1.3 years ago

    Maybe it's not "tera", maybe it's "terra" i.e. ground-level?

    +3
  • Bug thread for v1.12.128 (current version) 1.7 years ago

    @Kendog84

    Parts rotation bug(?)

    If i understood correctly it's gimbal lock and it isn't a bug.

    Sorry for off-topic message.

    +3
  • It's been a good ride. 2.0 years ago

    i understand it's april fool, but it isn't fun at all.
    please choose better topic for your jokes next time.

    +3
  • WIN.440 2.7 years ago

    BAC TSR2?

    +3
  • Scuderia Ferrari SF71H 2.8 years ago

    Nice build, but 11 tons is too heavy for a car.
    Real ones is just 700-800 kgs including meat.

    +3
  • Non Menacing Box 3.8 years ago

    "just a cube" with 24 parts and 8 control surfaces?

    +3
  • Is there a "enemy missile launched/locked" property? 5 months ago

    AFAIK there's no way to get RWR in the game, but mention me please if you'll ever get one.

    +2
  • I’m gonna keep this suggestion simple not complex. 1.1 years ago

    I mean control base can act as a spring both for position and rotation, and with some tweaking you can make it bend just as much as you need.

    +2
  • Wireframe_test 1.1 years ago

    I rebuilt it with vertical bars to make actually wireframe.

    +2
  • SeNd HeLp 1.1 years ago

    I tried.

    +2
  • PQ-14 1.2 years ago

    @Kendog84 IDK then, sorry.

    +2
  • (Outdated) Damage mechanics test 4 explosionScale (impactDamageScaler, explosionScale, muzzle / projectile velocity, diameter / caliber, collision, partCollisionResponse) 1.2 years ago

    Guys, do we at least have weapon that deals same damage each time?
    UPD: i downloaded this craft and changed explosion scale to zero and impact damage scale to 0.2 and tried to destroy that block 50 times.
    12 times i needed 6 shoots to destroy it
    20 times i needed 11 shoots to destroy it
    17 times i needed 16 shoots to destroy it
    and 1 time i needed 17 shoots to destroy it.
    It's very strange results.
    If damage is choosen randomly for each shot it will need something between (HP/min damage) and (HP/max damage) shoots to destroy a block. But it gives just three peaks (11 shoots plus-minus 45 percents it seems) as if damage is choosen one time at level start.

    +2
  • (Outdated) Damage mechanics test 4 explosionScale (impactDamageScaler, explosionScale, muzzle / projectile velocity, diameter / caliber, collision, partCollisionResponse) 1.2 years ago

    I'm interested (information is always a good thing (as long as it's not information about me, lol)), but i don't have much info.
    HP of connected parts affects number of shoots needed to destroy "this" part, but i was testing it with miniguns (average of ten attempts to destroy a block) and it was very much random.
    About "one block at a time": perhaps shell disappears when it touches something, and since it's spherical or sharp-nosed it may be hard to make it touch two blocks simultaneously, so it only touches the block in front of cannon while it's alive.
    My concept about connections was "HP pools": similarly to your concept, i was trying to use few blocks with high HP and standard blocks connected to them and them only (see link above).

    +2
  • FT tech idea: Simulated bomb/missile camera for manual remote guidance 1.2 years ago

    Perhaps repeat(floor(sum(1)*10),10) will work fine. But to be honest it's not really random, it's just counter.

    +2
  • FT tech idea: Simulated bomb/missile camera for manual remote guidance 1.2 years ago

    Yes, it is possible. TGTPos_Local_x/y variables from 1part hud divided by TGTPos_Local_z but with aircraft's position and rotation replaced with bomb's position and rotation.

    +2
  • All prop race challenge! (ends december 20th 12/20/22) 1.3 years ago

    My entry. You know, one upvote doesn't costs building new airplane.

    +2
  • BVP M-67 - built for AI 1.3 years ago

    You need to rotate cockpit to make use of coaxial minigun. It's possbible and actually shorter than autoaim you currently use (pd controller for local-space x,y target position), but it will work either for gun or for cannon.

    +2
  • More FT outputs and Variables idk 1.4 years ago

    Part ID health

    It's not really health, but you can check if engine is alive using it's thrust output.

    Target name may be a good idea, but we don't have such thing irl.

    Ability to track unselected aircraft

    It will be overcomplicated. You know, FT doesn't even have arrays to store it properly.
    At the moment it's possible to get radar-like system that saves position and speed of target and updates it while target's selected, it's not a problem to store four or five targets, and maybe add some info from user's camera. You should know about it as "a person who uses a lot of FT in every build".

    ability to distinguish if target's in the air or on the ground

    That "AA-AG" system is not about air and ground, it's more about builds and game objects.

