Well, there's a few ways. You can spawn in something stationary as an AI, start next to it, and fly until you run out of gas, then check how far you are from it (works because the Air-to-Air radar does not have the 10-mile range limit of the Air-to-Ground mode).
Alternatively (if, for example, you're making something that has a very long range), you can fly until your fuel drops by a certain percentage, 10% for example. If you can find the distance you travel with a certain percentage of fuel, you can easily calculate the approximate total range of the aircraft.
I've got five that I backed up from my old iPad, unmodified and 100% original:
ACS-51 Snowfox (ornithopter)
ACS-57 (twin-pusher PSM)
ACS-60 Wave (low-wing amphibian)
HCS-26 (electric Huey)
TRCS-12 (electric prerunner that may be one of the few still in existence, as I have not seen a reuploaded/"archived" version anywhere)
However, I will not be reuploading any of these, to respect the wishes of their original creator.
Alternatively, violate Newton's 3rd law quickly and easily by setting the mass of everything connected to the detacher (everything that will be "detached") to 0!
Okay so currently it looks like the reason pitch doesn't work is (maybe?) because there's two ControlBases involved (maybe one ControlBase can't move another or something?). If the Roll base is removed (and the yoke is fixed directly to the vertical part), pitch works fine. This should be a fun bug to work around, I'll let you know when I have something.
@CanadianAircraftBuilder Thanks for letting me know. I'll do some messing around and tag you on a second version in a bit if that's ok. Do the brakes work with the triggers?
@IICXLVIICDLXXXIIIDCXLVII It's specifically a Honda thing. They don't want anyone using the name, branding, likeness, etc. of their aircraft and won't tell anyone why. FlightGear got some bad attention from them back in 2013 about it.
I personally find it easiest to actually stop focusing on the basket when I'm very close to it, and instead go in the last few feet via instruments since otherwise I tend to overcorrect a lot.
And regarding the other question, there is not a way to spawn in an AI plane that will try to refuel from you.
Also, fun fact: The AS-200 gauge, when set to Knots, is actually spot-on for the performance characteristics of this aircraft (stall speed ~65 knots, cruise speed 130 knots, max speed in level flight ~160 knots), so that's pretty cool.
Actually, it is. You can do something along the lines of {Activate1? "<color=#colorCodeForOn>" : "<color=#colorCodeForOff>"}
The RGB color codes are the same as in the designer's paint menu (e.g. FF0000 for red).
You can adjust the alpha (transparency) in the same way, with
**{Activate1? "<alpha=#alphaForOn>" : "<alpha=#alphaForOff>"}
The alpha codes can be between #00 (full transparency) and #FF (full opacity). You can't directly change the label's emission level, but adjusting the alpha can give you a similar effect.
Edit: These codes need to go IN the label's text area (where you put whatever you want the label to say).
The cockpit displays in my HX-4 Firebird use both of these codes in various places, if you want to see them in action.
In my seven years of playing, I've never encountered a lag "bug". Lag, yes. Bug, no.
Have you tried adjusting your game settings to improve performance? Also, have you had any similar problems with other aircraft in the past? If so, how many parts did they have? Every device has its own maximum part count it can capably run without lag, and you may have inadvertently found yours.
If you're using a jet engine / VTOL engine for the JATO (instead of a missile or something), you could try setting the input to something like [whateverYourInputIs] ? (AltitudeAgl < 762 ? 1 : 0) : 0 (and make sure that zeroOnDeactivate is set to true).
That should make the engine go to full power when the input is active AND the aircraft is less than 762 meters (approx. 2500 feet) above the ground.
Can be done (except sounds) using existing parts (mainly fuselage blocks) and abusing labels
Would be nice in a few specific cases
This but actually a part of the game (and less buggy) would be great
More missions would be nice
Sure, but given how many different control possibilities there are, this seems rather difficult to do. Improvements are definitely still needed though (retracting gear on the runway, etc.)
I doubt we'll ever see gradients (not without super high part count things, anyway). A different color selector option could be nice though.
Someone made something that does basically this using FT and jet engines (it holds the vehicle perfectly in position by cancelling out velocity in all directions), but I can't find it at the moment.
@MrSilverWolf Can't say for certain, but based on my thorough analysis I'd have to lean towards large mouth. You can't get that amount of crispiness easily from small mouth bass.
Well, there's a few different ways to do it. Sometimes, people will just have multiple separate crafts in the same "vehicle" (like this, for example).
Other times, people will spawn in other creations as AI vehicles (via the AI spawn menu when paused). This method is... interesting to work with, since the AI isn't always that smart.
