I recommend getting a structural wing, opening the XML editor, find "allowControlSurfaces" under the "Wing" field and set it to "true". You can save this new wing as a subassembly, then all you have to do is pull it out of the menu whenever you need it, and modify it as needed. The wing won't shake violently at high speeds.
When an engine is damaged, it is the power/RPM of the engine that is reduced, not the throttle input (in Simpleplanes). As far as I am concerned, there is no way to put jet engine RPM or power data into the gauges using the XML editor. Edit: I was wrong, as HuskyDynamics01 stated above, there is a jet engine power output variable.
@ZeroWithSlashedO That is what I have seen on other posts. I just want to make sure that I tag "correctly". That being said, is there a limit to how many tags a post can include (3, 4, etc...)?
Here's what I recommend: set the input and activation group on the pistons to "selectedWeapon=name of your weapon", then set "zeroOnDeactivate" to "true". That may or may not work.
@Trainz448 Great! I will note that it is configured for my fictional airline, but all you have to do (if you want) is change the colors a bit and change the text logo (if you want).
@PPLLAANNEE There are actually two cloud mods (both made by the same person, a 1.0 and a 2.0) that are fairly realistic by Simpleplanes standards. But, they can cause FPS issues, and people on mobile can't use them.
Yes, Simpleplanes needs more realistic clouds. Nothing extreme, but at least have the clouds at an altitude that's realistic.
@ssenmodnar The first variable "clamp(Throttle, 0.8, 1)" is the last 20% of the throttle input, which can only be activated when VTOL is greater than 0. The second variable "clamp(Throttle, 0, 0.8)" is the first 80% of the throttle input, and is always activated (because there is no activator).
If you want VTOL to be an activation group, you could do VTOL>0. So here's a solution: go to the "variables" tab at the bottom of the screen, create a variable and name it something, and put "clamp(Throttle, 0.8, 1)" and set the activator to "VTOL>0". Add another variable, name it something, and set the expression to "clamp(Throttle, 0, 0.8)" but leave the activator blank. Now, in the input field for the engine, put "name of variable#1+name of variable#2". Obviously make sure you give the variables independent names, and put them in as instructed.
Try this: get a very maneuverable aircraft, fly at low speed, then perform a very sudden pitch-up. If this is not enough, do a slight pitch-down just before the pitch-up.
@MethaManAerospace Yes. In fact, that's the main inspiration for this project. However, without thermals/air-convection simulation, or more realistic wind simulation, it will require an alternate source of propulsion to climb. So far, the plan is to tow the glider to about 50,000-60,000ft, detach, and then fire up a small, low-power, detachable solid rocket booster, which will hopefully provide enough thrust to get to at least 75,000ft, and maybe even to 90,000ft.
@ElevatorEnthusiast747 Well, I don't have many other solutions other than to make sure the units match up with your in-game measurement system. You may just have to calibrate the altitude-zero setting until it's correct.
@HuskyDynamics01 After some brief testing, I found that using wind and an upward-spiral flight pattern isn't very efficient for the glider. I think I may just use a low-power, detachable solid rocket booster.
Just wanted to let you know, your brackets are swapped. The round brackets go around the URL, and the square brackets go between the "!" mark and the URL.
@ReinMcDeer https://www.simpleplanes.com/Videos/View/1441593/XF-84H-Thunderscreech-Semi-Realistic-Sound
I believe a link to the aircraft's owner is provided as well.
@CookieCrumzReturns Did you use the "<" ">" symbols? That may be the problem. I forgot to mention not to use those.
Or is the activation group just resetting itself back to a number?
You could find a paint scheme similar to that which is shown (the one with 20% emission) using some sort of online color generator, then copy and paste the hex-code into the Simpleplanes paint tab hex-code field.
This may or may not work, but you could try this: "FireWeapons&(SelectedWeapon=weapon name)"
Just replace "weapon name" with the actual name of the weapon.
Put this into the activation group of the detacher using the XML editor.
@MrCOPTY No problem!
+2@AEGIS In that case, it's just aerodynamics; you need to fly higher because the air is too dense, causing your aircraft to shake at high speeds.
+2
+4Use both types of brackets that I have shown, just replace the text with an actual image link.
I recommend getting a structural wing, opening the XML editor, find "allowControlSurfaces" under the "Wing" field and set it to "true". You can save this new wing as a subassembly, then all you have to do is pull it out of the menu whenever you need it, and modify it as needed. The wing won't shake violently at high speeds.
+1Thoughts or suggestions? Let me know!
If you want the unarmed version, let me know!
Unfortunately, I don't think there is a way to prevent this. You will just have to manually reset the rotators.
+3@HuskyDynamics01 Nice to know. Thank you!
Rotor RPM gauges already exist, and I believe that it is possible to obtain propeller RPM data for gauges.
When an engine is damaged, it is the power/RPM of the engine that is reduced, not the throttle input (in Simpleplanes). As far as I am concerned, there is no way to put jet engine RPM or power data into the gauges using the XML editor.
Edit: I was wrong, as HuskyDynamics01 stated above, there is a jet engine power output variable.
@Echostar It seems your comment has been removed. Was this by you?
+1@TheFlyingHusky
@X99STRIKER
@BeastHunter
@Aviator01
@ZeroWithSlashedO Ok. Thanks!