    AI this, AI that

    Just don't treat it as AI, it's autopilot+auto targeting. Even weapon selecting is not it's problem. Use FT.

    "aircraft is deemed not airworthy"

    AFAIK there's some differences in autopilot outputs and that's all.

    Will adding HE round to gun really worth it? IMHO guns are arcade-like and they're as simple as they must be, if you need something complex use cannons.

    +2
  • 1-part custom images: easier, larger, lighter 1.4 years ago

    @IAlsoBuildPlane try again, then open web console (it's usually in dev tools, F12) and send me screenshot

    +2
  • 1-part custom images: easier, larger, lighter 1.4 years ago

    @IAlsoBuildPlane Because it's svg, it's not even raster
    Try to use png instead

    +2
  • **Updated Rules** The Great SimplePlanes Dogfight Tournament 1.8 years ago

    Entire f.cking year...
    So many things changed, but tournament still says "The first Dogfights start at the 6th June at 6pm CET" as if it's still 2021-05

    +2
  • Question... 2.4 years ago

    here.
    save this link, maybe you will need it one more time later

    +2
  • Megpoid 2.6 years ago

    Maybe SP website need separate tag for anime stuff?

    +2
  • Sukhoi SU-75 Checkmate 2.7 years ago

    Sometimes SP builders is even faster than R34 artists...

    +2
  • Turret Fighter Challenge 2.7 years ago

    @GiuliMBorgesYT
    Manual loading isn't a problem of gun itself.
    But i agree about HE shells.

    +2
  • Screen, made out of bullets 2.8 years ago

    @Formula350
    1.
    I actually made something like that (iirc it's named "turtle graphics"), but gun's bullet flies away with speed given by "smaller box", so you need sort of blocker that will stop turtle before firing.
    2.
    If you have more than two bullets at almost-same place, you will see two different boxes instead of one colored, because tracerColor can't use 32-bit colors.
    You will need 8-128 guns (one for each color) and sort of multiplexer linked on AGs (Activate1&!Activate2&!Activate3...) (you can add blocker from previous paragraph here).
    3.
    You don't need huge grid, you need one small (like 12x12 bullets +circles for radial coords) attached to turtle, because in most cases human remembers relative coords (twenty hands above old tree) instead of absolute ones.
    4.
    Winch is very, very fragile, let's use old good pistons instead.
    5.
    And still i don't think it will be very accurate.
    Just see at this build in game - each gun is connected to some others, but still it looks like a rope from guns instead of solid rod.

    +2
  • **Updated Rules** The Great SimplePlanes Dogfight Tournament 2.8 years ago

    I agree with @Rodrigo110 .
    In other challenges and tournaments it works just like that.

    +2
  • **Updated Rules** The Great SimplePlanes Dogfight Tournament 2.8 years ago

    Same question as @Rodrigo110
    Also, can you tag me if you will change deadline one more time?

    +2
  • FLAK Tower (Target) 3.1 years ago

    @TankerWithATankard
    Bomb can still destroy a part with 3.4028237E+38 health.
    To survive after bomb hit you need four-six layers of thin blocks instead.

    +2
  • Spin Mustang 3.5 years ago

    https://www.youtube.com/watch?v=I_6EjX8T9Ag

    +2
  • Hover Module 3.8 years ago

    Why can't you make stabilizers out of jets inside this block?
    How many blocks per 1000 kg do i need?
    What if i can't attach vertical stabilizers?
    Is it stable in horizontal axis?

    +2
  • Drag points... just a random measurement number Jundroo made up, or an actual real life unit? 3.8 years ago

    https://en.wikipedia.org/wiki/Drag_count
    The drag coefficient is used to compare the solutions of different geometries by means of a dimensionless number.
    A drag count is used as a more user-friendly measurement(bullshit) as the coefficient of drag is usually much less than 1. A drag count of 200 to 400 is typical for an airplane at cruise.
    A reduction of one drag count on a subsonic civil transport airplane means about 200 lb (91 kg) more in payload.(not really)
    /
    @Starbound
    v=83(m/s)
    p=1.225(kg/m^3)
    fd=6000(n)
    Dcd=10^4×(2×fd/(p×(v^2)×a))
    a=15.6088(m^2)
    Dcd=911.00226
    fd=0.5×p×(v^2)×cd×a
    cd=0.0911002
    /
    in result:
    velocity v=83 m/s
    gas density p=1.225 kg/m^3
    reference area a=15.6088 m^2
    drag points 911.002
    coefficient drag cd=0.0911002
    drag force fd=6000 n

    +2
  • Sasha 4.6 years ago

    She weighs one hundred fifty kilograms and fires two hundred dollar, custom-tooled cartridges at ten thousand rounds per minute.
    It costs four hundred thousand dollars to fire this weapon... for twelve seconds.
    Just grab, not simple.

