@FoxDynamicsWeapons Well, there's a way to do it if you're not airborne yet. For example, if you want to do an intercept mission where you fly from Bandit Airport to shoot down a jet taking off from Avalanche, you could spawn at Avalanche (or somewhere else on Snowstone), spawn in the enemy plane, and then change locations to Bandit, before taking off as normal.
@Axartar I don't believe there's a way to find the altitude of a specific part (such as a bomb). The only output variables for weapons are for the camera, if you happen to have one enabled.
@DeveloperKorzalerke Actually, it can affect performance, but for the creation rather than the device. I recall seeing something a while back that said that the physics runs relative to the framerate, which is also why some creations can suddenly behave unpredictably when switching to fast-forward (or occasionally slow-motion), since the rate at which the physics are calculated is suddenly different relative to the distance the creation has moved.
If the bombs are being salvoed via an activation group, you could do smooth(yourActivationGroup,1/delayTime), with the appropriate values. For example, if you wanted to launch the bomb with AG2 and have the parachute deploy after 4 seconds, you would do smooth(Activate2,0.25).
I don't believe it's possible to have something set up this way for launching a bomb via the regular "Launch Weapons" control (since the bomb doesn't really have a way of knowing whether it's been launched or not), and it is not possible to do it when the bomb reaches a specific altitude, since the only Altitude variables are for the active cockpit.
Well, sort of. You can stick parts on detachers, have parts set to different activation groups (e.g. so you can disable one engine at a time, or something), or just have a gun somewhere that points at the part you want to break.
If you have an AircraftDesigns folder inside /Jundroo/SimplePlanes, you should* be able to manually download and then copy/paste downloaded aircraft there.
Theoretically you could do the same with mods but in the Mods folder instead of AircraftDesigns.
Disclaimer: I do not use Linux and have never tried this before, so I really have no idea if this will work or not.
Usually if it shows the entire code, you're missing a parenthesis or </> or bracket or something somewhere. The only thing I can see is either put parentheses around TargetDistance>0 (I've had a few issues where the line before the ? only worked if in parentheses), or add a space between the two quotation marks at the end.
Hmm... I don't know if it's possible to limit the movement of a floppy rotator. The min and max are for the input, so if there's no input, they obviously won't do anything.
Actually, I just thought of a potential solution (depending on how you're trying to do this). If the rotator needs to be able to go, say, 60deg backwards (and nothing at all forwards), you might be able to get away with turning the rotator 30deg backwards and letting it move 30deg in either direction. Don't know if this will work for what you're doing, though.
There's probably some complicated way to fix this with FT, but a much simpler solution would be to just move the center of mass forward or backward a bit, depending on whether the aircraft is pitching up or down.
There's a few ways to do this, but the simplest would be Brake|Activate5 (that's the vertical bar character, not a lowercase L). clamp01(Brake + Activate5) is another way to do this, but it behaves a little differently.
So, this is a "look what you could have enjoyed if you'd given me more internet points" post?
It's quite possible that you didn't get the attention you wanted for this build because of a lack of teasers. If you don't post teasers prior to the release of a build, it's possible that it won't be noticed as much as you would prefer, meaning it eventually gets buried in "New" and you don't get those internet points.
Since you clearly put a very large amount of work into this aircraft, I'm rather surprised at the lack of teasers to get peoples' attention, as well as the fact that you were so hasty to remove it since it wasn't immediately as popular as you would have liked.
'Tis a shame. I would have liked to try it out, but not anymore I suppose.
No, the 10 mile limit is hard-coded into the game for ground targets. Air targets have an unlimited detection range, but ships, tanks, and trucks can only be detected from 10 miles or less.
Nice, here's a few more
run
+3@XgenAerodynamics It should go in the parachute's
Input
value.T
@FoxDynamicsWeapons Well, there's a way to do it if you're not airborne yet. For example, if you want to do an intercept mission where you fly from Bandit Airport to shoot down a jet taking off from Avalanche, you could spawn at Avalanche (or somewhere else on Snowstone), spawn in the enemy plane, and then change locations to Bandit, before taking off as normal.
+1@Axartar I don't believe there's a way to find the altitude of a specific part (such as a bomb). The only output variables for weapons are for the camera, if you happen to have one enabled.
@DeveloperKorzalerke Actually, it can affect performance, but for the creation rather than the device. I recall seeing something a while back that said that the physics runs relative to the framerate, which is also why some creations can suddenly behave unpredictably when switching to fast-forward (or occasionally slow-motion), since the rate at which the physics are calculated is suddenly different relative to the distance the creation has moved.
