28.6k HuskyDynamics01 Comments

  • this forum post was made on a PS3 2.7 years ago

    @DeutscheLufthansaAG Neat

  • this forum post was made on a PS3 2.7 years ago

    @DeutscheLufthansaAG Yeah. I don't have it with me currently (because college) but I do have one.


    (I guess that's the other reason why I can't reply from it.)

  • I'm B A C K!!!!! 2.7 years ago

    That didn't take long.

  • please help with all the features for describing the bio (by type of links, text color, etc.) 2.7 years ago

    Here's the formatting guide. Beyond that, some people have figured out more advanced things (like view counters) that you'd have to ask them directly about.

  • German or British 2.7 years ago

    Hans
    Get ze panzer

  • this forum post was made on a PS3 2.7 years ago

    I would try on my Wii but the internet part of it doesn't work

  • Help me please 2.7 years ago

    Mods are stored at: C:\Users\%USERNAME%\AppData\LocalLow\Jundroo\SimplePlanes\Mods. You can delete them from there.

  • UNSC D20 Heron 2.7 years ago

    THE BRICK

  • I'm new here 2.7 years ago

    @isniffarmpits101 Uhhhhhhhhhhh
    No.

  • I'm new here 2.7 years ago

    Sure, here's one.


    On a serious note, if you haven't taken a look at the rules yet, make sure to do that. Beyond those, basically just have decent behavior and you shouldn't run into much trouble here.


    And most importantly, welcome!

  • *PROJECT CANCELED* 2.7 years ago

    Trying to model every last detail (down to the internals of the engine) is already a hugely daunting prospect, and SimplePlanes would just make everything easily 20 times harder.

  • *PROJECT CANCELED* 2.7 years ago

    @IMFLYINHERE Hmm.......
    Uh. If you were to work on it 24/7/365 without any breaks, you could probably get it done in about a year. Maybe. I honestly have no idea how long it would take. The engine alone would at least take a month nonstop, plus however long it takes to make it move properly.

  • How do i make the gray thing on the botton on an aircraft? 2.7 years ago

    The... what? There are usually many gray things on an aircraft.

  • Hit Reg with Cannons 2.7 years ago

    SAMs do funny things, yeah (as I unfortunately discovered yesterday while trying the Missile Evasion challenge again). As for cannons, there's some code you can add to them that makes them airburst once they've traveled a certain distance, but other than that you need to achieve a direct hit on the target. Also note that unlike gun bullets, cannon shells will pass through their target (if it's another build) if the cannon has aircraft collisions disabled.

  • Do you know Silent Steve's farther from Garten of Banban 3 2.7 years ago

    Is this another one of those horror games specifically marketed to children for the sole purpose of selling toys?

  • memories........ 2.7 years ago

    Here's a few of mine, one with the nice sunset angle (and dust from the convoy) and one showing most of the folks that were involved (missing Venus and jangelelcangry because they had left by then)

    https://cdn.discordapp.com/attachments/998493137649541120/1095886156681466038/Screenshot_407.png
    https://cdn.discordapp.com/attachments/998493137649541120/1095886157184762007/Screenshot_403.png

  • My least favorite/worst spaceship in all of Star Wars (Rant) 2.7 years ago

    It's pretty clear that the ship is based fairly directly on the B-17 bomber, both in design and performance. As shown in the initial bombing run on the dreadnought, the StarFortress' main characteristic is its ability to fly in formation, in a straight line, to deliver a prodigious quantity of ordinance over a relatively large area, again pretty similar to the WWII-era bomber it is based on. However, the main thing that differs from the B-17 (in fact the StarFortress' main weakness) is its incredibly poor survivability.

    During the Second World War, one of the most notable properties of the B-17 bomber, other than its sheer quantity and effectiveness, was the aircraft's ability to take massive amounts of damage and keep flying. Fortresses returned to base with destroyed engines, gaping holes shot in the fuselage, occasionally entire stabilizers missing, and, on at least two occasions, after being nearly blown in half. The B-17 was originally dubbed the Flying Fortress because of its large quantity of defensive armament, but lived up to the name through sheer durability.

    This is the main thing missing from the StarFortress. As depicted in the unfortunately quite poorly-thought-out opening sequence, the MG-100s are really not capable of taking any damage whatsoever. In fact, given how rapidly they fall victim to TIE fire (which even X-Wings are able to survive, and many other ships are able to shrug off with little to no damage), I wonder whether the deflector shielding on the StarFortress is even military-grade, as it does very little to protect the bomber from damage.


    (1/2)

  • Update of P-63C???? 2.7 years ago

    Ooooooo, that looks great!
    T

  • De Havilland Mosquito XVIII 2.7 years ago

    @YeetDoctor They work for me

  • Question about brakes 2.7 years ago

    Unfortunately not (devs please)

  • OUT THIS WEEK (hope so) 2.7 years ago

    T

  • In game texts 2.7 years ago

    @NawcandoAK47 Sorry, my mistake. I meant the "Cockpit Interior" section.

