I can say with a fair amount of certainty that the physics won't be changed much, if at all, to avoid breaking the hundreds of thousands of existing builds (or whatever ludicrous number we're up to now) that were built with what would then be the "old" physics. I could maybe see updates to the map, but the existing terrain - though unrealistic - is a pretty good environment for testing all sorts of different types of builds, so I'd expect a new map to only come with a new game. New terrain textures and maybe some more trees or buildings would be kinda nice though. So would optimization.
Pretty easy to check. Spawn at the airport you want to measure from, spawn an AI on your head (while paused), then change locations to another airport and measure how far away the AI plane is.
Wright <--> Krakabloa is thirtysomething miles (depending on whether you're measuring Yeager or Bandit)
Wright <--> Snowstone is 67ish I believe
Wright <--> Maywar is somewhere between 40 and 60 depending on where on Maywar you measure from
And Wright <--> Sky Park City is like five or six I think.
I have seen the dev for another game I play use ChatGPT to generate a basic section of code that he then modified (quite a bit) to work with the specific features he wanted to implement. It saves some of the busywork part of coding, but still can't do specific things very well.
@Mrgoofy Apologies, I've been preoccupied with more important things (no offense intended) this week, so I haven't had time to respond.
If you want to tag me on an unlisted post of your tank, I can check it out, sure. Should be a super easy fix for you to do, but I can still take a look if you want.
Hard to say for certain given the lack of specifics, but the likely issue is the weight of the turret relative to the weight of the body. Either make the turret weigh less or make the body weigh more.
Not in the sense that you can adjust it "on the fly", no. You could have multiple cannons with different muzzle velocities to switch between, but you can't have one cannon with multiple muzzle velocities.
@Erc90F4RU It's fully allowed to do swastikas and other symbols like that specifically for historical accuracy (as specified in the site rules). In this case, you'd be entirely fine doing so if you want to.
Generally they're flying comparatively short distances, so there's no point in climbing higher than necessary. Plus, optimization for good STOL performance generally comes at the cost of high-altitude efficiency.
The RPM is pretty self-explanatory (the speed at which the wheel is spinning in revolutions per minute).
I believe Offroad is whether the wheel is on a paved surface (e.g. runway) or not. I'm not certain but it would make sense. (Either that or it's just if the wheel is touching the ground at all).
Not sure on Forward/Sideways Slip. I'd assume that would be some measure of how much the wheel is skidding forwards (i.e. along the direction of travel) or sideways (i.e. not along the direction of travel), but I can't say for certain.
@SaturnBuildsStuff Cool, thanks! I don't think I'll be able to make that deadline but that's all right (I've got a ton of other stuff going on right now and really don't have time to build things anyway). I'm excited to see what people come up with for this!
Are you, by chance, crashing or exploding? The cockpit is an indestructible part (barring the rare glitch where it too vanishes after a particularly nasty crash), meaning that if enough force is involved in the crash it can go quite far, and fast. However, I haven't heard of it yeeting itself into oblivion just all on its own. It generally occurs due to collision or explosion.
You might be able to get this by changing the scale of the actual cannon part on one or more axes, but I'm not sure. I don't believe there's an XML parameter for the actual scale of the cannon shell other than the diameter.
Not just gauges, but also fully working flight controls (stick/yoke, levers, etc). Basically, the plane needs to be 100% flyable from the cockpit view without any keyboard inputs (except maybe for yaw).
@Jaspy190 Yeah, that's the other problem with it. Not sure how to fix that since a dedicated height variable for the bomb isn't possible, apparently. The only other thing I can think of is to just scrap the code entirely and set the chute to whatever activation group the pylon itself is on, so it activates immediately when the bomb is dropped. Not nearly as interesting but it should work without issue.
@Jaspy190 ...Okay, so unfortunately after some testing it seems that the parachute can't be activated by a custom variable, so the altitude would in fact be dependent on the altitude of the plane (meaning that on the plus side you don't need the flight computer, but on the minus side you'll either have to dive after dropping the bomb or just have the chute deploy immediately). I have no idea why this is the way it is, but the parachute has always been particularly difficult to work with when it comes to custom inputs.
