10.4k ThomasRoderick Comments

  • Klemm kl 25 2 months ago

    Gratz on silver Straity!

    +1
  • Northrop Grumman E-2B Hawkeye 2 months ago

    @MrCOPTY
    @foury2
    Nvm, just checked the technical drawings, the C-2 had a shorter nose and a flatter ventral fuselage. The domeless E-2 is most likely this one, in which an E-2D had its radome damaged by hail and was flown from its home base to another base for radome replacement.

    +2
  • Weisbrich A11 'Jester' 2 months ago

    @blt Oh, you meant starting procedures... and here I thought @MisterT had it down a while before this one, and some PlaneFlightX guy was building a modern jetliner down to the last detail, but yeah... as far as "performance efficient plane with startup" goes this one is probably one of the earliest ones... if not still the only one to-date.
    .
    ..
    ... Edit: apparently there's a forum post dedicated to planes with startup procedures, but as far as planes with less than 500 parts go this seems to be one of the very few.
    ....
    .....
    ...... note to self: include starting procedures in my own builds.... and see if it's possible to make one that actually distinguishes between airspawn and groundspawn (airspawn = start in the air so logically the starting procedures had already been finished some nondescript amount of time ago, groundspawn = start on the ground so startup's necessary, or even a hybrid system where landing and shutting down means going through startup again)....

    +1
  • Hawker Horsley 2 months ago

    @StraitAircraft 🎉🎉🎉🎉🎉🎉

    +1
  • Hawker Horsley 2 months ago

    @StraitAircraft ... yet somehow you still managed to mess up the image.
    Remember, for simple images, ![.](image link), and for images with embedded links, [![.](image link)](embedded link).

    +1
  • Hawker Horsley 2 months ago

    @StraitAircraft For postimage use the "direct link", which for the particular picture is
    https://i.postimg.cc/MT8TMC6H/Screenshot-20250204-161837-Simple-Planes.jpg
    .
    ..
    ... or just copy the "markdown" option in whole and call it a day, no extra formatting required.

  • Hawker Horsley 2 months ago

    @StraitAircraft
    Eh... wait, what? I'm not saying you're at fault - everyone have to begin somewhere, nay? And I can promise back when I first had my account I was much worse.

  • Hawker Horsley 2 months ago

    @Seeras Sorry for the wording then.... turns out I'm still bad at NOT committing faux pas left and right, I see.... (So should I refer to you as a former mod then? And are curators mods?)
    ... and how much deeper did I just dig my own grave?

    +1
  • Hawker Horsley 2 months ago

    Also, the proper name of the ex-mod was @Seeras, and for the number of active mods check this page. For added efficiency check the most recent comment from all of them then decide on whom to ping.

    +1
  • Hawker Horsley 2 months ago

    @StraitAircraft
    Start with shit replicas and improve upon yourself, then one day you'll make good replicas, nay? Also, it's not called "determination", but rather somewhere between "autistic hyperfocus", "blatant insanity", and "uncontrollable urge to tutor someone else".

    +1
  • Hawker Horsley 2 months ago

    @StraitAircraft Nah, let's just chalk it up to SP not knowing a thing about real-life weapon dimensions and call it a day. Still, let's see..... the Hawker Horsley was in service between 1927 and 1935, and the most likely air-dropped torpedo of that era would be an 18" Mark VIII, which had an explosive charge of about 320lb and a total weight of about 3,280lb.
    .
    An in-game torp is about 250lb heavy, so the massScale need to be set to 3280/250=13.12.
    .
    Through the use of a fuselage block with both width and height set to 0.9 (remember that one "block unit" in game equals to 0.5m so the fuselage would now have the same diameter as an 18" or 450mm torpedo), we can determine the first two values of its scale equals to 1.8 (which also meant that one vanilla in-game torpedo is about 10" or 250mm in diameter, good to know and I'll take note of that for my own future designs).
    .
    And though the use of a reference image of a Blackburn Ripon, we can estimate the length of the torpedo using the in-game "blueprint" function; note that some foreshortening exist in the photo, so it needs to compensated for through some trigonometry (aka match the length of the torpedo in the picture then divide by the cosine of the foreshortening angle which is somewhere around 15 degrees), but the last value of its scale should be somewhere around 2.75.
    .
    Now, for explosive scales.... @ReinMcDeer had an awesome chart for explosionScale of aerial bombs, and taking into the account that an average aerial bomb have about half its weight in the explosive filler, the 320lb TNT filler of our torpedo would have an equivalent explosive mass somewhere slightly larger than that of a 500lb bomb, so for simplicity's sake let's just put it somewhere about 1.06: the chart used a 500lb bomb as the "1" number which is about right given an IRL 500lb bomb have a lethal radius of about 80m, and by linear extrapolation between 500lb bombs and 1000lb bombs we get something like 1.056 for the explosionScalar value.
    .
    ..
    ...
    So ultimately this is what I've got, and preemptive apologies for the word vomit.

