I personally just want explosive weapons like Missiles to derive their destruction from numerical damage rather than cheating past all health and unrealistically obliterating anything they hit.
@Chancey21 I don't think that's necessary. There's no joystick part because you'll be supposed to build the joystick yourself, where it will be moved by the control base.
@AWESOMENESS360 I know right? In this case the cockpit must have been well away from the explosions, since explosives even touching the cockpit tends to kill a vessel regardless of health.
Improved speed, though that leaves the possibility for failure. I would highly suggest setting partCollisionResponse to None to protect the track parts, wheels, etc from impact damage, putting that setting on those parts might help prevent failures.
@Chancey21 Well it's simple! Adjusting buoyancy in overload can give you any amount of buoyancy in any size of fuselage block. It's also dependent on mass so the overall mass of a fuselage block will affect buoyancy.
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Fun little fact, hollow fuselage blocks have buoyancy stats in their overload menus so you can adjust it for them too.
@TheNightmareCompany There's a couple ways, one is to increase chordScale on a propeller engine. This stops working entirely at a certain depth though. More sure to work is a VTOL engine with the engine above the waterline and nozzles where the propellers are. The third is a Rotator-and-Wing type engine, which works at any depth making it optimal for use in Submarines.
Further note: If you want better rudder control you can increase the (downward) length of the rudder and hull wings, then scale them down to fit. This should improve turning.
Flawed accuracy honestly isn't a bad thing, an Aimbot tank wouldn't be too fun to fight anyway. Nice build! Neat to see people figuring out how to make the AI use guns!
Fun ship to use! I appreciate how the rear turrets turn in the same direction with the same inputs as the front, allowing them to be swung into aiming position alongside the front turrets with some selective AG activation before using both to shoot at the same target.
@Planedoggo22 It’s been said multiple times that it’s on all platforms, not only that but that SPVR doesn’t even have a builder, so you would need to build with the parts in the original anyway. Read comments before you ask questions.
@simpleplayer1 Yea, but then again there's arguably the same risk here since this would easily let any kid with a pseudo-sense of humor post a build with the 'funny f word' on it.
What are the limits to the text this can receive I wonder though...as in can you add custom text downloaded like for Microsoft word or does it use a Preset? If the latter I hope you can find/have found a good array of military prints.
@w101tdi It uses an FT which is put in the inputcontroller of the Engine. Allow me to copy paste an explanation I made to someone else. It looks spaghetti but is relatively easy to work with once you know the basics.
.
Here is the FT Edensk developed so I can show what is to be adjusted
.
(SelectedWeapon="Gear1" ? clamp01(-pow(((7.7-GS)/12.7),2)+.4) : (SelectedWeapon="Gear2" ? clamp01(-pow(((16.75-GS)/19.5),2)+.2) : (SelectedWeapon="Gear3" ? clamp01(-pow(((27.55-GS)/27.55),2)+.15) : (SelectedWeapon="Gear4" ? clamp01(-pow(((41-GS)/36),2)+.1) : (SelectedWeapon="Gear5" ? clamp01(-pow(((56.5-GS)/46.5),2)+.06) : (SelectedWeapon="Reverse" ? clamp01(-pow(((7.7+GS)/12.7),2)+.95) * -1 : 0)))))) * Throttle
.
As can be seen the FT is split into values determined by each gear. Adjusting the numbers in each gear is done to change its effects. The numbers next to -pow (such as. 7.7-GS)/12.7) I've generally adjusted to determine the gear's maximum speed, while the number next to the + is used to adjust the acceleration. Note that these two can affect eachother so some precise adjustment and trial and error is generally needed, particularly if you're going for specific values in acceleration and max speed for each gear.
.
Generally, low gears have higher acceleration but lower top speed, high gears have vice versa. Progressing through the gears involves going from Low Top speed, high Acceleration gears to High Top Speed low Acceleration gears. The * -1 reverses the entire input for the Reverse gear thus allowing it to function as such.
.
For making adjustments I highly recommend copying the FT and putting it in a word doc. It'll make adjustments easier, allowing you to see the whole FT and copy-paste it into the engine's input.
Someone else has done a blackout, only that one used a physical object which made the effect look like the end of a cartoon. This has a much more organic look to it, do any control surfaces get disabled during the effect? I think that could be possible to fully simulate losing consciousness.
Nice Decals and Aero, but you should have removed drag and mass from the decals and checked the connections of these parts frequently while adding them, if not upped the engine horsepower. The performance is hampered and some parts (beyond the doors which is understandable given the decals over them) are left stuck when they should move. Not to mention the car seems to bounce around for some reason when driving along.
@Sergio666 Much like the real system this actually uses a radial magazine of missiles located below deck. A series of rotators rotate the missiles in place while pistons hoist them into position. Each pair of missiles also appears to have their own rotators to move them with the traverse and pitch of the launcher.
.
