@IICXLVIICDLXXXIIIDCXLVII Yeah, heh.
Jokes aside, the reason I was toggling Activate4 was to move the stabilizers so that the aircraft would start spinning. Otherwise, it just starts falling backwards (with dramatic oscillations).
@CommanderKeegan Actually, I believe there are a few unconventional methods for simulating stealth.
Try looking around the website, I'm sure you'll find something close to what you're looking for.
@Hypn0 Check to see if the missile has any activation groups. If the creation that uses the missile is amphibious, then make sure that the missile never touches the water (this ruins the missile's firing mechanism).
@IICXLVIICDLXXXIIIDCXLVII In theory, it wouldn't be limited to just two users. Instead, you could include three or more.
This might cause some issues with this system being used to provide other users with points however, but like I said, this is only a concept, and it probably has its disadvantages/impracticalities.
@IICXLVIICDLXXXIIIDCXLVII True.
Although, the successor system doesn't always work consistently, which can be a problem.
And then there's the point issue you mentioned. If the joint-publisher system was implemented, every listed publisher would either receive 15 points per upvote, or the points per upvote would be split evenly among each publisher.
@iMxr Thanks!
The main reason this never actually became TARS was because I could never get it to move correctly while in the shape of a waterwheel (as seen in the movie, but performed by CASE), so I left it as it is now.
@DerekSP However, if the fuselage physics were replaced with the stock wing physics, then it probably wouldn't be much different from the performance impact from the regular stock wings.
This wouldn't be incredibly realistic, but it would be easier on devices.
@DerekSP I was thinking along the lines of: the fuselages shape determines its lift, drag, and stall point based on the width and height of the fuselage, and these values would be nonlinear.
In other words: the game would semi-realistically simulate airflow physics of the fuselage parts for lift, drag, and stall point values.
The calculations needed to find the exact amount of lift and drag from fuselage blocks would have a significant performance impact on devices. It's not really necessary when fuselage blocks can be fitted over the stock wings to form fuselage wings.
@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.
Autotag: @MrCOPTY
@Reworkable
@X99STRIKER
@IceCraftGaming
@BeastHunter
Thoughts or suggestions? Let me know!
Type "T" for tag requests.
@IICXLVIICDLXXXIIIDCXLVII Yeah, heh.
+1Jokes aside, the reason I was toggling
Activate4
was to move the stabilizers so that the aircraft would start spinning. Otherwise, it just starts falling backwards (with dramatic oscillations).@MRM19 No problem!
+1This might work:
+1Activate8=-1 ? 1 : 0
.T
+1Looks great!
T
+1Congratulations on silver.
@X99STRIKER Ah, I see you've finally acquired a custom profile image.
+1Type "T" for tag requests.
@spindriftpilot say "your message here", put this into the command console with quotes.
I might already have an airplane that can do this.
@CommanderKeegan Actually, I believe there are a few unconventional methods for simulating stealth.
Try looking around the website, I'm sure you'll find something close to what you're looking for.
T
Mobile devices no longer support modding.
+1I believe mods that are already downloaded should work, but attempting to download mods will not work.
@MrCOPTY Thanks!
@Hypn0 Ah, I see. Some mods will cause these types of errors to occur (most likely older mods).
@Hypn0 Hmm, this is rather odd. So the missile is locking but not firing?
I can't say I've had this problem.
And the other missiles do work?
@Hypn0 Check to see if the missile has any activation groups. If the creation that uses the missile is amphibious, then make sure that the missile never touches the water (this ruins the missile's firing mechanism).
What is the issue specifically? (Not locking, not firing, etc.)
@Bryan5
@SimpleTankers
Autotag: @MrCOPTY
Thoughts or suggestions? Let me know!
@IICXLVIICDLXXXIIIDCXLVII In theory, it wouldn't be limited to just two users. Instead, you could include three or more.
+1This might cause some issues with this system being used to provide other users with points however, but like I said, this is only a concept, and it probably has its disadvantages/impracticalities.
@IICXLVIICDLXXXIIIDCXLVII True.
+1Although, the successor system doesn't always work consistently, which can be a problem.
And then there's the point issue you mentioned. If the joint-publisher system was implemented, every listed publisher would either receive 15 points per upvote, or the points per upvote would be split evenly among each publisher.
@iMxr Thanks!
The main reason this never actually became TARS was because I could never get it to move correctly while in the shape of a waterwheel (as seen in the movie, but performed by CASE), so I left it as it is now.
Type "T" for tag requests.
@DerekSP Hmm, I see what you mean.
+1That makes sense.
@DerekSP However, if the fuselage physics were replaced with the stock wing physics, then it probably wouldn't be much different from the performance impact from the regular stock wings.
+1This wouldn't be incredibly realistic, but it would be easier on devices.
@DerekSP I was thinking along the lines of: the fuselages shape determines its lift, drag, and stall point based on the width and height of the fuselage, and these values would be nonlinear.
+1In other words: the game would semi-realistically simulate airflow physics of the fuselage parts for lift, drag, and stall point values.
@Echostar Will do!
This is, however, an interesting idea.
+1This would be great as a mod (though it would be restricted to devices that can handle the calculations).
The calculations needed to find the exact amount of lift and drag from fuselage blocks would have a significant performance impact on devices. It's not really necessary when fuselage blocks can be fitted over the stock wings to form fuselage wings.
+2Autotag: @MrCOPTY
C'mon TARS!
@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.