Listing order of planes in Race Against Opponent and Dogfight mode menu seems to totally be random, and it makes it very hard to find a specific plane when you have more than a few dozen on your game, let alone a few hundred. I think it's in dire need of a comprehensible numerical+alphabetical listing order, and also a search feature (like in build mode or in-flight AI spawner) would be highly appreciated.
Please ignore my suggestion in the previous comment, I didn't realize it already had a zoom in/out feature! Clearly I didn't read the description.. oh well.
I thought it was a bug at first, as I accidentally toggled it and saw the map "act weird" as I pitched my plane up and down, haha. Very cool feature!
Got another one. FT related bug
iOS - Perfectly good FT stops working under certain circumstances. Might be an issue specific to certain type of parts (so far experienced this with rotators and gyro).
Haven't gotten a pin on the cause of this, but I suspect that it may have something to do with the amount and complexity of FT present in a given build. Gyro/rotators with FT that work on its own (with performance cost of the build being below 1500), when brought as a subassembly to a larger build with more stuff (higher performance cost--about 2000 to 2800), it no longer works.
FT that stops working is something like this: "clamp01(rotator current angle)) + clamp01(Activation Group) = X." Pretty simple. Or, even something simpler like "LandingGear=1."
I was using these to activate/deactivate rotators and gyros. 1 assembly of these, works fine (with 9 rotators and 3 gyros).
2x this, still fine. But when I bring this assembly to a larger group of assemblies (as a unit disconnected from the cockpit, since that's crucial to what I'm trying to do) with another 18 gyros and 39 rotators (3 gyro/9 rotators per unit, and each unit has performance cost of about 380, and only one unit is connected to the primary cockpit, rest disconnected), it suddenly stops working. It only uses part variable setter, and these variables take over when the unit is saved as sub assembly.
I'd like to submit an example of this, but the build is a WIP and I don't want to publish it yet, so this might not help much.
I'll probably submit an example once the project is published.
Also, I'll list some other things that might be related to this.
-Number of aircrafts (more than 800)
-Number of sub assemblies (more than 600)
-Available storage space on device (8GB out of about 260gb)
1. Camera related bug
When a camera or primary cockpit goes into the ocean, regardless of whether it's floating or sunk, game forcibly "Auto Orients" camera, and and skips some of the remaining cameras that are not touching the water seemingly at random.
This does not happen when a bomb or missile with camera enabled touches and or sinks in the water. Although there is a workaround in the form of aforementioned bomb/missile camera, I still find this troublesome as it limits the utility of camera parts especially for custom missiles or bombs with camera on it.
2. Parts rotation bug(?)
This might be an old bug, or even a feature, but I've noticed that Y-axis Parts Rotation does not account for the current X or Z axis rotation of the part. What I mean is that whatever the X-axis rotation value, changing the Y-axis rotation value always rotates the part perpendicular to the floor of the build screen. This causes (pretty often, especially with labels) a quite annoying situation where changing either Y rotation or Z rotation doing the same thing, and you are unable to rotate the part in Y-axis perpendicular to the part itself.
Edit
@11qazxc mentioned that (thanks!) it's a gimbal lock and not a bug. That would explain it, but I'd still like there to be a feature where you can toggle between this mode and rotation based on part orientation. It would be great if we can have two modes for all 3 axis.
3.Camera enabled Bomb/missile bug
When a camera enabled bomb or missile explodes or breaks, camera doesn't get disabled, and the bomb or missile (their models) remains intact. Sorry, don't have a working example at the moment. May be more likely to happen with bomb/missile with low explosion scale?
Forgot to mention, but these are issues I've encountered on iOS. Can't speak for other platforms.
@Brayden1981
Glad you took interest in it, but sorry, I don't want to publish it until it's nice and finished, especially since it uses other people's builds. I'll appreciate good ideas and feedbacks once it's finished, though, as I suspect there will be things to improve upon.
@Bellcat
Thanks! Haha
To tell the truth, this was just a teaser for an infantry squad build (with independently controllable walkers; check out this video for how it might look: Convoy Ambush), and I wasn't going to make a film, but I've decided to actually make one after seeing the positive response this post has received.
I'm still undecided as to what exactly it's gonna be, but I think it'll be some kind of covert or special ops type of thing. Squad air drops somewhere, blow stuff up, and go home.
@Brayden1981
Ah, well that was a mistake. I was uploading it to backup the project, but accidentally made it public. Sorry for the confusion. (I deleted it right after that, but I guess the site still displayed it for some people)
I think, or hope, rather, I can upload a finished version within a week.
