You should be able to add the selfDestructTimer parameter in Overload to set the timer in seconds. There's no XML parameters or anything to edit the color of the explosion, though.
I have no idea how you did that with the main rotor (I can only assume some label manipulation), but it looks amazing! The entire build is top-notch, as a matter of fact. Awesome work!
I've been playing this game since fifth grade, and I'm a sophomore in college now (studying engineering, as a matter of fact). There aren't many games I can say I've played nonstop for that long. Loved it all these years, currently enjoying stumbling through Juno's career mode, and I can't wait to see what's coming next!
SPVR is technically a different game since it doesn't have the builder/designer function (and has a very different interface), and regular SimplePlanes doesn't have VR support, so you do need both for the full experience.
If you don't plan on building or modifying any planes (or doing other non-VR things) and you just want to fly them in VR, I think you don't actually need normal SP, but I'm not certain.
@Majakalona Yep, though the white Vertigo wasn't officially in the game (but the repainted one was). I wasn't aware of the proto-Kicking Fish though. Neat!
@Graingy Well, sort of. The real OG planes, from pre-1.2 (fuselage blocks), were limited to the Twin Prop, Vertigo, P-51 Mustang, Sea Plane, and Biplane, from what I can recall. The first four all got remastered into what today are their "Simple" variants (though the Twin Prop existed for a while with the engines at the front of the wings rather than the rear, and the re-engined Mustang was "P-51 Mustang 2.0" up until 1.11), while the Biplane was removed presumably to make way for the new stock planes that were most of the hype at the time. That being said, the community was a lot smaller then too, and I wasn't much of a part of it having only had the game for a few months at that point.
But yeah the Kicking Fish is pretty much the same lol
Huge thanks to you and everyone else at Jundroo for this game, and for all the years of updates! I literally grew up playing this game, and it's amazing to see how far it has come over the years.
Though I do have to say I'm a bit disappointed that there's been no apparent progress on that water bug I reported to Philip two years ago (in fact I've heard nothing at all about it since the initial confirmation that the bug report was in fact received). Ah well, guess I'll just live with it at this point.
It is not possible to use standard landing gear, as the weight of the block causes the game to load a black screen when the gear is set to the necessary strength to support the block. Are alternative methods (i.e. skids) allowed?
Based on the silhouette alone, it's an F-15. Canopy length suggests an A, C, or J model, but that could be incorrect based on the angle the image was taken, or inconsistencies between the build and the real-world aircraft.
Also, your math is wrong. It should be 0.5X=[(1500÷4)÷10²]×(2²-2) to produce a result of X=15, as the current expression produces a result of X=3.75. (Either that or remove the -2, which also fixes it.)
...Why? The only thing that curation does is mark the post as being tested and proven fully functional in VR. It's not an "approval" rating or anything, just that the build works properly and can be controlled entirely from the cockpit in VR.
@FalHartIndustries See this comment for directions. It's a long way (and I do mean a long way) out, and it moves extremely quickly, so you'll need something fast (like, a few thousand miles per hour fast).
@AndrewGarrison Any updates on thesethree#bugs yet? I'm really hoping that something's been found on the first one in particular, since it's been going on for so long and I reported it to Philip almost two years ago but haven't heard anything since then.
Edit: The Beast's wake seems to be fixed in the latest build, but the other two persist.
@holme In the settings screen from the main menu (not the settings from within the level, but from the initial menu screen), there is a music volume slider along with other options.
#bug: The USS Beast's blueish wake effects are rendered too visibly (perhaps multiple times over?) and become extremely laggy to look directly at. It's also much larger than before, and appears distorted. Here's an image.
Other than the gauge faces (and technically the text labels, though that's not exactly what you're referring to), all of the parts use basic single-color materials (up to four of them per part: Primary plus Trim 1, 2, and 3), which allows them to be painted easily from a code standpoint (and also helps with performance since the game doesn't have to load an image texture for every single part, just a color code with parameters for gloss, etc.).
I'm also observing this with Dipper's DeLorean in addition to the Miro. It just doesn't rotate in any direction (and the car engine doesn't work for propulsion via the wheels either, actually).
Y'all, I'm not a moderator but I'm saying this anyway since it apparently needs to be said.
