@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.
Note: if it is unclear how adding yaw input to collective pitch makes the helicopter yaw, let me briefly explain: the inputs cause one rotor to have increased pitch and the other to have decreased pitch. The higher the pitch, the more torque that's generated. Essentially, the input creates controlled and unbalanced torque, which leads to yaw movement.
@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.
May I upload a refined version of this aircraft? (I will be sure to give you credit, and I will give you the link afterwards.)
@WINGSIRON ¿Puedo subir una versión refinada de este avión? (Me aseguraré de darle crédito y luego le enviaré el enlace).
T
Fun fact: if you put "9999999999" for the burn time, it would take about 317 years for the rocket to self destruct.
@V Good to know. Thank you!
@MRM19 Great!
+1@Kangy Thanks! It means a lot to be getting support at an early stage!
+2@BeastHunter Thanks!
+2@MRM19 Nice! Under "JointRotator" in the XML editor, add a text field, type "audio" for the name and set it to "false".
Link to A110 Air-To-Air version: https://www.simpleplanes.com/a/rhXp2E/TFG-Aerospace-Project-A110-Thunderbolt
If you have thoughts, suggestions, questions, or if you want project A100, let me know!
@MRM19 I don't know of any way to do that through Overload. But it can be done with rotators, which can be used to create helicopter rotors.
+1Thoughts, suggestions, or questions? Let me know!
If you want the airline-configured version, let me know!
@XD69 ?
Note: if it is unclear how adding yaw input to collective pitch makes the helicopter yaw, let me briefly explain: the inputs cause one rotor to have increased pitch and the other to have decreased pitch. The higher the pitch, the more torque that's generated. Essentially, the input creates controlled and unbalanced torque, which leads to yaw movement.
I have no idea why the text is in italics in the middle of the page. I'm not sure how to fix that.
Edit: I did some research and discovered that it's the "*" marks. I fixed the problem with multiplication symbols.
I was unable to use the screenshot-upload mod for this, so the screenshots will be lower quality until I can get it working.
If you have thoughts, suggestions, or bug reports, let me know!
On a side note: I am using 121.174.105.198 as a backup, until the primary server is working, or until I find out about the new IP (if it exists).