Anyway, for this method you'll need to set the parachute's input (*via Overload because otherwise it won't work since the parachute makes things difficult for no reason) to: GS > 1 & Altitude < 200 & Activate1. You can change the numbers around if you want, so the chute will only activate above a certain speed or below a different altitude (in meters), and change the activation group to whatever you want.
Then, you'll need to attach the bomb to a detacher or pylon set to whatever group you set the chute to use, and launch the bomb with that group (dropping it with the "drop bomb" button will not trigger the chute).
It's somewhat of a clunky process, but the parachute doesn't seem to quite work properly with FT code, so it's the best I can come up with.
@Jaspy190 They're basically equivalent to cockpit blocks, except they're smaller and don't have a camera associated with them. You need it in this case because just telling the parachute to read the standard Altitude variable would make it depend on the altitude of the plane, instead of the altitude of the bomb. Attaching a flight computer with its own separate Altitude variable to the bomb itself avoids this problem (in theory; I haven't tried this myself but it should work).
A parachute activating by height after being dropped can be done, though I believe you'd also need a flight computer attached to the weapon, and it would need to be fired from a detacher or otherwise armed with an activation group or button.
If you set the flight computer's Altitude variable to something (e.g. BombAltitude), you could then set the parachute's input to (Activate1 & BombAltitude<100) ? 1 : 0 and I believe it should open when the bomb reaches 100 meters above sea level. I'm not sure how to do an air burst bomb though, since you can't "tell" the bomb to blow up, but I do believe I've seen it before so it's probably possible.
Being able to lock into one of the orthographic views would be really really nice when working with blueprints, yeah (I'd imagine particularly so for mobile users).
Uhh... not sure what you're getting at here other than possibly procedural shaped wings?
If I understand you correctly, you can already do this with a bit of cutting and a few extra fuselage blocks.
Yeah, that's not going to happen.
Already possible if you just delete anything you don't want (e.g. internal parts) and then export it as a 3d model. You just have to do it manually.
Improvements to the drag calculations would be fairly nice, but could affect existing builds (and honestly the drag calculations aren't really that bad to begin with either).
Again, more advanced shaped procedural wings. Would be nice to see but I don't know if they're even on the list of possibilities.
There's a mod for that.. But I don't see it ever officially being added for a variety of reasons.
Uh... no thanks. That would almost certainly cause more problems than it would solve, and leveling one part with another is already incredibly easy to do since you can just input position values manually.
I believe rocket pods have their capacity set at 7 (given that there's 7 rockets in the actual pod and they are visibly launched from said pod, leaving an empty space). What some people do is put multiple rocket pods in the same spot, so more than 7 rockets can come from that location (and if they're really fancy, they rotate them a little so the rockets don't clip into each other).
@U2 1GB VRAM should be fine. I'm on half that and don't have any significant problems with anything even on close-to-max settings. I'm not certain whether the part count a device can run is more dependent on the graphics card, the processor, or the RAM, but I'm able to run up to 2000 parts and still hold 15-20FPS, which is an entirely playable framerate for SP.
Regarding the mods you mentioned, smoke trails will be fine. I haven't had any noticeable performance impact from it unless I were to put like forty emitters on one plane and turn them all at once or something. Tracks2 has a bit more of a performance impact just due to the complexity of the track parts, but again there aren't many issues unless you just go completely overboard with things. Pearl Harbor is a fairly intensive map just due to its size, but you should still be able to run it pretty well. Turning Aircraft Reflections back to Static instead of Dynamic is good for getting framerate back if things get too laggy (I have to do that on the Nordschleife map), but again you shouldn't have any major issues.
@CL215 @Planebuilder2123 The way the bundle discount works is that it puts an extra 15% discount on the current price of the items. To use Juno specifically as an example, it's not an extra 15% off of Juno's original price of $19.99, but an extra 15% off of Juno's sale price of $14.99. See Andrew's formula for how it breaks down mathematically.
You can see which activation groups are, well, active by hitting the little arrow on the right side of the main HUD (next to the fuel gauge; the same panel where you can toggle your landing gear or select weapons), or by hitting Right Shift (I believe that's the default) if you're on PC. Active groups will be highlighted in blue, inactive will be gray.
