27.8k Kendog84 Comments

  • Buoyancy based warship damage model (tech demonstrator) 2.5 years ago

    @BrySkyIndustries
    Thank you! Building/coming up with new ideas is fun in itself, but comment like yours really gets me happy and motivated!
    And yeah, I'm really hoping this gets people to experiment with the concept and make something cooler (& fun to battle with and against) with regards to ships in the game. Plus, some of the techs can be adapted for other things (like pre-modeled damaged fuselage hidden beneath the non-damaged one--you'll see prototype for that on advanced demo ship), so I'm pretty excited in general. Thank you again for the comment!:)

    .
    .
    Oh--and if we combine this with autoaim FT with trajectory calcuration, autopilot FT (see waypoint system by 11qazxc for example), and the tech to make AI fire cannons (as it turns out they use cannon after firing all missiles--learned that thanks to builds by winterro)... we can have an AI warship that sails around the map, just like Beast or Tiny, that fights back! With some clever ideas, I think even a fleet battle is possible, in simple planes.

    +1
  • Buoyancy based warship damage model (tech demonstrator) 2.5 years ago

    @JaeBeansS
    Hehehe
    After all any game can be made better with a nice naval combat, wouldn't you agree? lol

    @Graingy
    Mmhm! lol

    +2
  • PQ-14 2.5 years ago

    Version with label that shows current XYZ coords and next waypoint (mainly for mobile users)
    https://www.simpleplanes.com/a/57ABYt/PQ-14-waypoint-with-XYZ-label

    +1
  • PQ-14 2.5 years ago

    Hey, got some more questions,
    1)How can I change the rate at which aircraft climbs/descends? I want to make it climb/descend at slower rate (I'm hoping this mitigates the problem of altitude overshoot)
    .
    2)How can I change the horizontal distance requirement?
    I'm referring to this part:

    3.if distance to point is less than 10m:increase id; goto 1

    10m seems to be too small for the jet.
    (Same question as before, I phrased it funny the last time and what you pointed to didn't seem to do what I wanted it to)
    .
    .
    Also, some findings
    -AI "piloted" plane and player "piloted" one take different routes (at least initially) for some reason, even if I spawn them at the same location. (So far happening with mid-air spawns, haven't confirmed if this happens with land spawn since the bombs on AI plane explodes upon touching the ground, right after spawning them.
    .
    -(At least for a fast plane,) You're more likely to successfully pass the waypoint if you only change one type of coords with every ID.
    E.G. if you wanna change X between waypoint 1 and 2, keep Z the same or keep the difference small. (Probably depends on the plane)
    .
    -Related to above, if the plane has to turn a lot to reach the next WP, you should make it travel a long distance (so the plane can turn gradually). Again, less likely to miss WP this way.

    +1
  • Embraer EMB-203 Ipanema 2.5 years ago

    Clean and low-part, and flies well. Love it!

    +2
  • Damage Model Warship 2.5 years ago

    Just tested it, thanks for experimenting with it:) It seems some parts are connected in a way they shouldn't be, though, and causing the exterior to explode (basically, exterior should only connect to other exterior or the primary cockpit, and same for armor & buoyancy blocks).

    I've done more experimentation since I posted my prototype, and made an advanced version, so check it out (when I publish it, still not complete yet, haha)

  • Buoyancy based warship damage model (tech demonstrator) 2.5 years ago

    @GR0SUPRA
    Thank you!:)

    @WolfHunter9111
    mm yes! loo

    +2
  • Buoyancy based warship damage model (tech demonstrator) 2.5 years ago

    @winterro
    You have to
    0)use non-exploding cannon shell (to hit it)
    .
    1)do not connect different type of parts (ie, no connecting buoyancy block to exterior, or destructible blocks to "indestructible" blocks (you'll see them on my advanced prototype, I'll upload it later)
    .
    2)all blocks you want to damage as individual must be connected to primary or secondary cockpit (preferably primary) individually.

    I've improved & refined some of the ideas and made a more practical example, will be uploading it shortly

  • Obunga 2.5 years ago

    "George!"

  • Tutorial Person 2.5 years ago

    Shhhh, quiet everyone! It's saying something!

    "Kill meeee..."

    +5
  • Buoyancy based warship damage model (tech demonstrator) 2.5 years ago

    Video with audio commentary explaining this will (probably) be uploaded later.

