@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.
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. 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.
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?
@Ku
Dimensional Homogeneity FTW!
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Also, pretty sure the reason why you forgot the wetted/reference area was because you were an order of magnitude off with aircraft drag coefficients (which, once again, is not based on the cross-section unlike it is for cars and everyday objects, but rather the wing area.... probably because they're trying to compare it to the amount of lift the plane got). For example, a plane with a drag coef of 0.02 and a wing area of 10m^2 will get you a drag area of exactly 0.2m^2.... which translates to about 200 points of in-game drag.
@SilverStar
Not as if I can even test those either way.... my phone's a potato among potatoes, and my laptop's even worse; incidentally, both came from the bottom of the bargain bin.
Plus, those things look good and realistic and that's all it takes for me to mass-upvote. Personal codes and morals should never be used to judge others with, afterall.
@Graingy
Kek.
Also.... SP doesn't really double as wind tunnel simulators so.... Still, follow IRL design principles whenever possible, remember things like streamlining and area rule etc, I guess?
.... and go wild.
@Ku
@Graingy
Bonus point: a streamlined aircraft usually have drag coefficient of around 0.02 at subsonic speeds, which, when multiplied by the wing area of around 20m^2, gives a drag area of about 0.4m^2 for general aviation.... or about 400 in-game drag units.
The Coefficient of drag is indeed proportional to the wetted area of the plane.
Nope. The drag coefficient is, by definition, a unitless coefficient, which should NOT be proportional to an area. The drag area, however, is defined as the wetted/reference area times the drag coefficient, which, for an aircraft, is defined as the wing area instead of the frontal cross-section unlike it was for automobiles. (Source: drag coefficient, drag area, drag equation)
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So... read my calculation again: parasite drag should be proportional to the product of the drag coefficient and the reference area - because the drag coefficient is defined as the ratio between the parasitic drag force and one-half the product between the air density, the square of airspeed, and the reference/wing area.
@Ku
...... hmmmm.... Cd = (2 * Fd) / (rho * v^2 * A), which gives us F = Cd * A * 0.5 * rho * v^2, while the drag area is defined as Cd * A....
Your calculation gave us F=D*0.0010145*0.5*rho*v^2, so..... shouldn't the D here be proportional to the drag area instead?
well, it doesn't mean all of it are X-rated though. You know what I mean
No? I mean, anime characters in and of itself shouldn't be the issue, and if someone actually posted explicit stuff here then of course they deserved whatever the mods have in for them, no?
consider accounts that haven't done anything children
As in......? Pretty sure age have nothing to do with their creativity - or lack thereof - in SP.... Plus, once again, I'm pretty sure the noseart is still PG-13.
@FlyingPotato_131 If it's a MiG-3, then shouldn't it be the Flying Russian or the Flying Sovietman? A Fokker D.XXI or G.I sounds much better for a Flying Dutchman, y'know!
@Jaspy190 Sorry, I'm just way too nitpicky and autistic to just sit back and enjoy a good design.... Welp, probably explains why I have few uploads in total! Having a modus operandi of "if I see anything wrong with my build I'll just delete the whole thing" doesn't help whatsoever.
@Jaspy190 The point is that they still don't. Contrary to popular belief, aircraft fuel tanks tend to burn instead of explode when hit. Especially because in the same picture we can see the fireball was about twice the size of Hellcat - and that sort of fireball requires a good amount fuel-air mixture igniting, something more common with a plane impacting a hard surface instead of a lucky 20mm hit.
@Jaspy190 That sort of fireball requires a much bigger gun. IRL explosive shells - especially those from typical aircraft autocannons - don't usually cause a fireball.
A puff of black/white smoke? Yes. A small fireball if you struck a fuel tank/pipe? Yes. This sort of fireball? Unless your plane crashed into a ground/ship at high velocity when fully laden with fuel, NO.
@TemporaryReplacement I'm a simple man - I see good build, I upvote.
