@TRD At the bottom of the aircraft's XML file, you should see a list of color attributes that look something like this: <Material color="808080" r="0.3" m="0" s="1" e="0" />. I would assume that simply adding another one of these would work (but I'm not guaranteeing that it will).
@JEST Manual pitch-up input using the normal flying controls. This will keep the tail on the ground for a longer period of time, and will soften the forward-lurching motion of the aircraft on takeoff.
This is a common problem for tail-dragger aircraft in my experience. You just need to add pitch input upon takeoff.
If it's a serious problem, then you might try moving the landing gear slightly forward until the problem is less severe, but this will take away from the historical accuracy.
@Danidude88 If you're using SelectedWeaponName it won't work. To get the data output, you need to use SelectedWeapon.
If it still doesn't work, you might need to add a condition statement, which I also have a tutorial on.
Engine startup can be easily added using simple XML expressions. As for sound, you can use a variety of engines with XML expression delays and sequences to get a realistic startup sound.
@PPLLAANNEE Apparently, the new server no longer works. That server was replaced with 121.175.55.190. 160.251.58.131 is also working, but it seems to still have a few issues.
Most of the learning process for SimplePlanes is just slowly getting better over time. It may not sound very helpful, but that's just how it works: lot's of practice and gameplay.
Yes, you will probably use building techniques from others people's creations, but that will be a small portion compared to your own experience.
Give it time and practice, and your builds will gradually become better.
@Tornadox31 I generally do this: Pitch-(PitchRate×0.005 or number less than one)
All you need to do is replace the pitch input with other control inputs.
The number less than one is used for controlling the sensitivity of the stabilizer. A higher number is more stable (to a certain point), but leads to less maneuverability. The opposite is true for a lower number. You just need to find the middle ground number.
@IMULAerospaceIndustries Fortunately, the aircraft itself has a very low part count.
The lag is from the cannon explosions, but the versions with bombs will be linked on the main post as a separate aircraft, meaning the bombs are an optional feature.
There's more than one method. You can use PID controllers, but that is an expert level method, and very complicated.
I'm fairly certain you can use AngleOfAttack/AngleOfSlip code, which is still complicated, but less complicated than PID controllers.
I use Roll/Pitch/YawRate code. This is one of the easiest methods that can still auto stabilize the thrust vectoring system. For example: "Pitch-(PitchRate*0.005 or any number less than one)" works for stabilizing pitch control output.
I would manually disconnect and reconnect the propulsion rotators.
Rotators have a tendency to automatically connect to the incorrect attachment points.
I would also make sure that the rotator input doesn't have any errors.
@JeskoGoesVROOM To address the first question, I'm not familiar with the older method, so I wouldn't fully understand how to make the input work in that scenario.
To address the CoM/CoL issue, I find that rather odd, but I suppose the thing to do would be to find the middle ground on the maneuverability spectrum (find at what balance point the maneuverability is at its greatest).
@TRD I'm not entirely sure. You might try experimenting with the numbers to see what it actually does.
@JEST Then you might try using less power on takeoff (50%-75%). That should at least somewhat help fix the problem.
@TRD At the bottom of the aircraft's XML file, you should see a list of color attributes that look something like this: <Material color="808080" r="0.3" m="0" s="1" e="0" />. I would assume that simply adding another one of these would work (but I'm not guaranteeing that it will).
@JEST Manual pitch-up input using the normal flying controls. This will keep the tail on the ground for a longer period of time, and will soften the forward-lurching motion of the aircraft on takeoff.
I use
Activate1
for throttle input, andThrottle
orVTOL
for collective (this depends on if there is a forward-propelling engine on the helicopter).If it's even possible, you would probably have to edit the aircraft's XML file directly.
This is a common problem for tail-dragger aircraft in my experience. You just need to add pitch input upon takeoff.
If it's a serious problem, then you might try moving the landing gear slightly forward until the problem is less severe, but this will take away from the historical accuracy.
@Danidude88 If you're using
+1SelectedWeaponName
it won't work. To get the data output, you need to useSelectedWeapon
.If it still doesn't work, you might need to add a condition statement, which I also have a tutorial on.
Oh hey, I saw this in MP last night. It's a beautiful biplane.