As far as which groups do what, there's a few ways to do this. First is to check the craft instructions (Pause menu -> Craft Instructions). If the builder put any instructions or lists of what buttons do, they'll be in there. (Do note that this is a relatively new feature so most older planes won't have them in-game. Also check the plane's description on the website too just in case, since builders can also often just forget to add them to the instructions in-game).
If there aren't any instructions or lists of what-does-what anywhere, the other option is to just start pressing things and figure out which button does what. Be warned, you might explode if one of the groups is "drop weapons" and you're testing on the ground!
That would be iOS/Apple, when they decided to not allow "unverified code" to run on their devices (or something like that. I'm not certain what the specific terms are, but Apple would be the one responsible, so take it up with them). Jundroo had zero control over it.
The two default gun parts in the game (Wing Gun and Minigun) are only loosely based on any particular model of weapon. The Wing Gun in particular can be pretty easily incorporated into a custom-built gun, and many people have in fact done just that.
If you want it to stop when fuel drops below a certain level (probably the easiest way of doing something like this), you could set the throttle input to something along the lines of Fuel > 0.5 ? Throttle : 0. Change the 0.5 to whatever fuel level you want the engine to stop at (1 = 100%, 0.01 = 1%, etc.)
In order...
1. Absolutely not!
2. I certainly hope not
3. Everyone cares for someone, even if it isn't readily apparent.
4. Nope. Not at all.
5. I don't think you do, no.
6. No, no, no, no, no, and no!
I know you're going through hard times right now, but there are people who care about you. Never forget that. No matter how bad things might get for you, there is always someone who cares and wants to help you.
I know that this site can kind of devolve into memes and chaos at times, but I like to think that I speak for everyone here by saying that we care about you and we want to help. We're all here for you, got it?
@BritishAirwaysFAN124 I don't think I've seen any mods that add an engine like that. People typically just build them out of fuselage blocks and other parts (with a regular engine inside somewhere).
Main Menu -> Settings -> On-Screen Flight Controls
YOOOOOO this looks so good!
+1(Plus now I don't have to feel as bad about not finishing the Beaver I started like a year ago haha)
I can say with a fair amount of certainty that the physics won't be changed much, if at all, to avoid breaking the hundreds of thousands of existing builds (or whatever ludicrous number we're up to now) that were built with what would then be the "old" physics. I could maybe see updates to the map, but the existing terrain - though unrealistic - is a pretty good environment for testing all sorts of different types of builds, so I'd expect a new map to only come with a new game. New terrain textures and maybe some more trees or buildings would be kinda nice though. So would optimization.
+1Pretty easy to check. Spawn at the airport you want to measure from, spawn an AI on your head (while paused), then change locations to another airport and measure how far away the AI plane is.
Wright <--> Krakabloa is thirtysomething miles (depending on whether you're measuring Yeager or Bandit)
Wright <--> Snowstone is 67ish I believe
Wright <--> Maywar is somewhere between 40 and 60 depending on where on Maywar you measure from
And Wright <--> Sky Park City is like five or six I think.
...huh.
+1I have seen the dev for another game I play use ChatGPT to generate a basic section of code that he then modified (quite a bit) to work with the specific features he wanted to implement. It saves some of the busywork part of coding, but still can't do specific things very well.
+1@Mrgoofy Apologies, I've been preoccupied with more important things (no offense intended) this week, so I haven't had time to respond.
If you want to tag me on an unlisted post of your tank, I can check it out, sure. Should be a super easy fix for you to do, but I can still take a look if you want.
Hard to say for certain given the lack of specifics, but the likely issue is the weight of the turret relative to the weight of the body. Either make the turret weigh less or make the body weigh more.
Not in the sense that you can adjust it "on the fly", no. You could have multiple cannons with different muzzle velocities to switch between, but you can't have one cannon with multiple muzzle velocities.
+1@Erc90F4RU It's fully allowed to do swastikas and other symbols like that specifically for historical accuracy (as specified in the site rules). In this case, you'd be entirely fine doing so if you want to.
+1@AWACSgodess Ironically the software you need was linked in the post you linked in your comment. Here it is.
+1Ooh, that looks great!