    +1
  • Hawker Horsley 2 months ago

    Good plane; tiny torp.

  • "You know what, screw you!" (Unhalftracks your halftrack) 2 months ago

    Given the M3 halftrack originated from the M2 halftrack, which itself was based on the M3 scout car.... should this be called "M3 scout truck" instead?

    +1
  • AC-130 "Nooky" 2 months ago

    Ahh, so that is where the reproductive systems on male AC-130s are located! Another breakthrough in understanding those majestic beasts if I say so myself...

    +5
  • Short Singapore III 2 months ago

    It's "Short Singapore" not "Shorts Singapore"; one is an aircraft, the other is a film festival.

    +2
  • Dominion Aeronautics Skylance - Dogfight Challenge Entry 2 months ago

    @MrCOPTY
    Well.... it's slowly getting less and less simple over time....

    +1
  • RJ P-61X 6.4 2 months ago

    @RamboJutter
    .... and here I thought it's because a few weightless and zero-drag parts are a lot less performance hungry than a label showing the same roundel, but labels are a lot more suitable for complex images and fonts (e.g. noseart, or more complex roundels like the East German one) and usually don't mess up connection points nearly as much. But yeah, labels do have a hard time on any surface with changing curvatures.
    .
    ..
    ... also, IIRC Nagi/Planaria made a modified converter so the output isn't faded anymore, but I'd hate to think about the performance cost of a full-resolution image.....

    +1
  • [GuP] Maho Tiger 1 Ausf. H1 2 months ago

    ++Panzer vor!++

    +3
  • Mickey Maus 3 months ago

    @WritersCrusadersAirCo2
    ... and hi there pal, it's Disney. Cease and Desist or prepare to get sued. (jklol)

    +3
  • [Structure] Flare Projector I 3 months ago

    Hmmmmm..... Try to time the light so that it only turns on at the same second as the chute, and you'd have a good starshell.
    Also, I think I just made the first viable searchlight in SP.

  • Bocchi The Worm 3 months ago

    Y'sure it's a worm and not a tsuchinoko? Noko Noko Bocchinok- uh oops.

    +1
  • Soviet Cruiser Murmansk 3 months ago

    I don't see any crane in the model reference.

    The crane is the boom right in front of the rear mast.

  • Clip Cannon 3 months ago

    @Bogey
    Welp, feel free to use them in your next builds! Granted, it's still in the proof-of-concept phase, so....
    .
    ..
    ... I guess the companion piece can be used to set up individual gun turrets?

  • CG-52 USS Bunker Hill 3 months ago

    .... Necro'ing, but... pretty sure in-game missiles can have the waterproof attribute set to "true" so that they will still work after being drenched in water.

  • SIMPLECHEATS II, an updated, comprehensive list of all known XML attributes 3 months ago

    Missing waterproof attribute for missiles.
    When set to true allows the missile to still function after contacting water surface; otherwise it will be rendered a dud.

    +2
  • [TGT-G] Squad I 3 months ago

    seriously, i thought I was a decent CAS until I have to nail some infantries with guns only, then it becomes a comedy cough

    As the saying goes, "Never worry about the bullet with your name on it; instead, worry about shrapnel addressed to 'occupant'"....

    +1
  • Clip Cannon 3 months ago

    @Bogey Thanks!

  • [AI-TB] TBF Avenger 3 months ago

    Once again the torpedo was rather underpowered (ofc it's designed to go against player ships so it's understandable). Also, why not vanilla torps?

    +1
  • [AI-DB] SB2C Helldiver 3 months ago

    Great build; not enough "oomph" per bomb - understandable given it's designed to go against the much more fragile player ships.

    +1
  • Damaged Tiger 1 3 months ago

    @Hyperr

    38cm tank gun

    Sturmtiger?

  • (ME) AT-64 APACHE 3 months ago

    @LunarEclipseSP More or less. Still not quite sure if it fits the "tiltrotor" definition given the rotors are never supposed to go full forward... or if the design even makes sense from an engineering standpoint because it's combining the downsides of both a tiltrotor and a helicopter without any of the upsides.

    +1
  • FAC-30S Pegasus 3 months ago

    @SkyJayTheFirst It is the long-lost account of a Plat, go figure.

    +2
  • FAC-30SE Pegasus 3 months ago

    Ah, the youngest child of ol' fishbed, turned out to be quite a beaut, didn't 'e?

    +2
  • L3/170 SPG 3 months ago

    Mortar carrier?

    +1
  • Using my work in your builds... 3 months ago

    @ComradeSandman
    Pretty much. It always boils down to the nuances over "how much is too much", especially in areas where there are only few ways to do certain things (basically any sort of engineering in general). Same thing goes for citations in academic writing: where does common knowledge stop and citeable sources start? Although at least we have the rule-of-thumb of "if it's part of your course curriculum you probably don't need to cite it", whereas in SP we don't really have formal xml/FT education.