    +4
  • Health Turret- heals damaged planes 2.5 years ago

    Wow, this is really cool! Didn't know it was possible

  • Christmas Challenge (Closed) 2.5 years ago

    @BeeEngineer
    Thank you, and sorry I shoulda checked the dates first:P
    I'll be uploading them hopefully within a day, but you don't need to consider it a proper entry to the challenge, it's just an extra. I'm just doing it for fun and not much else:)

  • Christmas Challenge (Closed) 2.5 years ago

    @11qazxc
    I was confused to see my name on the list, but now I understand why, lol

    @BeeEngineer
    Can you edit the description and replace Kendog84 with 11qazxc? (The truck should be considered 11's entry, FT's something on its own)
    I'll probably submit my own later

    +1
  • Wright Airport Map with Detailed Coordinates (for autopilot coding and stuff. Longitude/latitude, XYZ coords, aerial recon photo) 2.5 years ago

    Also, check out this self-driving truck by 11qazxc (link), their latest attempt at waypoint system).
    It drives around the Wright airport based on pre-determined path/destination, and gets "gift" from hangers, loading area, etc.
    It's an evolution of PQ-14 autopilot target plane by rexzion (which was a system that flew to target coords and circled over the coords), and has multiple "waypoints" which is like AI pathing in conventional games. I'm working on a bomber that uses this technology, to let people, including mobile players, create instant custom mission that doesn't rely on mods.
    You can get more ideas about my concept on this from my previous 'autopilot bomber' forum post, but basically, this lets you create escort/interception (bomber or not), suppression of enemy air-defense (to protect bombers), and some other missions in the free loam mode by spawning the appropriate "waypoint" planes.
    And and and, if you apply this tech to ships (or aircrafts), you can now have a fleet of ships that sails on a set path (maybe with some RNG aspect) like the Beast or the Tiny in the game. And many more! (Read this in mad scientist voice) Fuuuhahahahahaaa! Hououin....

    I think this tech really, really widens the range of things you can do in the game, and I think that benefits everybody, so I'm really hoping that more people realizes the potential of it (especially those who can do FT), and come up more, cool and interesting applications for it.
    Just check out the truck, and spawn like 5 or 10 in Wright Airport. It's limited by the current limitations in the game, but it's freaking cool already.

  • Wright Airport Map with Detailed Coordinates (for autopilot coding and stuff. Longitude/latitude, XYZ coords, aerial recon photo) 2.5 years ago

    Ok, I've sorta changed my mind after getting a lot of interest/positive feedback in this.
    I'll prooobably, proooooobably, do something similar with other islands available on iOS version (which is the version I have; off topic, if there's a super rich, uh, I dunno, oil company president or something among you guys, feel free to send me a nice gaming computer. And pizza roll. Yeah, don't forget pizza rolls. Plus your credit card information and maybe some embarrassing photos of yourself that I totally will not use to blackmail you into buying me more stuff. Mmhm.).......

    What was I talking about?

    Ah, right. Maps. So I think I might possibly make similar map/aerial recon photo with coords on it, for other islands as well (please, plz Jundroo, GIVE US THE SAND ISLAND!!!111... Whew.).
    Can't do it right away, but when I do, I'll start with Yeager, and I'm thinking about charting the whole offroad section of the valley, plus two airfields. I don't want to waste my time making something that already exists, though (not talking about builds), so if anyone's planning to do the same, or is doing it (or have done it), let me know.

  • random off-topic question/help needed 2.5 years ago

    Let me know if it's available on your app store and/or if you can found some alternative!

    P.P.S.
    Oh-another advice (this one's soild!).
    Document asks you if you wanna delete the original pics in your photo app when you move your photo to the app (you can also just make copies)--and that's fine--but I highly suggest you keep, KEEP, the original until you know they are safely transferred to your computer. It can crash sometimes, plus you might accidentally hit "delete folder" button in the app. Which would suck (done that many times)

  • random off-topic question/help needed 2.5 years ago

    There are some file manager apps on app store. I mainly use one called Documents. This app: (link to app store page) https://apps.apple.com/jp/app/documents-file-manager-app/id364901807?l=en)

    This lets you transfer photo to the app, then to your computer via iTunes. You can create a folder within this app, and it lets you send the entire copy of your folder (or rather, lets you make a copy of it on your computer).
    You can use it to backup your simpleplanes files, also... though you have to do it via iPhone's default "files" app... which I don't have a high opinion of (it's got a lot of bugs!)

    It may not be available on your regional store, but I'm pretty sure there are some apps with similar features.

