280mph is pretty high for a takeoff speed (especially for what I'm assuming to be a subsonic aircraft). The best way to lower the speed would be to increase the wing area (since you have custom wings, I'll clarify that I mean the area of the Wing part hidden inside them, not the custom-built wings themselves).
I remember when there wasn't even a Wasp, because there weren't any weapons. There was only the Wright Isles, and the USS Tiny was the only non-player thing in the world other than the world itself. It's truly amazing how far this game has come.
(Also, your two screenshots reminded me of a GIF I made back in the 1.11 beta that's pretty much the same thing.)
@BotFinder2023 Not necessarily. All of the arcade cabinets people have done so far have just (ab)used labels for the screen, so it likely wouldn't need too many parts (unless someone decided to do it mechanically, in which case I'll call NASA and ask to borrow a spare computer)
Nobody has done it yet (though it has become kind of a meme as people like Snow make more and more complicated arcade machines). It's definitely possible in theory though.
@MRM19 Sorry, I suddenly got busy and completely forgot. (Also, I can't seem to find the post...) If you can tag me on it again I'll take a look in a few hours and get back to you.
This is a HUGE problem, and I hope that a solution is implemented fast. I've made backups of all my builds just to be prepared, and I would recommend everyone else do the same.
So I get you said you don't really care about "I never experienced this" replies, but I do have to say that I played for quite literally five straight years on iOS (on a really old iPad that could only run like 300 parts, at that), and never once encountered this problem. As (given the apparent lack of responses to your previous post regarding this issue) you seem to be the only one with the problem, I must conclude that the problem is most likely on your end.
There haven't been any major updates in the last year because the devs have been focusing on getting SR2 (which has been renamed to Juno: New Origins, by the way) to the full 1.0 release, which is happening later this month. Andrew has confirmed that once this happens, they "plan to spend more time with SimplePlanes this year", though nothing further has been announced as of yet.
@OPaiTaOn That's what I'm thinking as well. SR2 made sense because SR1 was/is a completely different two-dimensional game, but an SP2 would just be more-or-less the same game with some improvements (that could probably be just as easily added to the original). Now, I could see there being a big "SimplePlanes 2.0" update (not a separate game) that does stuff like expanding the map, improving the designer, etc. that people want, but I don't think a standalone SP2 makes sense.
Generally most people do roll/pitch/yaw as standard, with either A) Throttle for engine throttle and VTOL for collective, or B) VTOL for engine throttle and Throttle for collective (I think the Gator 2 does it this way).
Honestly I can't decide whether I want there to be an SP2 or not (at least in the near future). Like, it would be kinda cool but I feel like the current game still has room for so much more first.
As requested, here's the full breakdown of your score:
Aesthetics 7/10
Somewhat basic, but an interesting and well-balanced look. Details 8/10
Lights and fuselage label markings, as well as a few uses of part-based detailing Build Quality 10/20
No cockpit and nothing revolutionary in terms of techniques, but solidly built. Everything has a purpose and stays where it should. Basic Functions 12/15
Wings sweep automatically, flies fairly stable once sufficient speed is reached. However, it is very difficult to control at low speeds and seems to explode if pitch control is lost. Advanced Functions 7/15
Automatic wing sweep and pitch thrust vectoring, but that's about it. Realism 13/20
Wing sweep is a realistic feature and affects performance reasonably well. Proportions are pretty accurate to the inspiration, and aircraft performance is within the bounds of physics. Personal Impressions 6/10
Craft description is a bit lacking though functional. I enjoyed testing it, though controlled, effective use of thrust vectoring is quite difficult. Overall 63/100
1. Old propeller engines do quite a few funny things actually 2. Not really a glitch, if anything the "can't attach here" system is the problem 3. Not a glitch. All you change when adjusting the scale value is the size of the part model, nothing else is affected (with a few exceptions for physics-heavy parts like wheels). 4. Again, this isn't really a glitch. If you put a rocket in a suitably reinforced box and fire it, the box will probably move if the weapon doesn't detonate. 5. Not necessarily a glitch since it doesn't really break anything, but it does look weird. 6. You actually can, by putting a custom value in the input section for the part (for an elevon, you'd need to enter Pitch + Roll) 7. See #6. 8. Rotator speed is adjustable (you can put custom speed values in Overload for finer control) 9. That's mainly because hydrodynamics aren't really much of a thing in-game. Not a glitch, just something that's not actually coded. 10. This isn't really a glitch either. You can also make infinite-for-all-intents-and-purposes fuel by just setting the numbers really high for the regular fuel tank in Overload, and then making it weigh nothing. 11. Not a glitch, since weapons are not prohibited in challenges. However, shooting down your air race opponent is not very good sportsmanship. 12. Also not a glitch. The carriers (and other ships) have mass like any other object, and if you're strong enough (usually through defiance of the laws of physics), you can move them. 13. As far as the physics engine is concerned, the wing is placed vertically. Aerodynamics simulation is somewhat simplified in the game, hence the name. 14. Not a glitch. You can also get them by changing the part ID in Overload if you really want to. The old parts (original engines, Passenger, the nose cone from the first Twin Prop, etc.) were never removed from the game (since that would break planes that used them), they were just taken off the parts list in the menu. 15. Not a glitch, but that's actually against the site rules and you can get banned for it, so don't do that. 16. Not really a glitch, again just due to the simplified nature of the game. Propellers usually only work properly if you turn collisions off for them, which immediately is unrealistic anyway. 17. See #16.
