198k SledDriver Comments

  • We should all do this... 8.3 years ago

    @MrDoolittle I never called for it to be taken down -- quite the opposite, in fact. Perhaps work on your own reading comprehension before you call others out on it?

    pro tip: I don't care.

    Then why are you getting so worked up?

    This is a building plane game not a debate club.

    Who are you to define what this game is?

    Now bugger off with the personal attacks

    Show me where I made a personal attack.

    just present your next argument so we can get this done with

    I've already presented my one argument, you're the one jumping all over the place with wild misplaced accusations and zero understanding of what's being said.

    Your move.

  • We should all do this... 8.3 years ago

    @MrDoolittle Yes, I can read what you're saying [sic]. You said:

    this extreme reaction is ridiculous

    I'm saying it's not. What @Awsomur is proposing is outright corruption, and strong reactions are entirely well-deserved.

    Pro tip: Using "lololol" and ALL CAPS instantly destroys any credibility you might have had.

  • We should all do this... 8.3 years ago

    @MrDoolittle @Awsomur No one's being mean here. You're asking for something quite contemptible -- to upvote someone's undeserving posts because you feel like it. If everyone started upvoting posts for any other reason than the quality of the post, the community would go to hell in short order.

  • Aerial Autocannon 8.3 years ago

    @DarthAbhinav No. How would engines acting against each other make something levitate? The engine(s) have to act against gravity to do that.

  • Aerial Autocannon 8.3 years ago

    @DarthAbhinav no...

  • Aerial Autocannon 8.3 years ago

    @DarthAbhinav hm....

  • Aerial Autocannon 8.3 years ago

    how did you make it hover in mid air?

    Let's see if you can figure it out (others have).

    @DarthAbhinav

  • Aerial Autocannon 8.3 years ago

    @DarthAbhinav I don't care what the incompetent monkeys behind dictionary.com say, "flied" is not the past tense of "fly".

  • We should all do this... 8.3 years ago

    @Blue0Bull No, let's leave it up, there's no drama so far and this is an important point to make.

  • Aerial Autocannon 8.3 years ago

    @DarthAbhinav Good to know. Let me know if you get around to using the autocannon.

    PS it's "flew" not "flied".

  • Proximus 8.3 years ago

    @Pilotmario See also this.

  • Proximus 8.3 years ago

    Morpheus: What if I told you that you've been living in a dream world your whole life? That in SimplePlanes, while you believe that you are bound by "normal" rules of aerodynamics -- there are no rules. What if I told you that in SimplePlanes, you have the power to make anything fly.

    Neo: Whoa. Why do my hands hurt?

    Morpheus: You've never flown using a keyboard before.

    Neo: I know XML!

    Morpheus: Show me.

    @Pilotmario

  • We should all do this... 8.3 years ago

    Personally, I think helilover03's skill level dosen’t even deserve gold, but I think that we should get him to platinum.

    This is corruption, pure and simple.

  • Proximus 8.3 years ago

    @Treadmill103 Sunday? At SledDriver Industries, it's surreal time, most of the time.

  • Aerial Autocannon 8.3 years ago

    Well, this is disappointing. I build a freaking hovering autocannon that fires Boom 50s at 300 rpm. I post a large warning not to crash it. And all the comments are about crashing it.

    @KSPFSXandSP @XxMlgSwegxX @DarthAbhinav

  • Aerial Autocannon 8.3 years ago

    @GermanWarMachine I guess I should have called this the "Can you fly this?" challenge.

  • Aerial Autocannon 8.3 years ago

    @DarthAbhinav As the doctor said to the patient, "Well, don't do that, then."

  • Aerial Autocannon 8.3 years ago

    @ForeverPie I originally built this as a 200-shot weapon, but it was too laggy.

    "There's no kill like overkill" -- Clausewitz

  • Aerial Autocannon 8.3 years ago

    @Maxwell1 It's really very easy to control as long as you don't build up too much speed. To get the hang of it safely, rise up high enough and get away from land. Then practice moving around until the controls become familiar. Then proceed to blow stuff up...

  • Aerial Autocannon 8.3 years ago

    @Maxwell1 Hope you didn't give up after that. It's a lot of fun to use...

  • Excidius 8.3 years ago

    @ProKillaV12 Nope, no effort at all. That's why anyone can do it.

  • Excidius 8.3 years ago

    @Blue0Bull @weisofns @DarthAbhinav Thanks.

  • Excidius 8.3 years ago

    @Z3RO Thanks, I might try that.

  • Excidius 8.3 years ago

    @KSPFSXandSP Clearly there is erosion on the port side, so no. There are sometimes fluctuations in the hyperdrive field. The important thing is that it came through -- and still flies controllably.

  • Erebus III 8.3 years ago

    @BACconcordepilot That would be funny, but the waveform that we see in audio applications is a subset of the audio information, showing amplitude but not frequency -- meaning that the audio signal cannot be reconstructed from a graph like that.

  • Erebus III 8.3 years ago

    Thanks, @Ihavenorealideawhatiamdoing

  • Erebus III 8.3 years ago

    @BACconcordepilot It does, doesn't it.

  • Erebus III 8.3 years ago

    @Sarpanitu I can't stand the noise and low performance of props, so that's probably not going to happen.

  • Erebus III 8.3 years ago

    Thanks, @HKAerodynamics

  • Erebus III 8.3 years ago

    @OverlordAeronautics2 Thanks

  • Erebus III 8.3 years ago

    @OverlordAeronautics2 Hey, I'm making high-quality, free content for the game. Why would you want me to stop?