  • Using my work in your builds... 3 months ago

    @L1nus

    i have methods of authenticating

    How? Can I learn this forbidden art?

    +1
  • Using my work in your builds... 3 months ago

    mods have agreed regardless of how small it is that you take, you have to credit

    Wait, so.... I know it's only tangentially related, but if I saw a piece of code in a video two months back and forgot who posted the video, do I need to search for the video to see who originally posted it?
    Also, if I learned an FT code from someone else's design, do I have to credit the original for all of my subsequent designs featuring the same code?
    I know the importance of giving credit, but I'm really ignorant on the more nuanced aspects of it and have been rather reliant on scavenging and hybridizing codes (or even XML modifications) from others, so.... any pointers please? The "regardless how small" sounds rather arbitrary so I really need to know the proper etiquette for giving credit.
    .
    .
    .
    Edit: found the original video, it's @MVC's custom rim tutorial.

  • It's just a ball man, easy 3 months ago

    BALLER

    +1
  • Barrel submarine V2 3 months ago

    @ThomasRoderick
    Necro-addendum: it would work with a Voith-Schneider Propeller... or just about anything that feathers the paddle on the return stroke.

  • 40 colors 3 months ago

    How?

  • Seversky P-35 3 months ago

    Ahh, the progenitor to the P-43 Lancer, which, in turn, led to the P-47 Jug. Good seeing one out 'ere!

    +4
  • SIMPLECHEATS II, an updated, comprehensive list of all known XML attributes 3 months ago

    @PlaneFlightX Noted. Seems that 1 missile explosionScale still equals to 350mm of explosionScalar, though.
    p.s.: pretty sure I confused the two because they have the same particle effects.

  • SIMPLECHEATS II, an updated, comprehensive list of all known XML attributes 3 months ago

    @PlaneFlightX

    • Pretty sure we can't set health or fuel to infinity anymore. Arbitrarily large numbers are still okay, though. Glass parts have an actual health of about 1% of the nominal value (aka if you want a glass part to function like a normal part with 300hp you need to set its health to 30000).
    • Cleaver missiles also make use of the explosionScale attribute; other missiles use the explosionScalar attribute. A missile part with explosionScalar set to "1" is about equivalent to a 350mm cannon part with explosionScalar set to "1".
    • For gyros, when the autoOrient attribute is set to "true", redefines the "up" direction for the gyro to the "up" direction of the main cockpit. Otherwise the gyro would try to orient the craft to the gyro's own "up" direction.
    • For cameras, when the autoOrient attribute is set to "true", redefines the "up" direction for the camera to the craft's "positive" direction (up and/or forward), generally useless. not the same as autoCenterCamera, which is a lot more useful.

    +1
  • SIMPLECHEATS II, an updated, comprehensive list of all known XML attributes 3 months ago

    @PlaneFlightX Thanks!

    • For CowlFlaps, IIRC when hide is set to "true" it simply hides the entire engine, leaving only the prop and the spinner.
    • Guns do use activationGroup attributes; all weapons (guns, rockets, bombs, torps, missiles) can use FunkyTree AG (aka the same as InputController AG), but countermeasures can only use integer AG.

  • SIMPLECHEATS II, an updated, comprehensive list of all known XML attributes 3 months ago

    @PlaneFlightX

    • On detachers, the detacherMaxUiForce attributed is pretty much how high you can set the detach force/impulse through the UI. Note that the detachForce isn't linear with the UI setting but rather proportional to the square of the UI setting, so setting the detachForce to 50% gets you 25% of the detacherMaxUiForce.

    .
    ..
    ...
    Soooo... where do I see the updated version again?

  • SIMPLECHEATS II, an updated, comprehensive list of all known XML attributes 3 months ago

    @PlaneFlightX
    So... a few more documentations:

    • On pistons, the preventBreaking attribute means the piston would not detach from the attached object no matter what, whereas disabling it would cause it to drop attached objects when it's too heavy or when the piston encountered too much resistance.
    • On gauges, the multiplier (not "multiplyer", because that's how the English language rolls) attribute means how many degrees the indicator/gauge face rotates when the input value changes by "1".

  • Mugitang (expt. advanced sound) 3 months ago

    @pancelvonat
    I'd say most of the weight comes from the jets (sequenced to simulate the firing order of a cross-plane V8 engine), while the pistons and rotators provide some backup acoustics.
    .
    ..
    ... Hmmmm... Engine-Prop-1 and/or Engine-Prop-2 for acoustics, anyone?

  • Mugitang (expt. advanced sound) 3 months ago

    ... and here's me, with a monstrosity like this....

    +1
  • B-17 "Flying Fortress" 3 months ago

    FIRST!

    +1