This is just me peeking in it on my pad while I’m taking a break from building, so I might get a thing or two about the workings not quite right lol. Still, very impressive system!
One question I must have on the behalf of car builders, will this modifier affect the Collision boxes of the fuselages? If it does the often tricky and part intensive wheel arch could be made much easier!
YOU CAN'T BE SERIOUS! WHAT IS THIS!? I would NEVER in ANY reality short of Jundroo being a much bigger company imagined this being possible. The Mod God strikes again!
Nice to see a build with ‘anime in the thumbnail’ that has some effort to connect it with the character. The bodywork is simple but relatively clean, and its appearance is elevated greatly by a nice color pallet alongside a nice set of clean decals.
.
The flight model is a fun OP model with acceleration that could be measured in G’s and smooth turning. The weapons are good OP fun, and I especially like the multiple colors of spray from the wing guns.
@Suica Be far more useful in shutting up dumb/noob comments like “Gib mobile mods plz” or “Giv mobile mp” the latter appearing EVEN ON THIS VERY COMMENT SECTION!
One thing that you really should do for future builds is get in the habit of building with parts that have 0 drag scale and calculateDrag=false. Drag calculation is a major source for lag in ships and other big builds. Removing it or having only the parts that truly need it have drag can make your builds drastically easier for you and for the people downloading them to run.
I see an empty spot for the update gauges.
+3Cool to hear this has done so well, nice!
@asteroidbook345 I was wondering that as well, I looked for a Beta on steam and found none.
+1A mod should pin this, it's a really good guide!
+7Very nice, I like the movement of the camera in the pilot view, gives the feel of being in this thing as it's rocketing along.
+2@RicardoAs1515 Well yea that is possible, but in general it’d be nice if explosive damage was nerfed by default to work like any other damage though.
+7I personally just want explosive weapons like Missiles to derive their destruction from numerical damage rather than cheating past all health and unrealistically obliterating anything they hit.
+14@Chancey21 I don't think that's necessary. There's no joystick part because you'll be supposed to build the joystick yourself, where it will be moved by the control base.
@Highbraker It seems this part will be more than capable of serving that purpose with the right settings.
I like how Nintendo hasn't screamed for this map to be taken down, yet Honda has went Copy-reee-t on people making replicas of Honda Cars.
Nice custom bumper, if you wanna increase top speed you can do so via adjusting maxAngularVelocity on the wheels.
+1@WiiSmol Don't we all lol.
@AWESOMENESS360 I know right? In this case the cockpit must have been well away from the explosions, since explosives even touching the cockpit tends to kill a vessel regardless of health.
Improved speed, though that leaves the possibility for failure. I would highly suggest setting partCollisionResponse to None to protect the track parts, wheels, etc from impact damage, putting that setting on those parts might help prevent failures.
+1@Chancey21 Well it's simple! Adjusting buoyancy in overload can give you any amount of buoyancy in any size of fuselage block. It's also dependent on mass so the overall mass of a fuselage block will affect buoyancy.
+1.
Fun little fact, hollow fuselage blocks have buoyancy stats in their overload menus so you can adjust it for them too.
@TheNightmareCompany There's a couple ways, one is to increase chordScale on a propeller engine. This stops working entirely at a certain depth though. More sure to work is a VTOL engine with the engine above the waterline and nozzles where the propellers are. The third is a Rotator-and-Wing type engine, which works at any depth making it optimal for use in Submarines.
+4Further note: If you want better rudder control you can increase the (downward) length of the rudder and hull wings, then scale them down to fit. This should improve turning.
We have simpleplanes lore at home
Simpleplanes Lore at Home: JimtheSquid, German Corsair Controversy, Giorgio Plane Heist, etc.
+5Reliable tracks that can take this thing up 30 degree slopes, nice.
This post is more politically provocative than MarisaKujo's Red Ship Of Nanhu. Pretty ship though.
Flawed accuracy honestly isn't a bad thing, an Aimbot tank wouldn't be too fun to fight anyway. Nice build! Neat to see people figuring out how to make the AI use guns!
+3Fun ship to use! I appreciate how the rear turrets turn in the same direction with the same inputs as the front, allowing them to be swung into aiming position alongside the front turrets with some selective AG activation before using both to shoot at the same target.
+1@Planedoggo22 It’s been said multiple times that it’s on all platforms, not only that but that SPVR doesn’t even have a builder, so you would need to build with the parts in the original anyway. Read comments before you ask questions.
@Planedoggo22 Read the other comments
@simpleplayer1 Yea, but then again there's arguably the same risk here since this would easily let any kid with a pseudo-sense of humor post a build with the 'funny f word' on it.
+3What are the limits to the text this can receive I wonder though...as in can you add custom text downloaded like for Microsoft word or does it use a Preset? If the latter I hope you can find/have found a good array of military prints.
@asteroidbook345 Good point, hope they add a top-bottom curve setting!