  • Erebus III 8.3 years ago

    @DarthAbhinav Some people say work hard, others say work smart. But when you do both together, the combination is unbeatable.

  • Erebus III 8.3 years ago

    @FlyingThings Quite a few, as the degree of erosion and warping indicates.

  • Erebus III 8.3 years ago

    @FlyingThings My idea is that when these craft go through hyperspace, something... eats... at them. They go in pristine, but when they come out they look shredded. The only way to cross hyperspace safely is to make sure your ship has enough sacrificial metal to get you through.

  • Sinuous 8.3 years ago

    Thanks, @DarthAbhinav @DJ123

  • M1770 Scorpio 8.3 years ago

    @GermanWarMachine It was just a joke, mein freund. And maybe it's time for an avatar... I'll think about it.

  • M1770 Scorpio 8.3 years ago

    @GermanWarMachine It's not the size of the brake, it's the size of the gun that counts...

  • Dragon 8.3 years ago

    Very good build, especially for a newbie. That's one happy-looking dragon.

  • Focke-Wulf Ta 152 8.3 years ago

    @AndrewGarrison Another idea I had that would be very easy to implement is different fuzes for the bombs -- timed fuzes, proximity fuzes, naval mine fuzes.

    Also, it would be great if when an airplane carrying a number of bombs crashes, only one of the bombs goes off. At present, a number of bombs going off together crashes the game.

  • M1770 Scorpio 8.3 years ago

    I thought it could do with a better muzzle brake.

  • Scintillatus 8.3 years ago

    @DarthAbhinav Thanks. Come for the cool builds, stay for the vocabulary improvement.

  • Focke-Wulf Ta 152 8.3 years ago

    @WalrusAircraft Yes, I think part size has to do with it as well, if not as much as intersecting parts.

  • Focke-Wulf Ta 152 8.3 years ago

    @AndrewGarrison Designer lag (and by that I mean delays when loading/saving a build or switching to and back from sandbox mode, and UI freezes when alt-tabbing) seems to correlate with lots of intersecting parts. I.e. I may have a build with 500 fuselage blocks 100 units wide and 20 high, and that saves and loads fairly fast. Then I add a subassembly of maybe 20 parts inside it, and suddenly save/load times go up significantly.

    So you're probably right that it has to do with physics colliders and visual meshes. XML attributes to disable both would most likely solve the problem (and improve sandbox performance, to boot).

    I have to say, I'm floored by your taking the time to respond to individual posts so quickly and in detail. Tremendous responsiveness from you and all the other developers. Hats off to you gentlemen.

  • Focke-Wulf Ta 152 8.3 years ago

    @WalrusAircraft Programmer minds think alike, hmm?

    I've been plagued by lag in designer mode as well, and I have quite a powerful machine. I've also noticed that when in sandbox mode, I can alt-tab out of the game and back instantly, but in designer mode, if I have a large build open, there is a very noticeable delay when alt-tabbing - up to a few seconds where the UI is frozen. The same lag happens when switching from designer to sandbox mode, or vice versa.

    I wonder what it's doing in designer mode that takes so long, and if it could be optimised. The lag happens even when the build hasn't changed at all, so I think it could be something like if(the view is refreshed) { recalculate volume, mass, drag, whatever}. I'm pretty sure it performs the calculations on the entire body, so perhaps it could be optimised by only recalculating bits that change, when they change.

    As for complexity, I have a feeling it could be done without too much hassle. The graphics engine sees one version of the plane, the physics engine sees another, much simplified version. I'm sure there are off-the-shelf bounding-box algorithms that could be used. FPS games where hit detection and collision need to be precise have always used cylindrical/rectangular hitboxes for hit detection, so for a game like SimplePlanes it should be just fine. Plenty of mobile users complain about larger builds, so I have a feeling the ROI would work out. Just a guess, though.

    @AndrewGarrison

  • Focke-Wulf Ta 152 8.3 years ago

    @AndrewGarrison Hmm. Then I have another question: would it be possible to treat a bunch of parts as one part, to reduce the physics computation load? Meaning, if an airplane's fuselage (or any other part) is made up of dozens of blocks, could they be treated as one cylinder, as far as the physics engine is concerned? And if other parts are much smaller compared to the overall size of the aircraft (say, decorative panels/decals/details), then could they be excluded from physics calculations altogether? This would let builders create high part count builds without affecting performance too much.

    It could work like this: the game engine analyses the overall shape of the airplane, and breaks it down into large, simple shapes that roughly match the shape of the airplane. So a build with 300 fuselage blocks for the fuselage and 200 blocks each for the wings becomes one cylinder for the fuselage, one cone for the pointed nose, and two flat blocks for the wings. To put it another way, the build looks highly detailed, but to the physics engine, it's a stubby pencil with wings. Still looks like a 1000-part build, flies like a 10-part one.

    Actual wings would continue to be treated as they already are. Only fuselage blocks get the "averaged shape" treatment.

    (I'm assuming that the physics calculations are responsible for a large part of the lag with high part count builds.)

  • Scintillatus 8.3 years ago

    @FGW2014 Well, it does scintillate in the sun...

  • Focke-Wulf Ta 152 8.3 years ago

    @AndrewGarrison Certainly. These are examples of ogives - you take a cylinder of radius r1, then draw an arc starting at the edge of the cylinder with radius r2 until it meets the axis of the cylinder, then rotate the arc around the axis. Adjusting r2 gives you blunter or sharper tips. More info here. It would be very useful in making nose cones and tapered engine pods, fuel tanks, etc.

  • Round-shot cannon 8.3 years ago

    @GermanWarMachine But the cannonballs have cameras, so try firing one and see if it causes the fleet to render.