@Aviator01 I might try that for a jet afterburner in the future.
However, since this is a ducted-fan engine and technically not a jet engine, I most likely won't add exhaust.
Thanks for the suggestion!
@ThereIsNoahScape In the future, try using different connection points on a part. Connecting the rotation end to the center attachment point of the rudder seems to work well.
@Reworkable I had a similar problem the first time I used it. Try re-uploading the image to the website, then take that link and use it.
Alternatively, I've heard that some people use discord for image uploads.
You could set the max input field to a very small number, but that would also decrease the size of the exhaust as well.
As far as I'm concerned, there is no way around this issue. But you could try using lights with a modified input and color.
@TheGliderGuy Sure! It's: SetWindSpeed 0 2 0. You can replace the 2 with a bigger or smaller number, depending on how powerful you want the thermal/updraft to be.
Edit: I found that 2 was a good number for near-the-ground climbing.
@MrCOPTY I'll consider it. I haven't made an official decision on whether or not I will actually release an armed version of this aircraft. On top of that, the weapons can't significantly interfere with the aircraft's maneuverability and performance if they were to be added.
Thanks for your support!
If you decrease the firing delay on a cannon to a really small number, it won't make a firing sound until you let go of the trigger/firing button.
It will only make one firing sound whenever you stop firing.
Other than that, you will probably just need to deal with the noise. It is rather annoying in certain situations.
Edit: I realize you were referring to wing guns, but you can't stop the sound on those.
Having a rotator disable after a certain speed might be too choppy. Try this: Pitch-(PitchRate*0.05).
You will probably need to change the number to adjust the sensitivity.
@MrCOPTY Right. So if you want to do that, you need to do some XML math: the aircraft's overall fuel percentage (in decimal form) multiplied by the maximum quantity in your fuel tank of choice. If you want to convert units, just plug in the math for conversion to the math that is shown above for the fuel amount.
You could put the math into a gauge or text field (for digital displays), but I'm no expert in that area of Simpleplanes, so I don't entirely know how to do that.
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.
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.
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.
There could be several factors influencing the performance of your game. Background processes and heat (I assume the 620 is on an 8th gen or similar Core i3, so while it shouldn't be getting super toasty, if the thermal paste is old it could be thermal throttling) would be good things to start looking at. Reduce quality settings if you haven't already. Eliminate CPU intensive tasks that run in the background.
I assume by 32GB you meant RAM. In my experience RAM helps more with application loading times than FPS (same goes for having a good storage device; SSD is much faster than HDD) so even if the laptop has 8GB it should be alright (though I'd definitely recommend going up to 16 if you can, as it makes a difference).
@llFLMTll Sorry for the horrendously late response, I don't recall ever getting a notification.
My first piece of advice would be to not do what I did with this mod and model everything in SimplePlanes (or throw together a large number of existing SP assets), as it's super inefficient and will create unnecessary performance impact.
I'm working on Mikeska Airport 2.0 right now, and the utilities I've used include Blender (modeling the airport itself, and the buildings), World Machine (terrain generation; not strictly required since Unity has a built-in terrain sculpting system, but I much prefer doing it procedurally), and PolyHaven (high-resolution textures for free).
You'll need to install Unity, of course (Unity version depends on what version of SP you're making the mod for).
There's plenty of tutorials on YouTube that'll help you with getting started in Unity and Blender, how to work with each, etc.
@Aviator01 I might try that for a jet afterburner in the future.
+1However, since this is a ducted-fan engine and technically not a jet engine, I most likely won't add exhaust.
Thanks for the suggestion!
@MrCOPTY Ah, I see.
+1I am curious, did I request a tag?
+1Great aircraft by the way, considering it's made from basic parts.
@ThereIsNoahScape In the future, try using different connection points on a part. Connecting the rotation end to the center attachment point of the rudder seems to work well.
+1Are you sure that the rotator is connected properly to the V-STAB itself?
+1The rotating end might be connected to the V-STAB, instead of the base end.
@X99STRIKER Ah, I see.
+1Nice one.
@X99STRIKER ?
+1@AEGIS No problem!
+1Try
+1clamp(VTOL, -1, 0)
.Additionally, you can look at this for more information on the
clamp
function.@IMULAerospaceIndustries What I meant by
+1max
was the maximum input field for the VTOL engine itself.To answer your question: probably not.
@Reworkable I had a similar problem the first time I used it. Try re-uploading the image to the website, then take that link and use it.
+1Alternatively, I've heard that some people use discord for image uploads.