    One last thing, my lay-person advice. (Emphasis on lay-person, I'm not tech savvy)

    I don't know how clean or spooky this, or any other file management apps are (one time, some file manager app was using iPhone camera to take pics without my permission. I think it's gone from the store, but that was, of course, super suspicious). If you are even a tiny bit worried that the app might send your data (photos can contain some important private information) to some server for some nefarious purpose, cut your internet connection before you use the app, and delete it once you are done. Again, lay person advice. Maybe there's something I should be more worried about with these apps.

  • Refuel station proof of concept 2.5 years ago

    I think a refueler (static like this, or otherwise) can be combined with 11qazxc's waypoint system based ground vehicle. (Check it out if you haven't yet, it's full of potential (and many practical) applications).

    With some kind of trigger system--maybe a missile on your aircraft to aggro the refueler, so it targets you (so it gains informations about your coords etc. via funky trees)--plus a rotator "pressure plate" that you can shoot with 0 damage wing gun, to let it "know" you need refueling. Yeah... seems possible

  • christ almighty... is that insanity? 2.5 years ago

    "The most brilliant minds and their creations tend to appear to us laymen to be either smart, or insane."
    -Me, on the fly

  • What is the "Maywar Sighting"? 2.5 years ago

    Fake clickbait or not, I absolutely love this

  • What is the "Maywar Sighting"? 2.5 years ago

    December 23rd, 2022.
    Dear diary,
    During my search for a plane I faintly remember, a plane which tracks Yeager convoy... I came across something incredible. Something... fantastic. A SimplePlanes mythbusting scene. I didn't know it was real, no, I never would've thought... but here it was, right in front of my eyes. As a fan of video game myth and plausible-creepypasta, I will forever cherish this finding.

    Now, I have to find the convoy tracker...

  • Automatic gift delivery 2.5 years ago

    Spawned a bunch (more than 5) at the same time and watched them go, they rarely collided with each other when driving around. They did sometimes bunch up in one destination (one time, 3 trucks drove to the loading area behind the terminal building at once), and when it happened they did get stuck on each other for a while. Even then, they'd usually unstuck eventually. I don't think there's an easy fix for this though, given that they can't "see" each other. It would be great if we had access to something like gametick, and use it to offset destination coords by a few meters, but for now, I think this is already great as it is.
    I'll probably (or maybe) play around with the system later and see if I can create a different route.

    +2
  • Automatic gift delivery 2.5 years ago

    @BeeEngineer
    Awesome. You can even spawn the truck as AI, and follow them around or use it as target. (If you haven't tried yet)

  • Automatic gift delivery 2.5 years ago

    @BeeEngineer
    Truck has to collect gifts first, let it drive to the loading area or hangers of Wright

  • Automatic gift delivery 2.5 years ago

    This is just, incredible.
    So much potential, for many other applications (patrolling police car, airport baggage handler, "regular" traffic...)

    +1
  • F-105D Thunderchief 2.5 years ago

    Holy cappuccino, I thought, for a moment, my in-progress Thud somehow got published. lol

    Sorry for opening the comment like that. Nice Thud build, very much appreciate the realistic-leaning performance, and cockpit's nice and clean, too.
    Kinda impressed that your main landing gear works well even on low-physics also, as I've been struggling to get mine work on low physics. (Seems I was looking at a wrong solution, increasing part mass and stuff)

    +3
  • Wright Airport Map with Detailed Coordinates (for autopilot coding and stuff. Longitude/latitude, XYZ coords, aerial recon photo) 2.5 years ago

    @kyomunosekai
    Me? I'm on discord, you can find me in SPBC (same username)

    +1
  • Wright Airport Map with Detailed Coordinates (for autopilot coding and stuff. Longitude/latitude, XYZ coords, aerial recon photo) 2.5 years ago

    @rexzion
    AI plane with auto land/takeoff capability? That sounds great.
    Also... holy crap. I've been hoping to see an actual coords based guided weapon.

    +2
  • Wright Airport Map with Detailed Coordinates (for autopilot coding and stuff. Longitude/latitude, XYZ coords, aerial recon photo) 2.5 years ago

    Let me know if you find any major mistake!

    Also, sorry for the long & messy title, it's for ease of search

  • Harken Stiller 'Wyvern' Mk.V (VTOL inspired by Harrier & P.1154) 2.5 years ago

    @MSRM
    Sorry for my late reply, but thanks!

  • Weird bug 2.5 years ago

    You may have solved this already, but in my testing this always happened if explosionScale of the core missile (or any other bomb/missile used on it) was set to 0. If this is the cause, solution is to simply set it higher than 0.