+1Does-
+1Does the s-
Does the-
Does the snoot-
Does the snoot d-
Generally they're flying comparatively short distances, so there's no point in climbing higher than necessary. Plus, optimization for good STOL performance generally comes at the cost of high-altitude efficiency.
+3Buoyancy can only be between 0 (0% buoyancy) and 1 (100% buoyancy), mainly because something like 200% buoyancy just doesn't make any sense.
+1The RPM is pretty self-explanatory (the speed at which the wheel is spinning in revolutions per minute).
+2I believe Offroad is whether the wheel is on a paved surface (e.g. runway) or not. I'm not certain but it would make sense. (Either that or it's just if the wheel is touching the ground at all).
Not sure on Forward/Sideways Slip. I'd assume that would be some measure of how much the wheel is skidding forwards (i.e. along the direction of travel) or sideways (i.e. not along the direction of travel), but I can't say for certain.
@Phox e
I imagine it would be pretty easy doing it that way, yes...
It's not in his comment history.
+3@SaturnBuildsStuff Cool, thanks! I don't think I'll be able to make that deadline but that's all right (I've got a ton of other stuff going on right now and really don't have time to build things anyway). I'm excited to see what people come up with for this!
+1Are you, by chance, crashing or exploding? The cockpit is an indestructible part (barring the rare glitch where it too vanishes after a particularly nasty crash), meaning that if enough force is involved in the crash it can go quite far, and fast. However, I haven't heard of it yeeting itself into oblivion just all on its own. It generally occurs due to collision or explosion.
Is there a deadline? Also, would "no altering the box" prohibit adding an extension over the top of the cab (like this)?
+1You might be able to get this by changing the scale of the actual cannon part on one or more axes, but I'm not sure. I don't believe there's an XML parameter for the actual scale of the cannon shell other than the diameter.
+3Not just gauges, but also fully working flight controls (stick/yoke, levers, etc). Basically, the plane needs to be 100% flyable from the cockpit view without any keyboard inputs (except maybe for yaw).
+1But why?
@Jaspy190 Yeah, that's the other problem with it. Not sure how to fix that since a dedicated height variable for the bomb isn't possible, apparently. The only other thing I can think of is to just scrap the code entirely and set the chute to whatever activation group the pylon itself is on, so it activates immediately when the bomb is dropped. Not nearly as interesting but it should work without issue.
@Jaspy190 ...Okay, so unfortunately after some testing it seems that the parachute can't be activated by a custom variable, so the altitude would in fact be dependent on the altitude of the plane (meaning that on the plus side you don't need the flight computer, but on the minus side you'll either have to dive after dropping the bomb or just have the chute deploy immediately). I have no idea why this is the way it is, but the parachute has always been particularly difficult to work with when it comes to custom inputs.
Anyway, for this method you'll need to set the parachute's input (*via Overload because otherwise it won't work since the parachute makes things difficult for no reason) to: GS > 1 & Altitude < 200 & Activate1. You can change the numbers around if you want, so the chute will only activate above a certain speed or below a different altitude (in meters), and change the activation group to whatever you want.
Then, you'll need to attach the bomb to a detacher or pylon set to whatever group you set the chute to use, and launch the bomb with that group (dropping it with the "drop bomb" button will not trigger the chute).
It's somewhat of a clunky process, but the parachute doesn't seem to quite work properly with FT code, so it's the best I can come up with.
@Jaspy190 They're basically equivalent to cockpit blocks, except they're smaller and don't have a camera associated with them. You need it in this case because just telling the parachute to read the standard
Altitude
variable would make it depend on the altitude of the plane, instead of the altitude of the bomb. Attaching a flight computer with its own separate Altitude variable to the bomb itself avoids this problem (in theory; I haven't tried this myself but it should work).A parachute activating by height after being dropped can be done, though I believe you'd also need a flight computer attached to the weapon, and it would need to be fired from a detacher or otherwise armed with an activation group or button.
If you set the flight computer's Altitude variable to something (e.g.
