@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.
@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)....
@StraitAircraft ... yet somehow you still managed to mess up the image.
Remember, for simple images, , and for images with embedded links, [](embedded link).
@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.
@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.
@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?
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.
@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".
@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.
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?
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...
@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.....
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.
@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?
.... 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.
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.
@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.
@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.
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.
@ThomasRoderick
Necro-addendum: it would work with a Voith-Schneider Propeller... or just about anything that feathers the paddle on the return stroke.
@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.
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.
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.
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.
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..
...
Soooo... where do I see the updated version again?
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".
@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.
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..
... Hmmmm... Engine-Prop-1 and/or Engine-Prop-2 for acoustics, anyone?
Gratz on silver Straity!
+1@MrCOPTY
+2@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.
@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.
+1.
..
... 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)....
@StraitAircraft 🎉🎉🎉🎉🎉🎉
+1@StraitAircraft ... yet somehow you still managed to mess up the image.
+1Remember, for simple images,

, and for images with embedded links,[](embedded link)
.@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.
@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.
@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?)
+1... and how much deeper did I just dig my own grave?
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@StraitAircraft
+1Start 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".
@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.
+1.
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 theexplosionScalar
value..
..
...
So ultimately this is what I've got, and preemptive apologies for the word vomit.
Good plane; tiny torp.
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?
+1Ahh, 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...
+5It's "Short Singapore" not "Shorts Singapore"; one is an aircraft, the other is a film festival.
+2@MrCOPTY
+1Well.... it's slowly getting less and less simple over time....
@MrCOPTY
+1Thanks!
@RamboJutter
+1.... 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.....
++Panzer vor!++
+3@WritersCrusadersAirCo2
+3... and hi there pal, it's Disney. Cease and Desist or prepare to get sued. (jklol)
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.
Y'sure it's a worm and not a tsuchinoko? Noko Noko Bocchinok- uh oops.
+1The crane is the boom right in front of the rear mast.
@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?
.... 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.Missing
+2waterproof
attribute for missiles.When set to true allows the missile to still function after contacting water surface; otherwise it will be rendered a dud.
As the saying goes, "Never worry about the bullet with your name on it; instead, worry about shrapnel addressed to 'occupant'"....
+1@Bogey Thanks!
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?
+1Great build; not enough "oomph" per bomb - understandable given it's designed to go against the much more fragile player ships.
+1@Hyperr
Sturmtiger?
@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@SkyJayTheFirst It is the long-lost account of a Plat, go figure.
+2Ah, the youngest child of ol' fishbed, turned out to be quite a beaut, didn't 'e?
+2Mortar carrier?
+1@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.
@L1nus
How? Can I learn this forbidden art?
+1Wait, 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.
BALLER
+1@ThomasRoderick
Necro-addendum: it would work with a Voith-Schneider Propeller... or just about anything that feathers the paddle on the return stroke.
How?
Ahh, the progenitor to the P-43 Lancer, which, in turn, led to the P-47 Jug. Good seeing one out 'ere!
+4@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.
@PlaneFlightX
health
orfuel
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).explosionScale
attribute; other missiles use theexplosionScalar
attribute. A missile part withexplosionScalar
set to "1" is about equivalent to a 350mm cannon part withexplosionScalar
set to "1".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.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 asautoCenterCamera
, which is a lot more useful.@PlaneFlightX Thanks!
hide
is set to "true" it simply hides the entire engine, leaving only the prop and the spinner.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.@PlaneFlightX
detacherMaxUiForce
attributed is pretty much how high you can set the detach force/impulse through the UI. Note that thedetachForce
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?
@PlaneFlightX
So... a few more documentations:
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.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".@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/orEngine-Prop-2
for acoustics, anyone?... and here's me, with a monstrosity like this....
+1
+1FIRST!