18. Do they really? I played on mobile for fiveish years and never noticed that. Huh. 19. It isn't the hitbox for the gear, it's actually the gear's suspension being repressurized (albeit rapidly). 20. The physics calculations are more-or-less tied to the framerate of the game (which changes in fast-forward and slow motion), rather than the simulation speed itself. Not necessarily a glitch per se (more of an interesting programming decision), but it can cause in some odd situations. 21. Not a glitch since the autopilot is literally just a "fly straight and level" rather than an actual working autopilot system. 22. This is an actual glitch.
name already exists as a valid variable, you just have to add it yourself in Overload since it's only used if you want to change the weapon name from the default. mass and explosionScale also similarly already exist.
Model and Description are already possible if you make a mod with a custom bomb, and most of the rest of these either don't have much of a reason to exist (you can't collide with bomb debris fragments anyway, and they scale based on the explosion size) or require things like pressure simulation that don't and probably will never exist in the game.
I do like the idea of timed (i.e. post-impact) detonation though. That would be neat.
Well according to the SimpleCheats guide, the maxRange and minRange variables are in meters, not miles. In short, what you've created is an extremely short-range missile, and I think you have a little unit converting to do!
w-
+2wh-
why is the turtledeck part of the canopy
Only if you have his permission to do so.
+3It is not possible to lock on an obscured target.
+2280mph is pretty high for a takeoff speed (especially for what I'm assuming to be a subsonic aircraft). The best way to lower the speed would be to increase the wing area (since you have custom wings, I'll clarify that I mean the area of the Wing part hidden inside them, not the custom-built wings themselves).
+1I remember when there wasn't even a Wasp, because there weren't any weapons. There was only the Wright Isles, and the USS Tiny was the only non-player thing in the world other than the world itself. It's truly amazing how far this game has come.
+1(Also, your two screenshots reminded me of a GIF I made back in the 1.11 beta that's pretty much the same thing.)
Complicated Bomber For Pros when
@BotFinder2023 Not necessarily. All of the arcade cabinets people have done so far have just (ab)used labels for the screen, so it likely wouldn't need too many parts (unless someone decided to do it mechanically, in which case I'll call NASA and ask to borrow a spare computer)
+1Nobody has done it yet (though it has become kind of a meme as people like Snow make more and more complicated arcade machines). It's definitely possible in theory though.
+1The ability to "pair" VTOL nozzles to VTOL engines (like wheels/car engines), and the ability to customize the inputs for RCS nozzles.
+2Yep, that sort of thing has been going on for a while. Report it and keep an eye out for more.
+1Can confirm, I do this too.
+3@MRM19 Sorry, I suddenly got busy and completely forgot. (Also, I can't seem to find the post...) If you can tag me on it again I'll take a look in a few hours and get back to you.
+1@temporaryplanetester Good point! Also, don't forget any unlisted builds you may want to keep.
+2They got a plat... something better happen fast.
+3This is a HUGE problem, and I hope that a solution is implemented fast. I've made backups of all my builds just to be prepared, and I would recommend everyone else do the same.
+8So I get you said you don't really care about "I never experienced this" replies, but I do have to say that I played for quite literally five straight years on iOS (on a really old iPad that could only run like 300 parts, at that), and never once encountered this problem. As (given the apparent lack of responses to your previous post regarding this issue) you seem to be the only one with the problem, I must conclude that the problem is most likely on your end.
I've already spread the word to a non-SP server I'm in, in case it pops up elsewhere. Everyone stay vigilant and secure.
+2A silver account appears to have just been compromised, this is definitely a very serious problem.
@temporaryplanetester Noted, I'll stop commenting stuff like "begone" on them lol.
At least this explains how there are so many.
Vanish.
Begone with thee, foul creature of the advertisements
Definitely the legacy nosecone
+2I smite thee
Begone
Cease
Vanish
There haven't been any major updates in the last year because the devs have been focusing on getting SR2 (which has been renamed to Juno: New Origins, by the way) to the full 1.0 release, which is happening later this month. Andrew has confirmed that once this happens, they "plan to spend more time with SimplePlanes this year", though nothing further has been announced as of yet.
+1I banish thee, adbot of the weed beans
Begone adbot
+1With the power of post reported I smite thee
You have way too much time on your hands and I literally cannot believe that this is what SimplePlanes can be capable of. Absolutely blown away.
+1That's actually really clever (and looks quite good too).