+1If the bombs are being salvoed via an activation group, you could do
smooth(yourActivationGroup,1/delayTime)
, with the appropriate values. For example, if you wanted to launch the bomb with AG2 and have the parachute deploy after 4 seconds, you would dosmooth(Activate2,0.25)
.I don't believe it's possible to have something set up this way for launching a bomb via the regular "Launch Weapons" control (since the bomb doesn't really have a way of knowing whether it's been launched or not), and it is not possible to do it when the bomb reaches a specific altitude, since the only
Altitude
variables are for the active cockpit.If you want it to be really spicy, try adjusting the gray until there's a little more blue in it (like the color of the post-1.11 Wasp)
T
T
Looking great!
+1T
Well, sort of. You can stick parts on detachers, have parts set to different activation groups (e.g. so you can disable one engine at a time, or something), or just have a gun somewhere that points at the part you want to break.
+1Epic!
+1They said it could not be done...
They were wrong.
+3Ooh, it has landing gear now! Nice!
+1Teggsas
Generally the simplest way to do this is to shrink your control surfaces so they can exert less force on the aircraft.
+2You don't need the A key if you want to roll 45 degrees to the left. Just roll 315 degrees to the right! It's m a t h
+4If you have an AircraftDesigns folder inside /Jundroo/SimplePlanes, you should* be able to manually download and then copy/paste downloaded aircraft there.
Theoretically you could do the same with mods but in the Mods folder instead of AircraftDesigns.
Disclaimer: I do not use Linux and have never tried this before, so I really have no idea if this will work or not.
+2Usually if it shows the entire code, you're missing a parenthesis or </> or bracket or something somewhere. The only thing I can see is either put parentheses around
TargetDistance>0
(I've had a few issues where the line before the ? only worked if in parentheses), or add a space between the two quotation marks at the end.T
@Dathcha This is also true for a regular RPG
+2T
Hmm... I don't know if it's possible to limit the movement of a floppy rotator. The
min
andmax
are for the input, so if there's no input, they obviously won't do anything.Actually, I just thought of a potential solution (depending on how you're trying to do this). If the rotator needs to be able to go, say, 60deg backwards (and nothing at all forwards), you might be able to get away with turning the rotator 30deg backwards and letting it move 30deg in either direction. Don't know if this will work for what you're doing, though.
Ooh, I like those wings
+1You can also set the
max
ormin
to 0 (instead of 1/-1, respectively), and then invert the input if necessary.Basically it's trigonometry, and you can use it for things if you find both an angle and a distance, but want to know m o r e.
Ooh, definitely T.
Also, how about that last lap of the race last night? That was something.
Awesome!
Definitely T
+1I mean... I've basically played it since shortly after the original iOS release, so...
+7Try
+1smooth(Activate7,1/x)
, where X is the number of seconds you want the delay to be.Very stable and forgiving even with the gyro off, as any good trainer should be. Nice work!
Looks good, maybe try nudging the USAF emblems a bit further down so they're almost flush with the wings.
+1@YYEE How about the tower of the USS Tiny?

Some image-sharing platforms seem to not get along very well with the SP website, but I don't know for certain which ones.
Note: You need at least 200 points before you can put images into descriptions or forum posts.
+3Bold of you to assume that I have a functioning metabolism.
Nice
+1I don't think that's possible, no.
T
Try reducing the size of the wing.
+1@PriyanshuGM Hmm... Is the aircraft pitching up, or down?
There's probably some complicated way to fix this with FT, but a much simpler solution would be to just move the center of mass forward or backward a bit, depending on whether the aircraft is pitching up or down.
There's a few ways to do this, but the simplest would be
+2Brake|Activate5
(that's the vertical bar character, not a lowercase L).clamp01(Brake + Activate5)
is another way to do this, but it behaves a little differently.Actually I find #1 to be even worse when it's the entire plane that's slightly offset
+4I had to do this just last week, actually.
smooth(yourActivationGroup,1/timeDelay)
For example,
+2smooth(Activate7,1/4)
gives a four-second delay after AG 7 is turned onSo, this is a "look what you could have enjoyed if you'd given me more internet points" post?
It's quite possible that you didn't get the attention you wanted for this build because of a lack of teasers. If you don't post teasers prior to the release of a build, it's possible that it won't be noticed as much as you would prefer, meaning it eventually gets buried in "New" and you don't get those internet points.
Since you clearly put a very large amount of work into this aircraft, I'm rather surprised at the lack of teasers to get peoples' attention, as well as the fact that you were so hasty to remove it since it wasn't immediately as popular as you would have liked.
'Tis a shame. I would have liked to try it out, but not anymore I suppose.
Number 8: When you hear the sound of a loose part hitting the ground when you spawn, but have no idea which part it is.
+3No, the 10 mile limit is hard-coded into the game for ground targets. Air targets have an unlimited detection range, but ships, tanks, and trucks can only be detected from 10 miles or less.
+4