+1T
@MobileGamer21 Here are screenshots of the early model: https://www.simpleplanes.com/Forums/View/1657734/Stealth-Aircraft
@MobileGamer21 I'm already working on a stealth fighter jet.
@MobileGamer21 Is that a build request?
Spreadable fire and visible fuel leaking would be interesting. A map designer would also be incredibly useful.
Engine startup can be easily added using simple XML expressions. As for sound, you can use a variety of engines with XML expression delays and sequences to get a realistic startup sound.
@PPLLAANNEE Apparently, the new server no longer works. That server was replaced with
121.175.55.190
.160.251.58.131
is also working, but it seems to still have a few issues.@1KOREA1OD If you use quotes, it should work. Use the format shown below.
@1KOREA1OD It should be the
~
key.Put say "your message here" into the command console.
+1@SpiritusRaptor Yes, it does in fact work better if you know how to properly make a missle engine.
@sus232
Most of the learning process for SimplePlanes is just slowly getting better over time. It may not sound very helpful, but that's just how it works: lot's of practice and gameplay.
+1Yes, you will probably use building techniques from others people's creations, but that will be a small portion compared to your own experience.
Give it time and practice, and your builds will gradually become better.
@HalfaBlock Thank you! I'm glad you like it!
Link to the aircraft.
Link to the aircraft.
Link to the aircraft.
@HalfaBlock
@Bryan5
@Craftgamer23
Autotag: @MrCOPTY
Thoughts or suggestions? Let me know!
@DISHWASHER2005
@CarMakerPro20
@IndesterSion
The server
160.251.58.131
is working again.@Tornadox31 Yes, that is correct.
@Tornadox31 I generally do this: Pitch-(PitchRate×0.005
or number less than one
)All you need to do is replace the pitch input with other control inputs.
The
number less than one
is used for controlling the sensitivity of the stabilizer. A higher number is more stable (to a certain point), but leads to less maneuverability. The opposite is true for a lower number. You just need to find the middle ground number.@IMULAerospaceIndustries Fortunately, the aircraft itself has a very low part count.
+2The lag is from the cannon explosions, but the versions with bombs will be linked on the main post as a separate aircraft, meaning the bombs are an optional feature.
@Craftgamer23 It uses an XML modified cannon, which is stored in the bomb bay.
+1@MrCOPTY Yeah. The main reason I don't really use
+2Infinity
is because it can cause issues in certain scenarios, so I just use a very large number."T" for tag requests.
I have a few aircraft that use fuselage wings. If you would like, you may use those as a reference.
+1There's more than one method. You can use PID controllers, but that is an expert level method, and very complicated.
+3I'm fairly certain you can use
AngleOfAttack/AngleOfSlip
code, which is still complicated, but less complicated than PID controllers.I use
Roll/Pitch/YawRate
code. This is one of the easiest methods that can still auto stabilize the thrust vectoring system. For example: "Pitch-(PitchRate*0.005or any number less than one
)" works for stabilizing pitch control output.@asteroidbook345 I wasn't aware that Convair had made a B-36 variant with forward-facing engines, that's very interesting!
@Phox Kriegs Wurst
@X99STRIKER Ah, I see what you did there...
+1@asteroidbook345 No, I don't make replicas.
"T" for tag requests.
T
+1It does seem to be down, since it wouldn't work for me either.
+1160.251.58.131
has started working again, so that is the alternative option.I'm pretty sure you can't.
+2I would manually disconnect and reconnect the propulsion rotators.
+1Rotators have a tendency to automatically connect to the incorrect attachment points.
I would also make sure that the rotator input doesn't have any errors.
@BsetAutomotiveFan2022 I was using it as an example for the user V, who asked how I was able to make torqueless propeller engines.
+1You forgot a couple of Jonda's in the description.
+1@JeskoGoesVROOM To address the first question, I'm not familiar with the older method, so I wouldn't fully understand how to make the input work in that scenario.
+1To address the CoM/CoL issue, I find that rather odd, but I suppose the thing to do would be to find the middle ground on the maneuverability spectrum (find at what balance point the maneuverability is at its greatest).
@V I put a powered rotator on top of a free-spinning rotator.
+1Here's an engine that I posted which uses this method: https://www.simpleplanes.com/a/4h4vL6/TFG-Aerospace-EE-1-Torque-less-Electric-Propeller-Engine