Hmmm... not sure I'll have time to enter this, but I have a few questions.
1. Does the vehicle need to be 100% original, or can it be based on someone else's (with appropriate credit, of course)?
2. Are wheels mandatory?
3. Does the vehicle have to be in full contact with the ground? (E.g., would a hovercraft or something be considered a "ground vehicle")
@jamesPLANESii Haven't found a decent close-up "real" video, but here's one from FSX/P3D with a good gear retraction close-up at around 0:30.
The leg does not hinge directly from the upper end. Instead, the leg has a hinge just above the middle, so the wheel's forward/backward position doesn't change much while moving.
The "new" Sea Plane is based on the Lake LA-4, but the "old" Sea Plane, from my research, appears to be an original design. (And a rather weird one at that. A low-wing radial-engine plane with pontoon floats?)
Probably because they have more powerful PCs. Performance is dependent on a combination of three main factors: Part count, game settings, and device power. If you have a lower-spec device like a laptop (or just are on a phone or something), you will have lower performance than if you were on, say, a desktop PC with a dedicated graphics card. The part count/performance cost of a specific craft also comes into consideration (bigger numbers = less frames, basically), as do the settings of the game itself (running everything on High will take more processing power than on Medium or Low).
If you want higher performance, I'd suggest either picking a craft with less parts, removing some nonessential parts (detailing, etc.) from the craft you want to use, or to turn down your settings. Buying a better device is technically also an option but you probably aren't going to want to do that.
@TheFlightGuySP I've only seen missiles and bombs work properly so far. Cannons don't (probably for the same reason as guns, since the projectiles aren't already existing "parts" when the plane is loaded, and therefore aren't shared over MP). I have yet to see a definitive verdict on rockets and rocket pods, though, since they could technically be categorized either way.
I think torpedos will show as being dropped, but I'm not sure if they'll actually run on the surface for everyone or not.
I'd go and test them but the server seems to be down again.
There's likely a way to set up a fancy bit of timing on the gun, but the easiest way to do it is just select the propeller engine, open Overload, and set disableAircraftCollisions to true. Now the guns should ignore the propeller entirely.
The green line and ring you see when a bomb, torpedo, or cannon is selected? That's the predictor. The predictor setting controls whether the predictor is just the ring, the ring and the line, or nothing at all.
@ReinMcDeer Good idea, though right now I'm focusing more on stock-ish Mustangs since they can all have pretty much the same flight characteristics and therefore be kind of competitive against each other (plus I'm still working on figuring out how to do the modified canopy and turtledeck of some of the less-stock racers yet). I'll definitely keep it in mind though!
Well, you can already read the "Fuel" value, which is why fuel gauges already work. With regards to individual fuel tank blocks, I don't believe that their values are individually calculated once the simulation loads, so it wouldn't be possible to say "okay, as of this point in time, this 20gal tank now has 14gal in it, and this other one has 17gal".
@TheFlightGuySP Mostly correct, but the jet engine does actually have a "Thrust" output variable that could be used as a sort of pseudo-RPM reading, if adjusted properly.
Well, the simplest way to do it (that doesn't risk potentially interfering with any fancy FT bits in the HUD) is to just attach it to a really fast piston. That's what I did on my Firebird.
Generally, you're only "supposed to" tag people that have specifically requested to be tagged (usually by commenting some variation of "T" on a teaser forum). Just tagging random people out of the blue is rather frowned upon.
Due to the way wind is simulated, using it to climb in a glider is a bit difficult. Essentially, you need to fly directly into the wind while also maintaining enough forward speed to avoid stalling or getting blown backwards. In practice, this essentially means you'll end up going in a big spiral, and you may have to frequently adjust the wind direction until you get the hang of it.
Scale down the wheel with XML and increase the wheel diameter. Might mess with suspension a bit but it should shrink the ball.
+1T
Hmmm... not sure I'll have time to enter this, but I have a few questions.
+21. Does the vehicle need to be 100% original, or can it be based on someone else's (with appropriate credit, of course)?
2. Are wheels mandatory?
3. Does the vehicle have to be in full contact with the ground? (E.g., would a hovercraft or something be considered a "ground vehicle")
T
+2@MAHADI Oops, I'll be sure to do that next time!
Why did you post this as public
Now everyone can do what you were doing yesterday
+1Updated to v1.1 because I forgot to put fuel in the fuselage tank.
Maybe give this a look
+1@ZeroWithSlashedO why thank you
yay!
+1747
All tags were requested
@Aviator01
@X99STRIKER
@Winterfield
Everywhere I go, I see his face
Ooh that's cool. T
hee hee hoo hoo here we go again
+2tells you to make a call straight away
doesn't give phone number to call
outstanding move
...I would suggest contacting Microsoft's support services instead of making an account and posting on a flight sim game website, for a start.