  • PQ-14 2.5 years ago

    @11qazxc
    Thanks, think I got it

    +1
  • PQ-14 2.5 years ago

    @11qazxc
    Trying to implement this on a low-part F-105 now. I could more-or-less eliminate the constant wobble by adding a gyro (w/wpSystemctgty for its Pitch input--plane's now able to maintain altitude with little overshoot, if the current altitude and target is close enough).
    .
    .
    Doing this made it turn in a massive circle though. Which value should I edit to change the coord difference threshold plane needs to "pass" (currently 10m from the point?) and and increasing the ID?

    Pic 1 F-105
    Coords, for bombing Wright (not the latest)

    +1
  • FT tech idea: Simulated bomb/missile camera for manual remote guidance 2.5 years ago

    One major drawback of this system is that you can't (easily) guide the bomb to a non-lockable plane, object, etc. (which is the main point of using manually controlled munitions in the game) so maybe a feature that lets you manually enter target coordinates might be neat, too.

    +2
  • ZIS-5 truck w M1939 37mm AA gun 2.5 years ago

    @SyntheticL @FOXG
    Well, here it is!
    I was gonna say, "no, I'm kinda busy with other stuff" but I had all the ingredients, so here's something. Not a quad MG or the cannon on war thunder thing though, I used my pre-existing 37mm cannon I built around the same time.

    +2
  • LiM-53 Hound E 2.5 years ago

    Hey, this works nice! Love the looks too.

    +1
  • T37-M1 Heavium 2.5 years ago

    @SimplyWorking
    You're welcome, and... Camera aim, huh? That sounds cool, I'll check it out.

  • T37-M1 Heavium 2.5 years ago

    @SimplyWorking
    I like the design, nice heavium tank (love the term lol)
    Track seems to work perfectly fine on low physics. I'd suggest adding a gun(gunner) camera, and maybe using sum(input type/multiplier) FT for the turret & gun rotator for easier aiming (I'm assuming updating xml file is just as easy on android version), but neat build nonetheless

  • PQ-14 2.5 years ago

    Say, either this or system like this would work on ships too, wouldn't it?
    You can even create a fleet that loams the map on a set course. I can't work on one yet but with sufficiently simple/low part ship builds, having sea traffic without a mod (and on mobile) seems very much possible.

    I'm just throwing ideas as I come up with them, but... if you (I mean anyone, as in general you) have an amphibious craft that can beach on some land, and manage to make them stop for a while and lower ramp, you have an AI ferry that can carry your car or whatever to another location. Seems kinda fun to me

    +2
  • M103A2 Heavy Tank 2.5 years ago

    @SimplyWorking
    Sorry, totally forgot to respond... but anyway, yeah, adapting this can be a pain in the back. What you'd want to do is to adjust the traction settings in the part property editor in xml, but you also have to change the mass of the wheels and also suspension settings for it to work well enough. (You need to increase mass if there's more weight load on each wheel, especially if you wanna make it low physics proof)
    I haven't figured out just what exactly affects what myself, but I'll probably create a, more easily useable track/chassis for different weight classes at point.

  • M103A2 Heavy Tank 2.5 years ago

    @rexzion
    Thx, more to come (in the future)

  • PQ-14 2.5 years ago

    @rexzion
    Hm?

    +1
  • PQ-14 2.5 years ago

    @11qazxc
    Damn, you are right. I was confused about my own build (target setter didn't use memory function). lol
    I was thinking about having a multiplier or a function that lets you increase number by a set amount (like, +1000 with every AG1 toggle), but selector does seem better.
    It's just an idea though, I think for an AI bomber I have in mind, your version (this one) seems to be good enough.

    +1
  • How to make weapons activate in range 2.6 years ago

    @winterro
    Via the "X" icon right above the connection icon. (Not the one at the bottom, that's variable setter)
    This icon (pic)
    When you name this TatorA, for example, now the word "TatorA" equals the angle of this rotator in XML/Funky Tree.
    So you can write activationGroup FT like "TatorA > 50"


    Some things to note:
    -You can't use numbers (1,2,3...) at the beginning of the name
    -As long as it's different from other xml attributes, you can name it however you like (but shorter the better)
    -Don't give the same name to more than one part (FT can break if you do)


    -I find it easier to make adjustment when I have the rotator range set to 100, and change actual range by changing the input value (input multiplier)

    If you want to know the exact angle of the rotator, you can create a label (cockpit interior part) that says {X} (replace X with your variable name).
    Here's an example that uses this if you need one (link)
    *You must first create the part variable. If you create a label first then create the variable, label won't work.

    +1