Planes with high part counts are always more difficult to run without lag. However, finding the exact part count that your device is able to run is pretty much down to trial and error.
I've been there before, not much there. It's the most interesting of the random small islands that really only exist to say "hey, there's something in this direction" for those who don't already know where stuff like Maywar is.
I used to do a funky dark teal (probably five years ago now), but I've since switched to either some base color with blue accents or white/silver/red for most of mine.
That depends on how you define a flight sim. Can you use SimplePlanes to fly various planes around with mostly-realistic-feeling physics and have fun with them? Yep.
Can you do a full IFR flight with nav aids and waypoints, with full checklists? Not really, no. If you're looking for that sort of thing, I'd suggest something along the lines of FlightGear.
@ColonelCanada A brilliant, but flawed, deduction. In the course of your reasoning, you have overlooked the fact that there are, in fact, two convoys, one on Krakabloa and one on Maywar, a fact that you could not have known as you do not have Maywar yourself. This would result in a total of five targets, rather than the four that were specified. More thinking is required.
@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.
Excluding the AI, I've got about 500 saved, and it's like 147MB or something.
+1Literally not possible unless you want the mobile device in question to turn into a small thermonuclear weapon... instantaneously.
+2Congratulations, you have survived another trip around the Sun!
+13Planes with high part counts are always more difficult to run without lag. However, finding the exact part count that your device is able to run is pretty much down to trial and error.
+1Now I can not only look at it, I can fly it at a reasonable framerate!
I've been there before, not much there. It's the most interesting of the random small islands that really only exist to say "hey, there's something in this direction" for those who don't already know where stuff like Maywar is.
Interestingly, they don't exist on mobile.
+5Ooh hey I can update XMLs now, can't I?
Nice.
+1You know what
T
+2@X99STRIKER haha fake internet points go whee
+4@X99STRIKER Ah yes, gold.
+1T
+1T
+1I used to do a funky dark teal (probably five years ago now), but I've since switched to either some base color with blue accents or white/silver/red for most of mine.
+2That depends on how you define a flight sim. Can you use SimplePlanes to fly various planes around with mostly-realistic-feeling physics and have fun with them? Yep.
Can you do a full IFR flight with nav aids and waypoints, with full checklists? Not really, no. If you're looking for that sort of thing, I'd suggest something along the lines of FlightGear.
Are more than four wheels allowed?
Lancia-Italia
+1The whole thing is centered at X=0.0002 for absolutely no reason whatsoever and defies all attempts to correct it
Definitely not me right now.
+2@ColonelCanada A brilliant, but flawed, deduction. In the course of your reasoning, you have overlooked the fact that there are, in fact, two convoys, one on Krakabloa and one on Maywar, a fact that you could not have known as you do not have Maywar yourself. This would result in a total of five targets, rather than the four that were specified. More thinking is required.
+2T
Nice, here's a few more
run
+3@XgenAerodynamics It should go in the parachute's
Inputvalue.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
Altitudevariables 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.
+4Ooh, 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
minandmaxare 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
maxorminto 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
+1