A FEATURE REQUEST IS NOT A BUG. An intended gameplay feature that you don't like (i.e. the Ice Base lasers) is also not a bug.
A bug is a behavior that is both unintentional and causes something about the game to work incorrectly.
Please don't fill up the list of bug reports with things that are not bugs. This is not the appropriate place for feature requests, and all you're doing is making it more difficult for the devs to actually find things that need to be fixed.
In the designer, if you place a switch and then cycle through the different types, the position of the "basic" switch changes from Off (when first placed) to an impossible "center" position (after cycling through the options). Not sure if this is a #bug or if it's just kind of how it is.
core memory unlocked
(seriously; it has been so long since I last saw this plane)
Increase the mass of the wheels (and maybe stiffen the suspension).
You should be able to add the
+1selfDestructTimer
parameter in Overload to set the timer in seconds. There's no XML parameters or anything to edit the color of the explosion, though.I have no idea how you did that with the main rotor (I can only assume some label manipulation), but it looks amazing! The entire build is top-notch, as a matter of fact. Awesome work!
If you're not looking for T-shirts but merch in general, I'll just remind you that the official Jundroo merch store exists.
+1This H-Man?
+1Hmm... maybe I should learn to mod too. That'd be fun.
Awesome!
+1(I'm not sure I want to know, but... how many digits are there in the part count?)
I'd be glad to help test! Looks great so far!
+1Good news
I've figured out half of it (no seriously I did and it works pretty well)
I've been playing this game since fifth grade, and I'm a sophomore in college now (studying engineering, as a matter of fact). There aren't many games I can say I've played nonstop for that long. Loved it all these years, currently enjoying stumbling through Juno's career mode, and I can't wait to see what's coming next!
[I know it isn't from the beta but I reported this like two years ago and it's still a problem]
+2That's neat, I never knew about this! I thought the ortho views were generated and colored by the site
+1SPVR is technically a different game since it doesn't have the builder/designer function (and has a very different interface), and regular SimplePlanes doesn't have VR support, so you do need both for the full experience.
If you don't plan on building or modifying any planes (or doing other non-VR things) and you just want to fly them in VR, I think you don't actually need normal SP, but I'm not certain.
@Nerfaddict Normandy
+1I believe that's the map working as intended. Very unfortunate timing though.
+1Well, I suppose I can just post things as Steam screenshots because those still work.
Edit: Now that I think about it, if this applies to non-image files (like zips and stuff), that's actually going to be a problem for me.
Edit 2: Dang, it does. That'll be an issue.
+1You'll be what now
+1What if you made it so it activates the jet if the distance from the target is increasing?
There was some sort of Cloudflare (company Discord uses for backend stuff) outage last night, affected quite a few people but it's fixed now.
+1Well, lesson learned for the future: Always back up your important stuff before sending a device in for repair.
+5Oh man, it's almost like paying someone to write your essay for you isn't multiple policy and academic integrity violations!
Oh wait.
I checked it out a few years ago but I don't have the hardware to run any builds of a decent size so I refunded it. Does look fun though.
@DaddysTruck1234 Man... what'd they do to you?
@StockPlanesRemastered Ah that's right, I'd forgotten about those first two. I wonder if anyone's found them on the site somewhere...
now Andrew can finally follow his heart and move with Kevin to Sri Lanka and train Komodo dragons to perform Hamlet
+43000 invisible jets of NATO
+1@Majakalona Yep, though the white Vertigo wasn't officially in the game (but the repainted one was). I wasn't aware of the proto-Kicking Fish though. Neat!
+2It all started here...
+1@Graingy Well, sort of. The real OG planes, from pre-1.2 (fuselage blocks), were limited to the Twin Prop, Vertigo, P-51 Mustang, Sea Plane, and Biplane, from what I can recall. The first four all got remastered into what today are their "Simple" variants (though the Twin Prop existed for a while with the engines at the front of the wings rather than the rear, and the re-engined Mustang was "P-51 Mustang 2.0" up until 1.11), while the Biplane was removed presumably to make way for the new stock planes that were most of the hype at the time. That being said, the community was a lot smaller then too, and I wasn't much of a part of it having only had the game for a few months at that point.