  • In game texts 2.7 years ago

    There's a text label part under the "Cockpits" section.

  • trouble using blueprints 2.7 years ago

    The numbers are for the blueprint scale, which you can adjust to make the image be whatever size you want to build from. I typically will start by just laying out a bunch of fuselage blocks to get the overall length (as determined via the craft properties tab of the Menu window in the editor), and then scale the blueprint to fit that.


    The position is just if you need to move it horizontally/vertically from the default for whatever reason. Blueprint position is locked to the active cockpit block, so if you move that to a different spot on the build you might need to readjust your blueprint so it isn't shifted out of position.

  • Why do I feel like the things I put time into don’t even get seen by people 2.7 years ago

    At the time of posting this forum, your build that "didn't even get seen by people" had been up for approximately three hours. That's both within your "5 hours" window and an utterly insignificant amount of time for a build to be on the site, sorry.

    Plus, keep in mind that the time you post stuff matters, particularly for your "5 hours" window. People might be sleeping or working or whatever.

  • What is this? 2.7 years ago

    Definitely looks like a carrier with the way the upper deck is shaped. Interestingly, though it's visible in both Google Maps and Google Earth, it is not visible on Apple Maps or other publicly available software (that I've seen, anyway). Which carrier, though, is a bit of a mystery, since none of the Black Sea navies have a carrier with that profile and the US Navy's task group is supposed to be in the Mediterranean.

    Here's the Google Maps coords for anyone who wants to take a look themselves.

  • Aircraft spotting @ Schiphol airport 2.7 years ago

    Those are some nice pictures!

  • How do I make vr compatible turn knobs? 2.7 years ago

    Theoretically I think it should be possible through some (ab)use of the control base, but I'm not sure how.

  • Please help me to solve this bug 2.7 years ago

    Under Game Settings (Pause menu -> Settings -> Game Settings), set AI Air Traffic to "None". This will make the game stop automatically spawning AI planes.

  • how to do links in messages? 2.7 years ago

    [text you want to display](url)

    For example:
    This link goes to the main page of the site
    [This link goes to the main page of the site](https://www.simpleplanes.com)

  • We need to talk yall 2.7 years ago

    Ok bye.

  • Discord! 2.7 years ago

    A lot of learning how to make "good planes" comes from digging into planes that other people have made, seeing and then understanding the methods and techniques they use, and then adapting those techniques to fit your own personal building style. It isn't just a flip-of-the-switch, "follow these steps and you'll build good planes" thing.
    Sure, there's general tips to be had ("use blueprints", etc.), but there can be no definitive answer on what makes a "good plane", because everyone has their own standards regarding what makes something "good".


    Additionally, clickbait posts like this are really not helpful for those who are actually looking for information and tips on how to advance their building skills.

  • A-10 N AW comming soon 2.7 years ago

    T

  • Joystick in PC Game 2.7 years ago

    Main Menu -> Settings -> On-Screen Flight Controls

  • Distance between every airport 2.7 years ago

    Pretty easy to check. Spawn at the airport you want to measure from, spawn an AI on your head (while paused), then change locations to another airport and measure how far away the AI plane is.


    Wright <--> Krakabloa is thirtysomething miles (depending on whether you're measuring Yeager or Bandit)
    Wright <--> Snowstone is 67ish I believe
    Wright <--> Maywar is somewhere between 40 and 60 depending on where on Maywar you measure from
    And Wright <--> Sky Park City is like five or six I think.

  • Bug or issue with build? 2.7 years ago

    @Mrgoofy Apologies, I've been preoccupied with more important things (no offense intended) this week, so I haven't had time to respond.

    If you want to tag me on an unlisted post of your tank, I can check it out, sure. Should be a super easy fix for you to do, but I can still take a look if you want.

  • Bug or issue with build? 2.7 years ago

    Hard to say for certain given the lack of specifics, but the likely issue is the weight of the turret relative to the weight of the body. Either make the turret weigh less or make the body weigh more.

  • Brown pearl is easy 2.8 years ago

    I imagine it would be pretty easy doing it that way, yes...

  • Cockpit launched at lightspeed 2.8 years ago

    Are you, by chance, crashing or exploding? The cockpit is an indestructible part (barring the rare glitch where it too vanishes after a particularly nasty crash), meaning that if enough force is involved in the crash it can go quite far, and fast. However, I haven't heard of it yeeting itself into oblivion just all on its own. It generally occurs due to collision or explosion.

  • Fuck you 2.8 years ago

    But why?