@Tang0five
:) To be honest? I was delighted to see this on this site, RTL-2 is one of my favorite designs from the show. Old maybe, but still a cool build!
(I should clarify that my earlier comment was a quote from the episode (Cham Cham), maybe it was slightly different.)
Speaking of which, I was building a not-mig from that episode that shoots down this cargo jet some time ago... I should find it and finish it...
Good thing I found this database via your F-16, cool idea!
I like the simplicity of explosion scales for bombs you set here. 1 for 500lbs, 2 for 1000, etc. It's also certainly less lag inducing on mobile than my current system (which uses the default value for Boom50 as the basis), so I think I'll adapt it. Thanks for the post!
This is cool!
If you don't mind a suggestion.. it would be nice to be able to see the directions of locations outside the map. Like some kind of symbols or names that display at the edge of the map.
@LetonVignec
It's cool as it is. Wouldn't say no to seeing more of those done with modern techniques, though!
Maybe I will give it a shot myself some time, although, there are so little reference images on the internet, and my DS is broken, so I'm not sure how accurate I can make them. I'm really glad that you made these and kept this niche part of gaming history alive or, made it come back to life.
You.... are the champion. i was searching for images of images of fighters from the game (Jet Impulse), and was so delighted to see a build on SimplePlanes site. Thanks for this.
Funny, all these years of watching star wars and playing star wars games, I didn't realize just how Star Destroyer-like this thing looks from some angles. Very recognizably Kuat design. My appreciation for this design just went up, triangles/sideway pyramids are the best!
@WarHawk95
Haha😂 Worry not, this one's like an SD quality video compared to the much more detailed model of yours. lol
(looking forward to downloading & playing with it)
Whoa, a 70s muscle car? Yes all the way!
Can't say I'm familiar with the source material (neither the car nor the show), but this is great. Very cool build.
@TakicraftCorporation
I know right? lol! It wasn't going to be this ridiculous at first, but then the theme of Team America started playing and going "America! F* YEAH!" in my head, and I just couldn't escape that feel. lol (I'm not an American btw)
Where were you when I needed you most, actually helpful toilet plunging tips?
Seriously, I never looked up how to do it and no one ever given me the proper instructions, so this really is helpful (And I should prolly look up more tips on plunging). Thank you, person on aircraft building game website.
Oh wow, just realized mine's gone, too! It was there like a couple of weeks ago before I updated my game (I play on iOS/I may have missed a few updates), so I highly suspect it's a bug brought in with one of the recent updates.
Ground mode shows the line (I'm not a fan of that), but air mode shows nothing.
I've tested
-all predictor settings, with air to air and air to ground
-with function switched from AtA, AtG, and Multirole
but nothing gave me the reticle for Air to Air mode. Quite annoying.
Incredible build! Works great, and the model looks very moe, and... yknow... winks awkwardly
+2Listing order of planes in Race Against Opponent and Dogfight mode menu seems to totally be random, and it makes it very hard to find a specific plane when you have more than a few dozen on your game, let alone a few hundred. I think it's in dire need of a comprehensible numerical+alphabetical listing order, and also a search feature (like in build mode or in-flight AI spawner) would be highly appreciated.
+3Please ignore my suggestion in the previous comment, I didn't realize it already had a zoom in/out feature! Clearly I didn't read the description.. oh well.
I thought it was a bug at first, as I accidentally toggled it and saw the map "act weird" as I pitched my plane up and down, haha. Very cool feature!
+3This is just incredible. Super cool build!! Kudos to you!
+1Got another one.
FT related bug
iOS - Perfectly good FT stops working under certain circumstances. Might be an issue specific to certain type of parts (so far experienced this with rotators and gyro).
Haven't gotten a pin on the cause of this, but I suspect that it may have something to do with the amount and complexity of FT present in a given build. Gyro/rotators with FT that work on its own (with performance cost of the build being below 1500), when brought as a subassembly to a larger build with more stuff (higher performance cost--about 2000 to 2800), it no longer works.
FT that stops working is something like this: "clamp01(rotator current angle)) + clamp01(Activation Group) = X." Pretty simple. Or, even something simpler like "LandingGear=1."
I was using these to activate/deactivate rotators and gyros. 1 assembly of these, works fine (with 9 rotators and 3 gyros).