@Soardivision160th Is the magnet actually attached to the winch?
Very nice!
Which map are you using, by the way?
+2@Mlancer Ah yeah, that's a much better video.
@jamesPLANESii Haven't found a decent close-up "real" video, but here's one from FSX/P3D with a good gear retraction close-up at around 0:30.
The leg does not hinge directly from the upper end. Instead, the leg has a hinge just above the middle, so the wheel's forward/backward position doesn't change much while moving.
The "new" Sea Plane is based on the Lake LA-4, but the "old" Sea Plane, from my research, appears to be an original design. (And a rather weird one at that. A low-wing radial-engine plane with pontoon floats?)
+1There's a "Clock" tag. It has a total of 11 things in it.
This is not one of them.
why
+1Probably because they have more powerful PCs. Performance is dependent on a combination of three main factors: Part count, game settings, and device power. If you have a lower-spec device like a laptop (or just are on a phone or something), you will have lower performance than if you were on, say, a desktop PC with a dedicated graphics card. The part count/performance cost of a specific craft also comes into consideration (bigger numbers = less frames, basically), as do the settings of the game itself (running everything on High will take more processing power than on Medium or Low).
If you want higher performance, I'd suggest either picking a craft with less parts, removing some nonessential parts (detailing, etc.) from the craft you want to use, or to turn down your settings. Buying a better device is technically also an option but you probably aren't going to want to do that.
+1@TheFlightGuySP I've only seen missiles and bombs work properly so far. Cannons don't (probably for the same reason as guns, since the projectiles aren't already existing "parts" when the plane is loaded, and therefore aren't shared over MP). I have yet to see a definitive verdict on rockets and rocket pods, though, since they could technically be categorized either way.
I think torpedos will show as being dropped, but I'm not sure if they'll actually run on the surface for everyone or not.
I'd go and test them but the server seems to be down again.
+1F
There's likely a way to set up a fancy bit of timing on the gun, but the easiest way to do it is just select the propeller engine, open Overload, and set
disableAircraftCollisions
totrue
. Now the guns should ignore the propeller entirely.@PlaneFlightX Oh now you've done it
Alaska!
+1Wait, we can see other peoples' labels now? Awesome!
+2The green line and ring you see when a bomb, torpedo, or cannon is selected? That's the predictor. The predictor setting controls whether the predictor is just the ring, the ring and the line, or nothing at all.
+1@ReinMcDeer Good idea, though right now I'm focusing more on stock-ish Mustangs since they can all have pretty much the same flight characteristics and therefore be kind of competitive against each other (plus I'm still working on figuring out how to do the modified canopy and turtledeck of some of the less-stock racers yet). I'll definitely keep it in mind though!
+2Well, you can already read the "Fuel" value, which is why fuel gauges already work. With regards to individual fuel tank blocks, I don't believe that their values are individually calculated once the simulation loads, so it wouldn't be possible to say "okay, as of this point in time, this 20gal tank now has 14gal in it, and this other one has 17gal".
+1@AEGIS If it's the whole plane, definitely try reducing the size of the wings.
@X99STRIKER Oh, might be that. I can't remember.
Either shrink the size of the wings or set their part type (via Overload) to
+1Wing-2
.@TheFlightGuySP Mostly correct, but the jet engine does actually have a "Thrust" output variable that could be used as a sort of pseudo-RPM reading, if adjusted properly.
+1Well, the simplest way to do it (that doesn't risk potentially interfering with any fancy FT bits in the HUD) is to just attach it to a really fast piston. That's what I did on my Firebird.
Maybe try setting the mass of the parts connected to the control base to 0?
nice
Generally, you're only "supposed to" tag people that have specifically requested to be tagged (usually by commenting some variation of "T" on a teaser forum). Just tagging random people out of the blue is rather frowned upon.
@DerVito Ah, so it is! Thanks!
+2Isn't it just great when a perfectly symmetrical build decides to develop an auto roll for no reason at all?
Maybe check this out, it might help.
+1Sounds like it's too nose-heavy. Try moving either the center of mass backwards, or the center of lift forwards.
I was originally planning to post these today or tomorrow, but I'm going to be pretty busy this week, so they may be delayed until next week.
@TheFlightGuySP Yeah, that's probably a better option.
Due to the way wind is simulated, using it to climb in a glider is a bit difficult. Essentially, you need to fly directly into the wind while also maintaining enough forward speed to avoid stalling or getting blown backwards. In practice, this essentially means you'll end up going in a big spiral, and you may have to frequently adjust the wind direction until you get the hang of it.
+1It's still the 5th for me for another 8 hours, but
We've been training for years, now we're ready to strike
The great operation begins
+7Glad to hear it!
+2What about something like
(Throttle*0.5)+((VTOL*Throttle)*0.5)
?