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.
@Mrty209 Hmm, interesting. I've used that shuttle myself (it's pretty cool), and I'm not sure why it would be messing up anything with the editor. Did downloading a smaller plane un-break it, at least?
Which craft were you trying to download / how many parts did it have? iOS often is not as capable as other types of devices (PC, etc.) when it comes to high-part-count builds, so it may have crashed while trying to download something that was too big for it to run.
If that's the problem, you may be able to fix it by downloading something else with a lot fewer parts (maybe try one of the simple flags people have been posting the last few days or something). This should make the editor stop trying to load the high-part build, and everything should proceed as normal from there.
I'd say add doors if you think it won't have too much of an impact on the part count (like, more than 50-75 parts maybe), but not if it means you'll have to redo the entire side of the car if you like what you've got already. It's totally fine if there's no doors, but working doors are always a bit more "cool".
A fantastic and intriguing brief look at your upcoming creation, fellow user! If you would be so kind, would you remember to mention my username in the comments section of this creation (once it is posted), that I may receive a notification and access it more quickly?
Much obliged,
- HuskyDynamics
@ZeroWithSlashedO It (the living one, not the fossils) is also a part of a WIP mod pack called "Return of the Ancients", which isn't actually available to the public yet (it's been in development for like two years or something), but quite a few YouTubers have gotten access to it for videos.
I will say, though, the RotA version is mostly semitransparent (like the Ghost Leviathan), but I actually prefer Spartan's solid black version a whole lot more. It just looks way cooler and more epic.
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.
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
zeroOnDeactivateis 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- Here
- 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.
+2@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
+1crispinesseasily 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 spottedT
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.
+1WARNINGWARNINGWARNINGLOCKEDI'd suggest connecting the part to a (hidden) piston, with
+1Throttleas the piston's input. That should at least give you a start for what you're trying to make.Good job Ivan
+1Awesome!
+3What exactly do you mean by "crossing the ground"? I've completed that mission several times without any difficulties.
+2@SimpleTankers Alternatively, OV-10 but an airliner
+2Well, can't say I didn't see that coming
I feel like I should report this post but I'm not really sure what for...
Yoooo that's pretty cool. Time to go spend like an hour messing around with it.
+1You know, I really don't appreciate your attempt to steal my work by bypassing the auto credit system. Please don't do that again.
Here's the original for anyone else who sees this post.
Set the input of the piston to
+3Activate4, and that should work.Wasn't there a rule about posting converted images by themselves (something along the lines of "don't")?
+1Oh dang.
T
+1@Mrty209 Hmm... not sure what else I can do beyond that.
@PhilipTarpley any ideas what could be going on?
No
+1Yay!
+1@X99STRIKER I'll take a pizza with fries please
@Mrty209 Hmm, interesting. I've used that shuttle myself (it's pretty cool), and I'm not sure why it would be messing up anything with the editor. Did downloading a smaller plane un-break it, at least?
Which craft were you trying to download / how many parts did it have? iOS often is not as capable as other types of devices (PC, etc.) when it comes to high-part-count builds, so it may have crashed while trying to download something that was too big for it to run.
If that's the problem, you may be able to fix it by downloading something else with a lot fewer parts (maybe try one of the simple flags people have been posting the last few days or something). This should make the editor stop trying to load the high-part build, and everything should proceed as normal from there.
You forgot to add this
@ColonelCanada Wait your gas is $1.89? H o w.
Mine's currently $4.65 (but it was up to $5.57 a month or two ago, and the pre-COVID average was something like $3.29).
Four and a half bucks a gallon is not fun, let me tell you.
+2florida
I'd say add doors if you think it won't have too much of an impact on the part count (like, more than 50-75 parts maybe), but not if it means you'll have to redo the entire side of the car if you like what you've got already. It's totally fine if there's no doors, but working doors are always a bit more "cool".
Definitely tag me on it when you post it though.
+3A fantastic and intriguing brief look at your upcoming creation, fellow user! If you would be so kind, would you remember to mention my username in the comments section of this creation (once it is posted), that I may receive a notification and access it more quickly?
+4Much obliged,
- HuskyDynamics
In your opinion, what is the most useful/effective weapon in the game?
+2(edited)
Congratulations!
+2@ZeroWithSlashedO It (the living one, not the fossils) is also a part of a WIP mod pack called "Return of the Ancients", which isn't actually available to the public yet (it's been in development for like two years or something), but quite a few YouTubers have gotten access to it for videos.
I will say, though, the RotA version is mostly semitransparent (like the Ghost Leviathan), but I actually prefer Spartan's solid black version a whole lot more. It just looks way cooler and more epic.
@ColonelCanada Thanks
+1