    +2
  • 1-part custom images: easier, larger, lighter 24 days ago

    @Mousewithamachinegun123 IDK. Try to increase size of label and set it's alignment to top-left.

    +1
  • Simple RWR 2 months ago

    @Yish42 TargetSelected, so it's about you having target, not about target locking you.

    +1
  • Need some decals made using the Labels. 2 months ago

    @Speedhunter
    https://www.simpleplanes.com/Forums/View/1683931
    https://www.simpleplanes.com/Forums/View/1454422

    +1
  • SimpleDoom High Graphics 4 months ago

    Well, you're right that label will be recalculated every SP frame, but it will select one (very long) string instead of checking (and sometimes recalculating) hundreds of separate pixels. I don't really know if ternary with floats is equivalent to ternary with (very long) string at runtime, but either way i think there's more pixels than frames.

    +1
  • pixel agnes tachyon 4 months ago

    @Carsonkiddy2 It's not label. And it'sn't even blocks.

    +1
  • Label Image of Mari Setogaya 4 months ago

    source?
    I mean, i didn't saw her with cat ears, and style seems wrong (although maybe it's because of low resolution).

    +1
  • Automatic gift delivery 4 months ago

    @DatMaluchGuy19
    Try to add 22 closing parentheses in the end of p_tgt.next.z,p_tgt.next.x,p_tgt.links.z,p_tgt.links.x and 3 closing parentheses in the end of p_tgt.next

    +1
  • Automatic gift delivery 5 months ago

    @DatMaluchGuy19 Yes, you can.

    +1
  • Sea-skimming Missile (Like the JASSM missile,I'm pretty sure) 5 months ago

    FCLongitude,FCAltitude,FCLatitude are coords of missile

    TD=sqrt( pow(Longitude-FCLongitude+TargetDistance*cos(TargetElevation)*sin(TargetHeading),2) + pow(Latitude-FCLatitude+TargetDistance*cos(TargetElevation)*cos(TargetHeading),2) )

    TAlt=Altitude+TargetDistance*sin(TargetElevation)

    h=5+195*(.5+.5*cos(clamp(0.1*TD+20,0,340)))+1800*(.5+.5*cos(clamp(.01*(TD-45000),0,180)))

    __D is dampener, __P is gain
    PCi=(lerp(TAlt,h,pow(TD/200,2))-FCAltitude+rate(lerp(TAlt,h,pow(TD/200,2))-FCAltitude)*__D)*__P

    40 here is some distance after which missile surely can't damage airplane
    Missile's pitch angle=smooth((abs(Longitude-FCLongitude)+abs(Latitude-FCLatitude))<40|(PCi!=PCi)?0:sign(PCi)*90,(PCi!=PCi)?0:abs(PCi))

    Be carefull, SP forum might not display full expressions

    +1
  • New guy questions from an old player. 6 months ago

    So, does anybody have any pointers about getting started?

    Tutorial section of forums and videos, and perhaps some geometry.

    What am i looking for with my centers of mass, thrust, and lift?

    Thruster must face towards center of mass (if you don't want to use it to rotate craft), so for forward-facing engines usually center of thrust is directly behind center of mass.
    Center of lift is where wing's forces are applied, it moves while you fly.
    Usually wing pulls airplane up, so in cruise CoL is near CoM, but such airplane won't decrease pitchrate naturally.
    At high AoA both lift and drag are higher, so if CoL is in front of CoM it'll pull airplane's nose back and upwards, increasing AoA even further, which will eventually lead to stall or uncontrollable spin.
    If CoL is behind CoM, it will pull tail away from direction of flight, so airplane will be pretty stable, but if CoL will be too far from CoM you won't be able to control it.
    In real life getting center of lift is not that easy, so usually it's recommended to get center of mass around quarter-chord behind midpoint of leading edge.

    How do i make a slick or at least cohesive fuselage? I see some incredible stuff on here and want to leave my own work on the table.

    I can't really say much about it. Fuselage is 28-sided (circular ones are 24-sided), in newer versions you can "slice" specific part from it with four planes. Greater ones are using hollow fuselages as plating (e.g. screenshot from this post), but it will require either a lot of time or geometry knowledge and calculator to align them properly.

    Also, what the heck do upvotes do? And do i spend points to give them?

    They do nothing but they're used in rating, both for crafts and users. You don't need anything to give one.

    +1
  • important PSA: Images hosted on Discord may disappear at the end of the year 6 months ago

    Well, it sucks.

    timestamp, timestamp, HMAC

    Knowing two of three inputs and HMAC, can we try to guess hash function and key they're using?

    +1