2x this, still fine. But when I bring this assembly to a larger group of assemblies (as a unit disconnected from the cockpit, since that's crucial to what I'm trying to do) with another 18 gyros and 39 rotators (3 gyro/9 rotators per unit, and each unit has performance cost of about 380, and only one unit is connected to the primary cockpit, rest disconnected), it suddenly stops working. It only uses part variable setter, and these variables take over when the unit is saved as sub assembly.
I'd like to submit an example of this, but the build is a WIP and I don't want to publish it yet, so this might not help much.
I'll probably submit an example once the project is published.
Also, I'll list some other things that might be related to this.
+2-Number of aircrafts (more than 800)
-Number of sub assemblies (more than 600)
-Available storage space on device (8GB out of about 260gb)
@Brayden1981
Sorry, bad wording on my part. I don't want to send it to anyone in its current state.
@sus232
Not sure yet, still fixing issues and working on mechanism and such. Hopefully within a week or so. I'll tag you when it's out if you like.
1. Camera related bug
When a camera or primary cockpit goes into the ocean, regardless of whether it's floating or sunk, game forcibly "Auto Orients" camera, and and skips some of the remaining cameras that are not touching the water seemingly at random.
This does not happen when a bomb or missile with camera enabled touches and or sinks in the water. Although there is a workaround in the form of aforementioned bomb/missile camera, I still find this troublesome as it limits the utility of camera parts especially for custom missiles or bombs with camera on it.
2. Parts rotation bug(?)
This might be an old bug, or even a feature, but I've noticed that Y-axis Parts Rotation does not account for the current X or Z axis rotation of the part. What I mean is that whatever the X-axis rotation value, changing the Y-axis rotation value always rotates the part perpendicular to the floor of the build screen. This causes (pretty often, especially with labels) a quite annoying situation where changing either Y rotation or Z rotation doing the same thing, and you are unable to rotate the part in Y-axis perpendicular to the part itself.
Edit
@11qazxc mentioned that (thanks!) it's a gimbal lock and not a bug. That would explain it, but I'd still like there to be a feature where you can toggle between this mode and rotation based on part orientation. It would be great if we can have two modes for all 3 axis.
3.Camera enabled Bomb/missile bug
When a camera enabled bomb or missile explodes or breaks, camera doesn't get disabled, and the bomb or missile (their models) remains intact. Sorry, don't have a working example at the moment. May be more likely to happen with bomb/missile with low explosion scale?
Forgot to mention, but these are issues I've encountered on iOS. Can't speak for other platforms.
+2@Brayden1981
Glad you took interest in it, but sorry, I don't want to publish it until it's nice and finished, especially since it uses other people's builds. I'll appreciate good ideas and feedbacks once it's finished, though, as I suspect there will be things to improve upon.
@pancelvonat
Thank you!
嬉しいです、ありがとうございます!
(そんなに言ってもらえるとわ、、笑)
@Bellcat
Thanks! Haha
To tell the truth, this was just a teaser for an infantry squad build (with independently controllable walkers; check out this video for how it might look: Convoy Ambush), and I wasn't going to make a film, but I've decided to actually make one after seeing the positive response this post has received.
I'm still undecided as to what exactly it's gonna be, but I think it'll be some kind of covert or special ops type of thing. Squad air drops somewhere, blow stuff up, and go home.
@Brayden1981
Ah, well that was a mistake. I was uploading it to backup the project, but accidentally made it public. Sorry for the confusion. (I deleted it right after that, but I guess the site still displayed it for some people)
I think, or hope, rather, I can upload a finished version within a week.
Teaser ish vid for a "squad simulator" I'm building.
Walkers (I'm using/that appear in the video) are heavily modified versions of Infantryman (50parts walker) by pancelvonat (link)
(Guns were made by me)
@Tang0five
:) To be honest? I was delighted to see this on this site, RTL-2 is one of my favorite designs from the show. Old maybe, but still a cool build!
(I should clarify that my earlier comment was a quote from the episode (Cham Cham), maybe it was slightly different.)
Speaking of which, I was building a not-mig from that episode that shoots down this cargo jet some time ago... I should find it and finish it...
+1Good thing I found this database via your F-16, cool idea!
I like the simplicity of explosion scales for bombs you set here. 1 for 500lbs, 2 for 1000, etc. It's also certainly less lag inducing on mobile than my current system (which uses the default value for Boom50 as the basis), so I think I'll adapt it. Thanks for the post!
This is cool!
