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.
Try changing the input min/max for the engine from -1 and 1 to -0.1 and 0.1, respectively. Then multiply the engine power by 10.
Should give you pretty much the same engine response, but a bit quieter (since the engine is only revving up to 10% instead of 100%). Also works on jet engines.
@vekiveki8 Actually, I just realized there's an easier way to do it that does work with countermeasures. If you set a button to the "Launch Countermeasures" input option, and then add the following lines to the button's XML via Overload: interactionType : Toggle
The button will remain on when pressed, and the countermeasures will fire at a constant rate until you turn the button off again.
Not entirely sure how to do this sort of thing for a non-countermeasure thing, but this should work for flares or chaff.
As 1) this is a non-commercial work, 2) it has no negative effect or impact on the company or their market, and 3) it is a "transformative" use of the material ("Transformative uses are those that add something new, with a further purpose or different character, and do not substitute for the original use of the work.", https://www.copyright.gov/fair-use/more-info.html ), my use of the Jundroo logo qualifies as "Fair Use" under the Copyright Act of 1976, 17 U.S.C. § 107.
I started with SimplePhysics and shortly thereafter moved on to SimpleRockets, which I had an absolute blast with (pun fully intended). I can't say for certain, but I'm fairly confident that I first got SimplePlanes within a week or two of the original mobile release, and then basically stuck with it ever since. Haven't ventured into SR2 yet, but I recall at least trying out Aero Effect.
Happy birthday Jundroo, and here's to 10 more years!
Try making it a bit heavier. I added some weight to the bottom of the fuselage to make the helicopter weigh about 1,700 pounds, and it reaches up to 60 knots at only 10 degrees of pitch.
I 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.
+4If you've already requested a tag on the original teaser, you don't need to request another one here.
@DeveloperKorzalerke Not a problem if you simply carry the magma with you
+1Try changing the input min/max for the engine from
-1and1to-0.1and0.1, respectively. Then multiply the engine power by 10.Should give you pretty much the same engine response, but a bit quieter (since the engine is only revving up to 10% instead of 100%). Also works on jet engines.
+2Congrats! Now instead of making planes in a videogame, you can help make planes in real life. That's really cool!
Also T on the low part version (and a low-part Miromiro if you happen to make one)
+1@PPLLAANNEE Ah yes, that was fun
+1@vekiveki8 Actually, I just realized there's an easier way to do it that does work with countermeasures. If you set a button to the "Launch Countermeasures" input option, and then add the following lines to the button's XML via Overload:
interactionType:ToggleThe button will remain on when pressed, and the countermeasures will fire at a constant rate until you turn the button off again.
Not entirely sure how to do this sort of thing for a non-countermeasure thing, but this should work for flares or chaff.
+4I'd imagine you could set something up using the repeat() function, but not specifically for countermeasures (since you can't customize their input).
@Dathcha Debatable, some of the tundra/glacier areas around Snowstone could count as larger, depending on how loosely you define "flat".
+1[sarcastic yet witty response]
+2[generally confused response]
+5@WarHawk95 No, but since you asked...
As 1) this is a non-commercial work, 2) it has no negative effect or impact on the company or their market, and 3) it is a "transformative" use of the material ("Transformative uses are those that add something new, with a further purpose or different character, and do not substitute for the original use of the work.", https://www.copyright.gov/fair-use/more-info.html ), my use of the Jundroo logo qualifies as "Fair Use" under the Copyright Act of 1976, 17 U.S.C. § 107.
Woo I looked up legal stuff 🙃
+9@IceCraftGaming It's called "Aldo the Apache". Here's a link.
I got the Jundroo logo off of the merch page
+2Thanks!
+1Made using this, this, and this
Oh man, has it really been 10 years?
I started with SimplePhysics and shortly thereafter moved on to SimpleRockets, which I had an absolute blast with (pun fully intended). I can't say for certain, but I'm fairly confident that I first got SimplePlanes within a week or two of the original mobile release, and then basically stuck with it ever since. Haven't ventured into SR2 yet, but I recall at least trying out Aero Effect.
Happy birthday Jundroo, and here's to 10 more years!
+6Oh this won't be confusing at all :)
T
+1As an additional feature, the part count actively lies to you. It's actually 624, not 26.
Phabulous
@Almost Try reattaching the camera to the shock (using the lowermost attachment point on the camera).
The minimum to have images directly in descriptions/forum posts is 200 points, correct?
+1T
+1Picture has been updated
+1Try making it a bit heavier. I added some weight to the bottom of the fuselage to make the helicopter weigh about 1,700 pounds, and it reaches up to 60 knots at only 10 degrees of pitch.
+2