+1uhm
+1@OPaiTaOn That's what I'm thinking as well. SR2 made sense because SR1 was/is a completely different two-dimensional game, but an SP2 would just be more-or-less the same game with some improvements (that could probably be just as easily added to the original). Now, I could see there being a big "SimplePlanes 2.0" update (not a separate game) that does stuff like expanding the map, improving the designer, etc. that people want, but I don't think a standalone SP2 makes sense.
+5Generally most people do roll/pitch/yaw as standard, with either A) Throttle for engine throttle and VTOL for collective, or B) VTOL for engine throttle and Throttle for collective (I think the Gator 2 does it this way).
Woah
+2@ThatRandomCarrot Did you miss this part?
+1Until the IRS finds out anyway
Honestly I can't decide whether I want there to be an SP2 or not (at least in the near future). Like, it would be kinda cool but I feel like the current game still has room for so much more first.
+3Very cool!
As requested, here's the full breakdown of your score:
Aesthetics 7/10
Somewhat basic, but an interesting and well-balanced look.
Details 8/10
Lights and fuselage label markings, as well as a few uses of part-based detailing
Build Quality 10/20
No cockpit and nothing revolutionary in terms of techniques, but solidly built. Everything has a purpose and stays where it should.
Basic Functions 12/15
Wings sweep automatically, flies fairly stable once sufficient speed is reached. However, it is very difficult to control at low speeds and seems to explode if pitch control is lost.
Advanced Functions 7/15
Automatic wing sweep and pitch thrust vectoring, but that's about it.
Realism 13/20
Wing sweep is a realistic feature and affects performance reasonably well. Proportions are pretty accurate to the inspiration, and aircraft performance is within the bounds of physics.
Personal Impressions 6/10
Craft description is a bit lacking though functional. I enjoyed testing it, though controlled, effective use of thrust vectoring is quite difficult.
Overall 63/100
snatch
1. Old propeller engines do quite a few funny things actually
+22. Not really a glitch, if anything the "can't attach here" system is the problem
3. Not a glitch. All you change when adjusting the
scalevalue is the size of the part model, nothing else is affected (with a few exceptions for physics-heavy parts like wheels).4. Again, this isn't really a glitch. If you put a rocket in a suitably reinforced box and fire it, the box will probably move if the weapon doesn't detonate.
5. Not necessarily a glitch since it doesn't really break anything, but it does look weird.
6. You actually can, by putting a custom value in the
inputsection for the part (for an elevon, you'd need to enterPitch + Roll)7. See #6.
8. Rotator speed is adjustable (you can put custom speed values in Overload for finer control)
9. That's mainly because hydrodynamics aren't really much of a thing in-game. Not a glitch, just something that's not actually coded.
10. This isn't really a glitch either. You can also make infinite-for-all-intents-and-purposes fuel by just setting the numbers really high for the regular fuel tank in Overload, and then making it weigh nothing.
11. Not a glitch, since weapons are not prohibited in challenges. However, shooting down your air race opponent is not very good sportsmanship.
12. Also not a glitch. The carriers (and other ships) have mass like any other object, and if you're strong enough (usually through defiance of the laws of physics), you can move them.
13. As far as the physics engine is concerned, the wing is placed vertically. Aerodynamics simulation is somewhat simplified in the game, hence the name.
14. Not a glitch. You can also get them by changing the part ID in Overload if you really want to. The old parts (original engines, Passenger, the nose cone from the first Twin Prop, etc.) were never removed from the game (since that would break planes that used them), they were just taken off the parts list in the menu.
15. Not a glitch, but that's actually against the site rules and you can get banned for it, so don't do that.
16. Not really a glitch, again just due to the simplified nature of the game. Propellers usually only work properly if you turn collisions off for them, which immediately is unrealistic anyway.
17. See #16.
18. Do they really? I played on mobile for fiveish years and never noticed that. Huh.
+119. It isn't the hitbox for the gear, it's actually the gear's suspension being repressurized (albeit rapidly).
20. The physics calculations are more-or-less tied to the framerate of the game (which changes in fast-forward and slow motion), rather than the simulation speed itself. Not necessarily a glitch per se (more of an interesting programming decision), but it can cause in some odd situations.
21. Not a glitch since the autopilot is literally just a "fly straight and level" rather than an actual working autopilot system.
22. This is an actual glitch.
namealready exists as a valid variable, you just have to add it yourself in Overload since it's only used if you want to change the weapon name from the default.massandexplosionScalealso similarly already exist.Model and Description are already possible if you make a mod with a custom bomb, and most of the rest of these either don't have much of a reason to exist (you can't collide with bomb debris fragments anyway, and they scale based on the explosion size) or require things like pressure simulation that don't and probably will never exist in the game.
I do like the idea of timed (i.e. post-impact) detonation though. That would be neat.
+3Begone adbot
Well according to the SimpleCheats guide, the
+2maxRangeandminRangevariables are in meters, not miles. In short, what you've created is an extremely short-range missile, and I think you have a little unit converting to do!You could try something along the lines of
Roll/(GS*0.05), and change the 0.05 to be higher or lower depending on how much of an effect you want.Ok.
@MRM19 Glad to help! I won't be able to test it until this evening but I'll definitely take a look!
+1