  • Is It Possible To make A Parachute Activate Via Height? 2.8 years ago

    @Jaspy190 Yeah, that's the other problem with it. Not sure how to fix that since a dedicated height variable for the bomb isn't possible, apparently. The only other thing I can think of is to just scrap the code entirely and set the chute to whatever activation group the pylon itself is on, so it activates immediately when the bomb is dropped. Not nearly as interesting but it should work without issue.

  • Is It Possible To make A Parachute Activate Via Height? 2.8 years ago

    @Jaspy190 ...Okay, so unfortunately after some testing it seems that the parachute can't be activated by a custom variable, so the altitude would in fact be dependent on the altitude of the plane (meaning that on the plus side you don't need the flight computer, but on the minus side you'll either have to dive after dropping the bomb or just have the chute deploy immediately). I have no idea why this is the way it is, but the parachute has always been particularly difficult to work with when it comes to custom inputs.


    Anyway, for this method you'll need to set the parachute's input (*via Overload because otherwise it won't work since the parachute makes things difficult for no reason) to: GS > 1 & Altitude < 200 & Activate1. You can change the numbers around if you want, so the chute will only activate above a certain speed or below a different altitude (in meters), and change the activation group to whatever you want.

    Then, you'll need to attach the bomb to a detacher or pylon set to whatever group you set the chute to use, and launch the bomb with that group (dropping it with the "drop bomb" button will not trigger the chute).


    It's somewhat of a clunky process, but the parachute doesn't seem to quite work properly with FT code, so it's the best I can come up with.

  • Is It Possible To make A Parachute Activate Via Height? 2.8 years ago

    @Jaspy190 They're basically equivalent to cockpit blocks, except they're smaller and don't have a camera associated with them. You need it in this case because just telling the parachute to read the standard Altitude variable would make it depend on the altitude of the plane, instead of the altitude of the bomb. Attaching a flight computer with its own separate Altitude variable to the bomb itself avoids this problem (in theory; I haven't tried this myself but it should work).

  • Is It Possible To make A Parachute Activate Via Height? 2.8 years ago

    A parachute activating by height after being dropped can be done, though I believe you'd also need a flight computer attached to the weapon, and it would need to be fired from a detacher or otherwise armed with an activation group or button.
    If you set the flight computer's Altitude variable to something (e.g. BombAltitude), you could then set the parachute's input to (Activate1 & BombAltitude<100) ? 1 : 0 and I believe it should open when the bomb reaches 100 meters above sea level. I'm not sure how to do an air burst bomb though, since you can't "tell" the bomb to blow up, but I do believe I've seen it before so it's probably possible.

  • Where's original simple rockets on play store 2.8 years ago

    Still there as far as I can tell. Here's the link.

  • Steam Spring Sale 2.8 years ago

    @U2 1GB VRAM should be fine. I'm on half that and don't have any significant problems with anything even on close-to-max settings. I'm not certain whether the part count a device can run is more dependent on the graphics card, the processor, or the RAM, but I'm able to run up to 2000 parts and still hold 15-20FPS, which is an entirely playable framerate for SP.


    Regarding the mods you mentioned, smoke trails will be fine. I haven't had any noticeable performance impact from it unless I were to put like forty emitters on one plane and turn them all at once or something. Tracks2 has a bit more of a performance impact just due to the complexity of the track parts, but again there aren't many issues unless you just go completely overboard with things. Pearl Harbor is a fairly intensive map just due to its size, but you should still be able to run it pretty well. Turning Aircraft Reflections back to Static instead of Dynamic is good for getting framerate back if things get too laggy (I have to do that on the Nordschleife map), but again you shouldn't have any major issues.


    Edit: My hardware
    AMD Ryzen 5 4500U
    Radeon Vega 6 iGPU (512MB VRAM)
    16GB RAM

  • Pre WW2 German glider 2.8 years ago

    T

  • BOEING B-17 FORCA AEREA BRASILEIRA 2.8 years ago

    @Gabriel747 Direct from the rules page: While we allow photoshoped thumbnails, post with misleading thumbnails will be removed.

  • Im dumb, how can i view activation groups and what's assigned to them? 2.8 years ago

    You can see which activation groups are, well, active by hitting the little arrow on the right side of the main HUD (next to the fuel gauge; the same panel where you can toggle your landing gear or select weapons), or by hitting Right Shift (I believe that's the default) if you're on PC. Active groups will be highlighted in blue, inactive will be gray.

    As far as which groups do what, there's a few ways to do this. First is to check the craft instructions (Pause menu -> Craft Instructions). If the builder put any instructions or lists of what buttons do, they'll be in there. (Do note that this is a relatively new feature so most older planes won't have them in-game. Also check the plane's description on the website too just in case, since builders can also often just forget to add them to the instructions in-game).

    If there aren't any instructions or lists of what-does-what anywhere, the other option is to just start pressing things and figure out which button does what. Be warned, you might explode if one of the groups is "drop weapons" and you're testing on the ground!