@ZeroWithSlashedO That is what I have seen on other posts. I just want to make sure that I tag "correctly". That being said, is there a limit to how many tags a post can include (3, 4, etc...)?
@HuskyDynamics01 Right. But there is no limit to how many tags a post can include?
@ReinMcDeer Both aircraft kind of look like Scaled Composites aircraft.
Here's what I recommend: set the input and activation group on the pistons to "selectedWeapon=name of your weapon", then set "zeroOnDeactivate" to "true". That may or may not work.
@AtlasMilitaryIndustries Thanks!
@Trainz448 It's here: https://www.simpleplanes.com/a/2K78A5/H700-TFG-Airways
@Trainz448 I will upload it shortly.
@Trainz448 Great! I will note that it is configured for my fictional airline, but all you have to do (if you want) is change the colors a bit and change the text logo (if you want).
@PPLLAANNEE There are actually two cloud mods (both made by the same person, a 1.0 and a 2.0) that are fairly realistic by Simpleplanes standards. But, they can cause FPS issues, and people on mobile can't use them.
Yes, Simpleplanes needs more realistic clouds. Nothing extreme, but at least have the clouds at an altitude that's realistic.
Note: if you have already requested a tag, you do not have to request again. But if you want to anyways, feel free to do so.
Unfortunately, you cannot remove the afterburner exhaust. You might try changing the color to something less noticeable.
@ssenmodnar The first variable "clamp(Throttle, 0.8, 1)" is the last 20% of the throttle input, which can only be activated when VTOL is greater than 0. The second variable "clamp(Throttle, 0, 0.8)" is the first 80% of the throttle input, and is always activated (because there is no activator).
If you want VTOL to be an activation group, you could do VTOL>0. So here's a solution: go to the "variables" tab at the bottom of the screen, create a variable and name it something, and put "clamp(Throttle, 0.8, 1)" and set the activator to "VTOL>0". Add another variable, name it something, and set the expression to "clamp(Throttle, 0, 0.8)" but leave the activator blank. Now, in the input field for the engine, put "name of variable#1+name of variable#2". Obviously make sure you give the variables independent names, and put them in as instructed.
Try this: get a very maneuverable aircraft, fly at low speed, then perform a very sudden pitch-up. If this is not enough, do a slight pitch-down just before the pitch-up.
+1@MethaManAerospace Yes. In fact, that's the main inspiration for this project. However, without thermals/air-convection simulation, or more realistic wind simulation, it will require an alternate source of propulsion to climb. So far, the plan is to tow the glider to about 50,000-60,000ft, detach, and then fire up a small, low-power, detachable solid rocket booster, which will hopefully provide enough thrust to get to at least 75,000ft, and maybe even to 90,000ft.
+1@ElevatorEnthusiast747 Well, I don't have many other solutions other than to make sure the units match up with your in-game measurement system. You may just have to calibrate the altitude-zero setting until it's correct.
+1@HuskyDynamics01 After some brief testing, I found that using wind and an upward-spiral flight pattern isn't very efficient for the glider. I think I may just use a low-power, detachable solid rocket booster.
@HuskyDynamics01 That's what I figured I would need to do initially. I might run some tests to see what happens.
Just wanted to let you know, your brackets are swapped. The round brackets go around the URL, and the square brackets go between the "!" mark and the URL.
160.251.58.131 is working once again (for now).
If there are issues seeing the images, let me know.
@X99STRIKER I encountered a similar problem. Try again, it might be visible now.
Edit: it only seems to work with one website.
@X99STRIKER It is fixed.
@X99STRIKER Ok. I will try to find another way.
@X99STRIKER Google Photos
@X99STRIKER Yes, I also tried it with the Simpleplanes logo and it worked, just not with the two other images.
@X99STRIKER Do you have a solution to the problem commented above?
@ReinMcDeer https://www.simpleplanes.com/Videos/View/1441593/XF-84H-Thunderscreech-Semi-Realistic-Sound
I believe a link to the aircraft's owner is provided as well.
@CookieCrumzReturns Did you use the "<" ">" symbols? That may be the problem. I forgot to mention not to use those.
Or is the activation group just resetting itself back to a number?
You could find a paint scheme similar to that which is shown (the one with 20% emission) using some sort of online color generator, then copy and paste the hex-code into the Simpleplanes paint tab hex-code field.
+1As long as the object you want to control and the lever/switch/button have the same input type, it should work.
+1This may or may not work, but you could try this: "FireWeapons&(SelectedWeapon=weapon name)"
+2Just replace "weapon name" with the actual name of the weapon.
Put this into the activation group of the detacher using the XML editor.
Under the light's activation group, replace the number with "SelectedWeapon=<name of weapon>"
@NotHG947 Have you tried using the XML editor to disable aircraft collisions on the landing gear components?
@WINGSIRON It is here: (https://www.simpleplanes.com/a/325YGv/WINGSIRONs-WINGSIRON-ENERGY-EH-5U20-Refined-Version)
@Nico1128 It's here: (https://www.simpleplanes.com/a/T0w7IO/Nico1128s-Simply-WW2-Refined-Version)
@WINGSIRON Oh, my apologies.