Also, any plans on making Atlanta and Des Moines? The Atlanta-class is what you get when you cram the maximum number of 5"/38 guns into the smallest hull possible, while the Des Moines is pretty much the US Navy's answer to the question "How many tons of proximity-fuzed shells can one ship lob into the air per minute".
No, it's not American, just a ship with similar outlines as a Brooklyn-class plus Mk.37 fire directors.
Also, 16" guns seem to be a "tad" bit too large for a CL.
Ah, the embodiment of MOAR DAKKA, and one of the greatest flak barges we've ever got. Attacking them without guided munitions or submarines (or both) sounds like a real pain in the arse. Good they're on our side though!
Beautifully done.
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Also, thanks for the database! I was trying to do something similar a few years back (key word on trying), so having an actual database to take reference of was really helpful!
So... quick question: where did you get the explosionScale of unguided bombs? Are there any data on lethal radius that we should take notice of?
.... the damage model of "damage=caliber×2" sounds a bit underpowered for large-caliber guns, though: square-cube law meant a 20mm gun oftentimes had more than four times the muzzle energy as a 12.7mm, and the same goes for 30mm guns and 20mm guns. Just because a 30mm Minengeschoß can blow the wings clean off a Spitfire in one hit... doesn't mean three AN/M2 Brownings can do the same nearly as as fast.
@Bogey Thanks!
@Hyperr
Sturmtiger?
@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.
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.
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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.
How?
@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 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..
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...
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.
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... Hmmmm...
Engine-Prop-1
and/orEngine-Prop-2
for acoustics, anyone?That cross.... a WWI ambulance?
Good to see ya again, and Merry Christmas!
🎄🎅🎄🎅🎄🎅
@Ku
Dimensional Homogeneity FTW!
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Also, pretty sure the reason why you forgot the wetted/reference area was because you were an order of magnitude off with aircraft drag coefficients (which, once again, is not based on the cross-section unlike it is for cars and everyday objects, but rather the wing area.... probably because they're trying to compare it to the amount of lift the plane got). For example, a plane with a drag coef of 0.02 and a wing area of 10m^2 will get you a drag area of exactly 0.2m^2.... which translates to about 200 points of in-game drag.
@SilverStar
Not as if I can even test those either way.... my phone's a potato among potatoes, and my laptop's even worse; incidentally, both came from the bottom of the bargain bin.
Plus, those things look good and realistic and that's all it takes for me to mass-upvote. Personal codes and morals should never be used to judge others with, afterall.
@SilverStar Because drag force is proportional to the square of the airspeed?
@Graingy
Kek.
Also.... SP doesn't really double as wind tunnel simulators so.... Still, follow IRL design principles whenever possible, remember things like streamlining and area rule etc, I guess?
.... and go wild.
@Ku
@Graingy
Bonus point: a streamlined aircraft usually have drag coefficient of around 0.02 at subsonic speeds, which, when multiplied by the wing area of around 20m^2, gives a drag area of about 0.4m^2 for general aviation.... or about 400 in-game drag units.
@Ku
Nope. The drag coefficient is, by definition, a unitless coefficient, which should NOT be proportional to an area. The drag area, however, is defined as the wetted/reference area times the drag coefficient, which, for an aircraft, is defined as the wing area instead of the frontal cross-section unlike it was for automobiles.
(Source: drag coefficient, drag area, drag equation)
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So... read my calculation again: parasite drag should be proportional to the product of the drag coefficient and the reference area - because the drag coefficient is defined as the ratio between the parasitic drag force and one-half the product between the air density, the square of airspeed, and the reference/wing area.
@Ku
...... hmmmm....
Cd = (2 * Fd) / (rho * v^2 * A)
, which gives usF = Cd * A * 0.5 * rho * v^2
, while the drag area is defined asCd * A
....Your calculation gave us
F=D*0.0010145*0.5*rho*v^2
, so..... shouldn't the D here be proportional to the drag area instead?@MajorFreischmidt Thanks!