Every now and then, some pictures might be done via multiplayer, which has the advantage of both/all vehicles being individually player-controlled, but has its own limitations due to the limitations of the multiplayer mod.
Usually, it's probably the second option (spawning as AI), because that's the easiest option to actually work with.
You could give the turrets on my Mitchell a look. The nose and tail guns are limited differently than what you would need, but should be able to be adjusted without too much difficulty.
Though, I do think both pictures (and others I've been using ) are the N-23, despite the differences. Both show the same registration, as does your second image (NX8500H, which was identified as an N-23 in the crash report). Also, the N-32 was the company designation for the YC-125, which - though based on the Pioneer - was a rather different-looking aircraft, as I'm sure you know. The N-32/YC-125 was not contracted until March 1948, and the N-23 had crashed the previous month.
My theory is that, as an experimental aircraft, the N-23 was modified quite a bit over its lifetime, with different engine nacelles (which would explain the paint variations), additional cabin windows (which, according to my research, were indeed added as a modification to the N-23 at some point), outer wing dihedral, etc. (and the new vertical fin that didn't end up working so well).
In light of this, here's an image that shows the aircraft with the larger engines, but without a noticeable wing dihedral. Maybe this was a sort of "in-between" configuration?
I'd suggest connecting the part to a (hidden) piston, with Throttle as the piston's input. That should at least give you a start for what you're trying to make.
Well, there's a few ways. You can spawn in something stationary as an AI, start next to it, and fly until you run out of gas, then check how far you are from it (works because the Air-to-Air radar does not have the 10-mile range limit of the Air-to-Ground mode).
Alternatively (if, for example, you're making something that has a very long range), you can fly until your fuel drops by a certain percentage, 10% for example. If you can find the distance you travel with a certain percentage of fuel, you can easily calculate the approximate total range of the aircraft.
+2Wait, BeastHunter?
+1@DatRoadTrainGuy19
Here you go
I did not know that page existed. Cool.
+1I've got five that I backed up from my old iPad, unmodified and 100% original:
ACS-51 Snowfox (ornithopter)
ACS-57 (twin-pusher PSM)
ACS-60 Wave (low-wing amphibian)
HCS-26 (electric Huey)
TRCS-12 (electric prerunner that may be one of the few still in existence, as I have not seen a reuploaded/"archived" version anywhere)
However, I will not be reuploading any of these, to respect the wishes of their original creator.
@asteroidbook345 big sad
simply get shorter
It's that easy!
+2Which is really unfortunate, actually. Same goes for wheel brakes.
+1Alternatively, violate Newton's 3rd law quickly and easily by setting the mass of everything connected to the detacher (everything that will be "detached") to 0!
+4Shared Steam screenshots also work but you have to modify the URL a bit. I use either that or Discord.
I'd actually vote against this, because I rather doubt that the "next" fighter jet is going to be a worthy successor to the Mustang title.
Also it wouldn't be made by NAA so :(
+2Okay so currently it looks like the reason pitch doesn't work is (maybe?) because there's two ControlBases involved (maybe one ControlBase can't move another or something?). If the Roll base is removed (and the yoke is fixed directly to the vertical part), pitch works fine. This should be a fun bug to work around, I'll let you know when I have something.
@CanadianAircraftBuilder Thanks for letting me know. I'll do some messing around and tag you on a second version in a bit if that's ok. Do the brakes work with the triggers?
@IICXLVIICDLXXXIIIDCXLVII It's specifically a Honda thing. They don't want anyone using the name, branding, likeness, etc. of their aircraft and won't tell anyone why. FlightGear got some bad attention from them back in 2013 about it.
@KangBaksoSoeharto I'm on a laptop right now, but I used to play on an iPad that could only run like 350 parts at a playable level.
Have you tried adjusting your graphics settings (image effects, etc.)?
I personally find it easiest to actually stop focusing on the basket when I'm very close to it, and instead go in the last few feet via instruments since otherwise I tend to overcorrect a lot.
And regarding the other question, there is not a way to spawn in an AI plane that will try to refuel from you.
+1Also, fun fact: The AS-200 gauge, when set to Knots, is actually spot-on for the performance characteristics of this aircraft (stall speed ~65 knots, cruise speed 130 knots, max speed in level flight ~160 knots), so that's pretty cool.
+1oh boy its lawsuit time
But yeah Jonda really doesn't like any depictions of their aircraft not made and officially sponsored by Jonda.
+1This is so fun to fly! The PSM is smooth and easily controllable, and I love the engine nozzles (and that radar!)
