Im using a turbofan engine for the wind up sound, and that essentially turns on when the button is pressed and turns off when the button is not pressed (using variables). As for the actual timer, that's a bit more in depth, let me know if you want to know more about that @Soardivision160th
Used a single text part on top of a generic cockpit dial face and the just spaced the text around accordingly. Couldn’t change the actual increments tho, that’s set by the dial faces. @marcox43
Right now just under 1800. I could get that lower by reworking certain areas of the fuselage/wings with the new pieces though, possibly. @MrShenanigans
Big fan of the new variables. Out of interest though, if we assign a variable to a control base with a cylinder grip on it, will the game take inputs from the VR grip? If so, how will this effect the variable, especially when there are other variables in it as well, will the game simply add or subtract the VR input?
Well that’s partially due to a lack of significant updates, but I think your underestimating what is achievable with these new parts. It may become easier for a beginner to plop a bunch of dials on their plane, but the better players will be building better wings, fuselages, fully fledged cockpits and more. It’s naive to say that this the beginning of the end. @FlyingPatriot
For the joystick control bases parts, are the axis set globally? Makes it difficult to get them to rotate on an angle, which would be solved if the axis where based locally. But maybe this might cause issues with VR idk?
It’s best to just use larger fuselage pieces for those areas, like you would do for a non-paneled regular build. It does mean you have to transition the panelled section into the non panelled area.
Flat bottom is the best performing aerofoil, since it has the highest CL/CD ratio and in general produces a lot of lift for not that much drag (relatively). Likewise, it also doesn't stall, so you will generate lift at nearly any AoA.
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I've heard you cannot enter the codes as they are fixed, so the ones on the document are just the reference ones, but if you say that you can Id love to see an example.
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The NACAPROP aerofoil, which I didn't include, is quite linear in terms of its lift vs AoA, so it doesn't stall, but it will generate less lift the majority of the time than a symmetrical aerofoil. @Formula350
According to edensk it doesn't, but I'm not sure. I have a feeling there won't be any change though, but I would need to test it to make sure. @jamesPLANESii
Haven’t checked properly, but believe wing chord is around 1m. So that’s an Re of around 3 million (in that region). Not sure if SP models this though, I’m not sure changing the chord on this setup would have any effect (assuming we keep the area the same) But would have to test this to find out. @spefyjerbf
I mean from what I've heard, the only limitation with the colours is the UI, the addition of more is probably not too mammoth of a task, but would be great to have.
Hahaha, no I kind of agree in a sense. It might just be that the old one is more complete than the newer one, maybe once I add all those dots it might look as good as the old one. @AWESOMENESS360
Probably after the new update drops, want to utilise the new parts. Also looking forward to your P-51, might make for some excellent duels. @CRJ900Pilot
I really like this map, especially since it’s the only good train map in SP. I was wondering how u went about doing the train tracks in unity? What assets/tools did u use? I’m looking to create a train proper route in SP if ur wondering why I’m asking
You can use the emission property to get the same results
Im using a turbofan engine for the wind up sound, and that essentially turns on when the button is pressed and turns off when the button is not pressed (using variables). As for the actual timer, that's a bit more in depth, let me know if you want to know more about that @Soardivision160th
It is like the old way, but only takes 2 parts, compared to like 20 the old way. I can offer some help if you like @marcox43
Not VR, that hasn’t been released yet. But right now all the buttons and switches are interactable
@CaptainSkylark
Used a single text part on top of a generic cockpit dial face and the just spaced the text around accordingly. Couldn’t change the actual increments tho, that’s set by the dial faces. @marcox43
Right now just under 1800. I could get that lower by reworking certain areas of the fuselage/wings with the new pieces though, possibly. @MrShenanigans
No fancy edits, just footage of me starting up the Fw-190. Procedure is based upon real life, but still needs some refinement.
Big fan of the new variables. Out of interest though, if we assign a variable to a control base with a cylinder grip on it, will the game take inputs from the VR grip? If so, how will this effect the variable, especially when there are other variables in it as well, will the game simply add or subtract the VR input?