But yeah the Kicking Fish is pretty much the same lol
+3Huge thanks to you and everyone else at Jundroo for this game, and for all the years of updates! I literally grew up playing this game, and it's amazing to see how far it has come over the years.
Though I do have to say I'm a bit disappointed that there's been no apparent progress on that water bug I reported to Philip two years ago (in fact I've heard nothing at all about it since the initial confirmation that the bug report was in fact received). Ah well, guess I'll just live with it at this point.
Looking forward to whatever comes next!
It is not possible to use standard landing gear, as the weight of the block causes the game to load a black screen when the gear is set to the necessary strength to support the block. Are alternative methods (i.e. skids) allowed?
Based on the silhouette alone, it's an F-15. Canopy length suggests an A, C, or J model, but that could be incorrect based on the angle the image was taken, or inconsistencies between the build and the real-world aircraft.
Also, your math is wrong. It should be 0.5X=[(1500÷4)÷10²]×(2²-2) to produce a result of X=15, as the current expression produces a result of X=3.75. (Either that or remove the -2, which also fixes it.)
AAAAAAA
...Why? The only thing that curation does is mark the post as being tested and proven fully functional in VR. It's not an "approval" rating or anything, just that the build works properly and can be controlled entirely from the cockpit in VR.
+1@FalHartIndustries See this comment for directions. It's a long way (and I do mean a long way) out, and it moves extremely quickly, so you'll need something fast (like, a few thousand miles per hour fast).
+1@AndrewGarrison Any updates on these three #bugs yet? I'm really hoping that something's been found on the first one in particular, since it's been going on for so long and I reported it to Philip almost two years ago but haven't heard anything since then.
Edit: The Beast's wake seems to be fixed in the latest build, but the other two persist.
Limits are listed in the site rules.
@NAGO Check the markdown formatting section in the Useful Links pinned post.
Here's four I've found that match that general description, for the most part. One of them, perhaps?
https://www.simpleplanes.com/a/k12aNZ/Top-Rudder-103-Solo
https://www.simpleplanes.com/a/79w8yk/Just-103-Ultralight
https://www.simpleplanes.com/a/7MBqFH/Ultralight-Bubba
https://www.simpleplanes.com/a/Rkrzss/Fixed-Wing-Ultralight
Airplanes -> Tags, in the site header.
@holme In the settings screen from the main menu (not the settings from within the level, but from the initial menu screen), there is a music volume slider along with other options.
#bug
: The vertical supports on the Krakabloa bridges stop reflecting on the water when the bridges are destroyed.
+1#bug
: The USS Beast's blueish wake effects are rendered too visibly (perhaps multiple times over?) and become extremely laggy to look directly at. It's also much larger than before, and appears distorted. Here's an image.@Majakalona Not to my knowledge, no. All of the details are done via the model itself.
+1Other than the gauge faces (and technically the text labels, though that's not exactly what you're referring to), all of the parts use basic single-color materials (up to four of them per part: Primary plus Trim 1, 2, and 3), which allows them to be painted easily from a code standpoint (and also helps with performance since the game doesn't have to load an image texture for every single part, just a color code with parameters for gloss, etc.).
+3@MobileBuilder21 Refer to this comment.
I'm also observing this with Dipper's DeLorean in addition to the Miro. It just doesn't rotate in any direction (and the car engine doesn't work for propulsion via the wheels either, actually).
Y'all, I'm not a moderator but I'm saying this anyway since it apparently needs to be said.
A FEATURE REQUEST IS NOT A BUG. An intended gameplay feature that you don't like (i.e. the Ice Base lasers) is also not a bug.
A bug is a behavior that is both unintentional and causes something about the game to work incorrectly.
Please don't fill up the list of bug reports with things that are not bugs. This is not the appropriate place for feature requests, and all you're doing is making it more difficult for the devs to actually find things that need to be fixed.
+4In the designer, if you place a switch and then cycle through the different types, the position of the "basic" switch changes from Off (when first placed) to an impossible "center" position (after cycling through the options). Not sure if this is a #bug or if it's just kind of how it is.
+1I forgot that they changed the ring around the pad as well. It has been a while.
Also, looking back on it the old designer now reminds me of some of the SR1 parts.
+2