You know, all things considered I think I do want to hydrate.
+1Manual install location should be
C:\Users\[yourUserName]\AppData\LocalLow\Jundroo\SimplePlanes\Mods
.Bye
I believe there's a mod for a fuel truck somewhere. A flying boom-type tanker (and associated hardware) would definitely be cool though.
As a side note, the current probe-and-drogue tanker is based on an Airbus A400M, not a C-130.
+2Actually, it is. You can do something along the lines of
{Activate1? "<color=#
colorCodeForOn
>" : "<color=#colorCodeForOff
>"}The RGB color codes are the same as in the designer's paint menu (e.g. FF0000 for red).
You can adjust the alpha (transparency) in the same way, with
**{Activate1? "<alpha=#
alphaForOn
>" : "<alpha=#alphaForOff
>"}The alpha codes can be between #00 (full transparency) and #FF (full opacity). You can't directly change the label's emission level, but adjusting the alpha can give you a similar effect.
Edit: These codes need to go IN the label's text area (where you put whatever you want the label to say).
The cockpit displays in my HX-4 Firebird use both of these codes in various places, if you want to see them in action.
+2In my seven years of playing, I've never encountered a lag "bug". Lag, yes. Bug, no.
Have you tried adjusting your game settings to improve performance? Also, have you had any similar problems with other aircraft in the past? If so, how many parts did they have? Every device has its own maximum part count it can capably run without lag, and you may have inadvertently found yours.
Try turning off Image Effects, or turning the physics quality down. I've found those two to have the biggest impact on performance.
@WinsWings @Zaineman Glad to help!
+2If you're using a jet engine / VTOL engine for the JATO (instead of a missile or something), you could try setting the input to something like [whateverYourInputIs] ? (AltitudeAgl < 762 ? 1 : 0) : 0 (and make sure that
zeroOnDeactivate
is set to true).That should make the engine go to full power when the input is active AND the aircraft is less than 762 meters (approx. 2500 feet) above the ground.
+1@MrSilverWolf Can't say for certain, but based on my thorough analysis I'd have to lean towards large mouth. You can't get that amount of
+1crispiness
easily from small mouth bass.Hooray for the AN-2!
Also definitely tag me once that's done, it looks awesome!
+1@MrSilverWolf they were boosted there obviously
All you do is
+2
@PlaneFlightX Oh yeah, there's that too.
Well, there's a few different ways to do it. Sometimes, people will just have multiple separate crafts in the same "vehicle" (like this, for example).
Other times, people will spawn in other creations as AI vehicles (via the AI spawn menu when paused). This method is... interesting to work with, since the AI isn't always that smart.
Every now and then, some pictures might be done via multiplayer, which has the advantage of both/all vehicles being individually player-controlled, but has its own limitations due to the limitations of the multiplayer mod.
Usually, it's probably the second option (spawning as AI), because that's the easiest option to actually work with.
+1The F-86:
+1Enemy spotted
T
crunchy
@IDNSatyaBUKANNova Yep. The nose and tail ones do, anyway.
I'd be glad to test it!
+1@IDNSatyaBUKANNova The turrets on the Mitchell are auto-aim, if the proper activation groups are turned on.
You could give the turrets on my Mitchell a look. The nose and tail guns are limited differently than what you would need, but should be able to be adjusted without too much difficulty.
Not a mod but this is pretty good
@asteroidbook345 Glad you like it!
Though, I do think both pictures (and others I've been using ) are the N-23, despite the differences. Both show the same registration, as does your second image (NX8500H, which was identified as an N-23 in the crash report). Also, the N-32 was the company designation for the YC-125, which - though based on the Pioneer - was a rather different-looking aircraft, as I'm sure you know. The N-32/YC-125 was not contracted until March 1948, and the N-23 had crashed the previous month.
My theory is that, as an experimental aircraft, the N-23 was modified quite a bit over its lifetime, with different engine nacelles (which would explain the paint variations), additional cabin windows (which, according to my research, were indeed added as a modification to the N-23 at some point), outer wing dihedral, etc. (and the new vertical fin that didn't end up working so well).
In light of this, here's an image that shows the aircraft with the larger engines, but without a noticeable wing dihedral. Maybe this was a sort of "in-between" configuration?
Can confirm from watching it unfold, it was justified.
+1WARNING
WARNING
WARNING
LOCKED
I'd suggest connecting the part to a (hidden) piston, with
+1Throttle
as the piston's input. That should at least give you a start for what you're trying to make.Good job Ivan
+1Awesome!
+3