Possibly, given the new update and how easy it’ll be to make the fuselage I might look into it later. @Mainthedevil
Well I currently don’t wish to spend my time removing parts sorry. @Saddam
Well that’s partially due to a lack of significant updates, but I think your underestimating what is achievable with these new parts. It may become easier for a beginner to plop a bunch of dials on their plane, but the better players will be building better wings, fuselages, fully fledged cockpits and more. It’s naive to say that this the beginning of the end. @FlyingPatriot
Ah shame, sounds very cool however
@Kennneth
What is that engine sound for the APU, is it a mod or something?
For the joystick control bases parts, are the axis set globally? Makes it difficult to get them to rotate on an angle, which would be solved if the axis where based locally. But maybe this might cause issues with VR idk?
Incredible!!
It’s best to just use larger fuselage pieces for those areas, like you would do for a non-paneled regular build. It does mean you have to transition the panelled section into the non panelled area.
Flat bottom is the best performing aerofoil, since it has the highest CL/CD ratio and in general produces a lot of lift for not that much drag (relatively). Likewise, it also doesn't stall, so you will generate lift at nearly any AoA.
.
I've heard you cannot enter the codes as they are fixed, so the ones on the document are just the reference ones, but if you say that you can Id love to see an example.
.
The NACAPROP aerofoil, which I didn't include, is quite linear in terms of its lift vs AoA, so it doesn't stall, but it will generate less lift the majority of the time than a symmetrical aerofoil. @Formula350
According to edensk it doesn't, but I'm not sure. I have a feeling there won't be any change though, but I would need to test it to make sure. @jamesPLANESii
Haven’t checked properly, but believe wing chord is around 1m. So that’s an Re of around 3 million (in that region). Not sure if SP models this though, I’m not sure changing the chord on this setup would have any effect (assuming we keep the area the same) But would have to test this to find out. @spefyjerbf
Cheers for that, I'll add that in too. @edensk
I mean from what I've heard, the only limitation with the colours is the UI, the addition of more is probably not too mammoth of a task, but would be great to have.
Gonna remodel my F-16 without it looking like I've taken a butter knife to the fuselage
Its not a mod, read the FAQ
@Chaka
Yea probably one of my favourites actually, although it is a bit parts intensive
@Destroyerz117
Shame to see you go, maybe you might find some inspiration one day to comeback though
Yea, that’s the plan anyways. @AWESOMENESS360
Hahaha, no I kind of agree in a sense. It might just be that the old one is more complete than the newer one, maybe once I add all those dots it might look as good as the old one. @AWESOMENESS360
Probably after the new update drops, want to utilise the new parts. Also looking forward to your P-51, might make for some excellent duels. @CRJ900Pilot
Sure
@Mrfoxus
Been busy lately, but you can look at my most recent forum post for an update
@FyerGamerGuy
Modified wasps
@Hawker180hurricane
This is unbelievable, simply unbelievable
Remaking the Fw-190 I started years ago, but taking a while since I don’t have much time nowadays. Not sure what you mean by “ancers” tho? @T57HEAVY
Yea go for it, i’d love to see it when it’s done @Awe5ome
Damn, that shot at 1:02 with the music was really nice, good stuff!
Sick, good to hear that the system works well!
@Jackii
Yikes
@Default4
Thanks man, I have a few new things I want to try out with this build so lots more to come @CRJ900Pilot
Ahhh, thanks so much
@Kennneth
@ChrisPy
I think I remember u being interested in the old build, thought u might be interested in seeing this?
Appreciate it man. There have been lots of German fighters lately, so lots of spirals to go around, plus they’re pretty cool
@NaONCo2HCH2
Strange, maybe u should get a blanket if ur feeling cold ahaha
@NotSoNormalPioneer
I really like this map, especially since it’s the only good train map in SP. I was wondering how u went about doing the train tracks in unity? What assets/tools did u use? I’m looking to create a train proper route in SP if ur wondering why I’m asking
Some pretty fantastic camera shots, really like the tracking shot of the craft from another craft. Good work!
It’s out, check my bio for the link
@Bubbatrain6
I respect that, everyone does have different opinions. @ChrisETH
Haha thank you. But this build would need a complete revamp if I wanted to make it again. Very outdated build style and techniques. @KnightOfRen
Only for the AA flak and CIWS, the main guns need to be manually aimed @Star737
You can reupload it, but the landing gear did work fine so not sure if it’s a significant change @Notrjmm
The landing gear only works on High Physics, the suspension acts funny on lower physics, especially on mobile. @Notrjmm