+2If you don't mind a suggestion.. it would be nice to be able to see the directions of locations outside the map. Like some kind of symbols or names that display at the edge of the map.
I like the clean low-poly style. Nice build!
She certainly looks good!
+1@LetonVignec
+1It's cool as it is. Wouldn't say no to seeing more of those done with modern techniques, though!
Maybe I will give it a shot myself some time, although, there are so little reference images on the internet, and my DS is broken, so I'm not sure how accurate I can make them. I'm really glad that you made these and kept this niche part of gaming history alive or, made it come back to life.
You.... are the champion. i was searching for images of images of fighters from the game (Jet Impulse), and was so delighted to see a build on SimplePlanes site. Thanks for this.
Very cool scifi/fictional design (I assume it is?)! Looks tough and powerful!
+1Beautiful build, flies well too.
Funny, all these years of watching star wars and playing star wars games, I didn't realize just how Star Destroyer-like this thing looks from some angles. Very recognizably Kuat design. My appreciation for this design just went up, triangles/sideway pyramids are the best!
T -Oh wait, never mind. it's already out. Missed it somehow.
I LOOVE THIS!
Really clever use of rockets. Really nails the visuals napalm canisters.
...I might steal- I mean borrow the idea or the assembly for my build (will credit you if I do)...
+1Anyway, thanks for the cool build!
Did a little testing. This bomb has the blast radius of at least 75km.
This design is really weird, but also cool. Weird cool. To my eyes anyway. Nice build!
+1I may have found the cause for this. It seems the round reticle appears only when you're locked on to a target.
+1Thank you for the downloads, upvotes, comments and highlights guys!
@Inuyasha8215
+1Thank you!
I love this, something about it (maybe the ridiculously large jet engine) makes me smile lol
+1@ChamDel7
Pant, pant
Phew... I'm glad you understand. But you may know something you shouldn't. I'm sorry I have to do this...
🪓
@ChamDel7
It wasn't me, IT WASN'T ME!
Picks up an axe
@WolfHunter9111
+1Thank you!! xD
I hear it... I can hear it... him...
"Doraemoooooooon..."
Do not enter the room. He will chase you until the end of time... unless you fix his problems.
Man, this is really
Kool!
You are great.
Uwu
Seriously, this is really cool!
+1@WarHawk95
+1Haha😂 Worry not, this one's like an SD quality video compared to the much more detailed model of yours. lol
(looking forward to downloading & playing with it)
@Hannyboy
+1Oh shh, shh, watch your mouth friend, WIPD might be listening...
@Hikaru007
+1Huh ...Wait, it wasn't "Do or Do not"?! *Dun dun duun
@pancelvonat
こちらこそ、素敵なウォーカーをありがとうございます!
@Hg1yt
+1Thanks:)
@Lake
+2No, no, no, nooooo! Nooooooo....
Haha
BABEL BABEL BABEL BABEL BABEL BABEL BABEL BABEL BABEL BABEL BABEL BABEL BABEL BABEL BABEL BABEL pant pant
+1I did not expect to see this on SimplePlanes website... what's NOT on this website?
+1She's no person from future, alien, psychic
Or Kyon. 0/10+1000.
Whoa, a 70s muscle car? Yes all the way!
+1Can't say I'm familiar with the source material (neither the car nor the show), but this is great. Very cool build.
@TakicraftCorporation
I know right? lol! It wasn't going to be this ridiculous at first, but then the theme of Team America started playing and going "America! F* YEAH!" in my head, and I just couldn't escape that feel. lol (I'm not an American btw)
@HTTPCREATION1O2
Awesome. Don't go around making suggestive statements though (of cheating in this case), that ain't polite.
Where were you when I needed you most, actually helpful toilet plunging tips?
Seriously, I never looked up how to do it and no one ever given me the proper instructions, so this really is helpful (And I should prolly look up more tips on plunging). Thank you, person on aircraft building game website.
Love this build, this is absolutely incredible. Looks good and fun to play with. Neat what-if modernization, too!
Oh wow, just realized mine's gone, too! It was there like a couple of weeks ago before I updated my game (I play on iOS/I may have missed a few updates), so I highly suspect it's a bug brought in with one of the recent updates.
Ground mode shows the line (I'm not a fan of that), but air mode shows nothing.
I've tested
+1-all predictor settings, with air to air and air to ground
-with function switched from AtA, AtG, and Multirole
but nothing gave me the reticle for Air to Air mode. Quite annoying.