+1
@IMULAerospaceIndustries No problem!
+1You could set the
+1max
input field to a very small number, but that would also decrease the size of the exhaust as well.As far as I'm concerned, there is no way around this issue. But you could try using lights with a modified input and color.
@PPLLAANNEE It could theoretically work. The main issue would be getting people to participate in such a challenge.
+1@PPLLAANNEE That would be very useful. It would be great for videos as well.
+1@TheGliderGuy Sure! It's:
+1SetWindSpeed 0 2 0
. You can replace the2
with a bigger or smaller number, depending on how powerful you want the thermal/updraft to be.Edit: I found that
2
was a good number for near-the-ground climbing.@TheGliderGuy I thought this might be helpful.
+1You will probably need Unity or whatever other software the game developers use.
+1The developers have also posted videos on how to mod Simpleplanes.
@ReinMcDeer That makes sense. I thought perhaps this could be used to make an upward wind to simulate thermals. I need to do some more research.
+1@MrCOPTY I'll consider it. I haven't made an official decision on whether or not I will actually release an armed version of this aircraft. On top of that, the weapons can't significantly interfere with the aircraft's maneuverability and performance if they were to be added.
+1Thanks for your support!
If you decrease the firing delay on a cannon to a really small number, it won't make a firing sound until you let go of the trigger/firing button.
+1It will only make one firing sound whenever you stop firing.
Other than that, you will probably just need to deal with the noise. It is rather annoying in certain situations.
Edit: I realize you were referring to wing guns, but you can't stop the sound on those.
No, I don't believe there is. There might be a mod for this, but I'm not sure.
+1@jessiemp Reduce the "0.05" number to something smaller. The smaller the number, the less sensitive it is.
+1@exosuit Thanks for letting me know! I will try it.
+1Having a rotator disable after a certain speed might be too choppy. Try this:
+1Pitch-(PitchRate*0.05)
.You will probably need to change the number to adjust the sensitivity.
The closest you get to "hidden" might be the AI aircraft from the challenges (such as an AI racer or WW2 fighter).
+1@MrCOPTY Right. So if you want to do that, you need to do some XML math: the aircraft's overall fuel percentage (in decimal form) multiplied by the maximum quantity in your fuel tank of choice. If you want to convert units, just plug in the math for conversion to the math that is shown above for the fuel amount.
+1You could put the math into a gauge or text field (for digital displays), but I'm no expert in that area of Simpleplanes, so I don't entirely know how to do that.
But I can see the use in fuel tank activation groups, as it would act like a fuel selector valve.
+1I 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.
+1@Echostar It seems your comment has been removed. Was this by you?
+1Try 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.
+1You 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.
+1@MRM19 Great!
+1@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.
+1The aircraft used in the screenshots is DeadlyDialga's British Airways 747-236B.
I wish I could spotlight this; it's super cool!
There could be several factors influencing the performance of your game. Background processes and heat (I assume the 620 is on an 8th gen or similar Core i3, so while it shouldn't be getting super toasty, if the thermal paste is old it could be thermal throttling) would be good things to start looking at. Reduce quality settings if you haven't already. Eliminate CPU intensive tasks that run in the background.
I assume by 32GB you meant RAM. In my experience RAM helps more with application loading times than FPS (same goes for having a good storage device; SSD is much faster than HDD) so even if the laptop has 8GB it should be alright (though I'd definitely recommend going up to 16 if you can, as it makes a difference).
Scug spotted
@helloimnob No, there's just nobody there
Texas, US.
yeehaw
@cyberpunkchicken27 That's normal, just because of timezones and regional player concentrations
@llFLMTll Sorry for the horrendously late response, I don't recall ever getting a notification.
My first piece of advice would be to not do what I did with this mod and model everything in SimplePlanes (or throw together a large number of existing SP assets), as it's super inefficient and will create unnecessary performance impact.
I'm working on Mikeska Airport 2.0 right now, and the utilities I've used include Blender (modeling the airport itself, and the buildings), World Machine (terrain generation; not strictly required since Unity has a built-in terrain sculpting system, but I much prefer doing it procedurally), and PolyHaven (high-resolution textures for free).
You'll need to install Unity, of course (Unity version depends on what version of SP you're making the mod for).
There's plenty of tutorials on YouTube that'll help you with getting started in Unity and Blender, how to work with each, etc.
@X99STRIKER Bet
@X99STRIKER And you didn't think to share? Rude.
Fly something
It's as simple or complex as you want it to be, within certain bounds