BombAltitude
), you could then set the parachute's input to (Activate1 & BombAltitude<100) ? 1 : 0 and I believe it should open when the bomb reaches 100 meters above sea level. I'm not sure how to do an air burst bomb though, since you can't "tell" the bomb to blow up, but I do believe I've seen it before so it's probably possible.Ok
+2I believe rocket pods have their capacity set at 7 (given that there's 7 rockets in the actual pod and they are visibly launched from said pod, leaving an empty space). What some people do is put multiple rocket pods in the same spot, so more than 7 rockets can come from that location (and if they're really fancy, they rotate them a little so the rockets don't clip into each other).
+3Still there as far as I can tell. Here's the link.
@U2 1GB VRAM should be fine. I'm on half that and don't have any significant problems with anything even on close-to-max settings. I'm not certain whether the part count a device can run is more dependent on the graphics card, the processor, or the RAM, but I'm able to run up to 2000 parts and still hold 15-20FPS, which is an entirely playable framerate for SP.
Regarding the mods you mentioned, smoke trails will be fine. I haven't had any noticeable performance impact from it unless I were to put like forty emitters on one plane and turn them all at once or something. Tracks2 has a bit more of a performance impact just due to the complexity of the track parts, but again there aren't many issues unless you just go completely overboard with things. Pearl Harbor is a fairly intensive map just due to its size, but you should still be able to run it pretty well. Turning Aircraft Reflections back to Static instead of Dynamic is good for getting framerate back if things get too laggy (I have to do that on the Nordschleife map), but again you shouldn't have any major issues.
Edit: My hardware
AMD Ryzen 5 4500U
Radeon Vega 6 iGPU (512MB VRAM)
16GB RAM
@CL215 @Planebuilder2123 The way the bundle discount works is that it puts an extra 15% discount on the current price of the items. To use Juno specifically as an example, it's not an extra 15% off of Juno's original price of $19.99, but an extra 15% off of Juno's sale price of $14.99. See Andrew's formula for how it breaks down mathematically.
+1P-63 Kingcobra. Also, the Corsair looks excellent!
+2T
@Gabriel747 Direct from the rules page: While we allow photoshoped thumbnails, post with misleading thumbnails will be removed.
You can see which activation groups are, well, active by hitting the little arrow on the right side of the main HUD (next to the fuel gauge; the same panel where you can toggle your landing gear or select weapons), or by hitting Right Shift (I believe that's the default) if you're on PC. Active groups will be highlighted in blue, inactive will be gray.
As far as which groups do what, there's a few ways to do this. First is to check the craft instructions (Pause menu -> Craft Instructions). If the builder put any instructions or lists of what buttons do, they'll be in there. (Do note that this is a relatively new feature so most older planes won't have them in-game. Also check the plane's description on the website too just in case, since builders can also often just forget to add them to the instructions in-game).
If there aren't any instructions or lists of what-does-what anywhere, the other option is to just start pressing things and figure out which button does what. Be warned, you might explode if one of the groups is "drop weapons" and you're testing on the ground!
This is unbelievable!
+1Bye.
If you want it to stop when fuel drops below a certain level (probably the easiest way of doing something like this), you could set the throttle input to something along the lines of
+3Fuel > 0.5 ? Throttle : 0
. Change the 0.5 to whatever fuel level you want the engine to stop at (1 = 100%, 0.01 = 1%, etc.)
+2ASSAULT VEHICLE ACQUIRED
Just hit the report button. It goes to the mods automagically when you do that.
+3That, or either decrease the wing's area or increase its sweep. Generally wing shaking is caused by an extreme excess of lift at high speeds.
+2In order...
1. Absolutely not!
2. I certainly hope not
3. Everyone cares for someone, even if it isn't readily apparent.
4. Nope. Not at all.
5. I don't think you do, no.
6. No, no, no, no, no, and no!
I know you're going through hard times right now, but there are people who care about you. Never forget that. No matter how bad things might get for you, there is always someone who cares and wants to help you.
I know that this site can kind of devolve into memes and chaos at times, but I like to think that I speak for everyone here by saying that we care about you and we want to help. We're all here for you, got it?
Percussive maintenance.
+4Not a bug. The game probably just crashed.
+1@BritishAirwaysFAN124 I don't think I've seen any mods that add an engine like that. People typically just build them out of fuselage blocks and other parts (with a regular engine inside somewhere).