Keep up the good work my pal! 🤗
@WritersCrusadersAirCo2
No? I mean, anime characters in and of itself shouldn't be the issue, and if someone actually posted explicit stuff here then of course they deserved whatever the mods have in for them, no?
@LowQualityRepublic
As in......? Pretty sure age have nothing to do with their creativity - or lack thereof - in SP.... Plus, once again, I'm pretty sure the noseart is still PG-13.
@WritersCrusadersAirCo2
as in.... ?
I'Z HERE FOIST ! ! WAAAAAAAGGGHHH ! ! !
j u g - o ' - j u i c e W H E R E
.... thanks for the idea! Now let's see if I can turn my own tractor props into jets....
.... and here I thought something named "archer" would have rockets and/or missiles as standard loadout...
@Karroc9522 ... and what are you guys intercepting again? Flying battleships?
How large, may I ask, is your plane?
Goo' ta' see ya' 'gain, RJ!
@21817651

@Cestbon
[website](link)
Link to the bombers please?
@FlyingPotato_131 If it's a MiG-3, then shouldn't it be the Flying Russian or the Flying Sovietman? A Fokker D.XXI or G.I sounds much better for a Flying Dutchman, y'know!
@Jaspy190 Sorry, I'm just way too nitpicky and autistic to just sit back and enjoy a good design.... Welp, probably explains why I have few uploads in total! Having a modus operandi of "if I see anything wrong with my build I'll just delete the whole thing" doesn't help whatsoever.
@Jaspy190 The point is that they still don't. Contrary to popular belief, aircraft fuel tanks tend to burn instead of explode when hit. Especially because in the same picture we can see the fireball was about twice the size of Hellcat - and that sort of fireball requires a good amount fuel-air mixture igniting, something more common with a plane impacting a hard surface instead of a lucky 20mm hit.
@Jaspy190 That sort of fireball requires a much bigger gun. IRL explosive shells - especially those from typical aircraft autocannons - don't usually cause a fireball.
A puff of black/white smoke? Yes. A small fireball if you struck a fuel tank/pipe? Yes. This sort of fireball? Unless your plane crashed into a ground/ship at high velocity when fully laden with fuel, NO.
Dat screenshot tho
(where the hell did you get THAT sort of explosion from a Mavis fighting a Hellcat?)
@TemporaryReplacement
... and thanks for all the upvotes as well.
@TemporaryReplacement I'm a simple man - I see good build, I upvote.
Also, any plans on making Atlanta and Des Moines? The Atlanta-class is what you get when you cram the maximum number of 5"/38 guns into the smallest hull possible, while the Des Moines is pretty much the US Navy's answer to the question "How many tons of proximity-fuzed shells can one ship lob into the air per minute".
No, it's not American, just a ship with similar outlines as a Brooklyn-class plus Mk.37 fire directors.
Also, 16" guns seem to be a "tad" bit too large for a CL.
Ah, the embodiment of MOAR DAKKA, and one of the greatest flak barges we've ever got. Attacking them without guided munitions or submarines (or both) sounds like a real pain in the arse. Good they're on our side though!
Leman Russ?
Beautifully done.
.
.
Also, thanks for the database! I was trying to do something similar a few years back (key word on trying), so having an actual database to take reference of was really helpful!
So... quick question: where did you get the explosionScale of unguided bombs? Are there any data on lethal radius that we should take notice of?
.... the damage model of "damage=caliber×2" sounds a bit underpowered for large-caliber guns, though: square-cube law meant a 20mm gun oftentimes had more than four times the muzzle energy as a 12.7mm, and the same goes for 30mm guns and 20mm guns. Just because a 30mm Minengeschoß can blow the wings clean off a Spitfire in one hit... doesn't mean three AN/M2 Brownings can do the same nearly as as fast.
Gratz on platz!
@Monarchii
W H Y
Seriously, if I were you I'd fix the camera, the crosshair, and the gun to the same platform, and have the camera auto-centered.
Interesting concept...
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... and keep up the good work!