+2You guys build a VR version, make gauges, make cuttable fuselages, and after all that you have time for THIS!?
Wait for the update, it'll make this easier.
Missile Cruiser, with a better hull than in my past builds. I got an idea how I’ll exploit the fuselage cutting feature.
+1@w101tdi It uses an FT which is put in the inputcontroller of the Engine. Allow me to copy paste an explanation I made to someone else. It looks spaghetti but is relatively easy to work with once you know the basics.
.
Here is the FT Edensk developed so I can show what is to be adjusted
.
(SelectedWeapon="Gear1" ? clamp01(-pow(((7.7-GS)/12.7),2)+.4) : (SelectedWeapon="Gear2" ? clamp01(-pow(((16.75-GS)/19.5),2)+.2) : (SelectedWeapon="Gear3" ? clamp01(-pow(((27.55-GS)/27.55),2)+.15) : (SelectedWeapon="Gear4" ? clamp01(-pow(((41-GS)/36),2)+.1) : (SelectedWeapon="Gear5" ? clamp01(-pow(((56.5-GS)/46.5),2)+.06) : (SelectedWeapon="Reverse" ? clamp01(-pow(((7.7+GS)/12.7),2)+.95) * -1 : 0)))))) * Throttle
.
As can be seen the FT is split into values determined by each gear. Adjusting the numbers in each gear is done to change its effects. The numbers next to -pow (such as. 7.7-GS)/12.7) I've generally adjusted to determine the gear's maximum speed, while the number next to the + is used to adjust the acceleration. Note that these two can affect eachother so some precise adjustment and trial and error is generally needed, particularly if you're going for specific values in acceleration and max speed for each gear.
.
Generally, low gears have higher acceleration but lower top speed, high gears have vice versa. Progressing through the gears involves going from Low Top speed, high Acceleration gears to High Top Speed low Acceleration gears. The * -1 reverses the entire input for the Reverse gear thus allowing it to function as such.
.
For making adjustments I highly recommend copying the FT and putting it in a word doc. It'll make adjustments easier, allowing you to see the whole FT and copy-paste it into the engine's input.
@w101tdi I wish you luck with it, I'm always happy to see peeps customize these things!
@DDVC Sweet! I think it’d be worth it to take it that extra step.
Someone else has done a blackout, only that one used a physical object which made the effect look like the end of a cartoon. This has a much more organic look to it, do any control surfaces get disabled during the effect? I think that could be possible to fully simulate losing consciousness.
+1Nice Decals and Aero, but you should have removed drag and mass from the decals and checked the connections of these parts frequently while adding them, if not upped the engine horsepower. The performance is hampered and some parts (beyond the doors which is understandable given the decals over them) are left stuck when they should move. Not to mention the car seems to bounce around for some reason when driving along.
+1That gun isn't bad when it comes to AA fire.
+2Another!?
+1This is the best Trailer for Simpleplanes
+9@Sergio666 Much like the real system this actually uses a radial magazine of missiles located below deck. A series of rotators rotate the missiles in place while pistons hoist them into position. Each pair of missiles also appears to have their own rotators to move them with the traverse and pitch of the launcher.
.
This is just me peeking in it on my pad while I’m taking a break from building, so I might get a thing or two about the workings not quite right lol. Still, very impressive system!
Someone had to take advantage of the fact cannon shells are physics object sooner or later.
The assembly animation is a really cool little touch.
+12@DanDaFreakinMan That's all I need to know to know I did the performance pretty well then, nice!
A Floating Pun
+5One question I must have on the behalf of car builders, will this modifier affect the Collision boxes of the fuselages? If it does the often tricky and part intensive wheel arch could be made much easier!
+3YOU CAN'T BE SERIOUS! WHAT IS THIS!? I would NEVER in ANY reality short of Jundroo being a much bigger company imagined this being possible. The Mod God strikes again!
+7Nice to see a build with ‘anime in the thumbnail’ that has some effort to connect it with the character. The bodywork is simple but relatively clean, and its appearance is elevated greatly by a nice color pallet alongside a nice set of clean decals.
.
The flight model is a fun OP model with acceleration that could be measured in G’s and smooth turning. The weapons are good OP fun, and I especially like the multiple colors of spray from the wing guns.
@Suica Be far more useful in shutting up dumb/noob comments like “Gib mobile mods plz” or “Giv mobile mp” the latter appearing EVEN ON THIS VERY COMMENT SECTION!
+4@Viper_Z3R0 A simple but great idea, put it on the suggestions post Andrew made! Its right after the announcement for SPVR.
+1@Rafalemmm Oooooh, subassemblies, I see.
One thing that you really should do for future builds is get in the habit of building with parts that have 0 drag scale and calculateDrag=false. Drag calculation is a major source for lag in ships and other big builds. Removing it or having only the parts that truly need it have drag can make your builds drastically easier for you and for the people downloading them to run.