@Subsere
Yurp! Actually b/c I can't find the legacy pic on the SP site I had to get a low-res pic from google then use every tool under the sun to enhance it back into what it should look like...
@Rob119
Given I have the tendency to use a pair of toothpicks (of all things) as both makeshift forks and makeshift chopsticks, who am I to judge...
Yup, I'm pretty sure we're gonna get burned on the same pyre... made of chopsticks.
"Advanced version of S2A Seiko" - same number of engines and wings with little else in common, but yeah, it does evoke the lines of the original....
Hmm.... some sort of family lineage not unlike the Yank muscle cars (e.g. chevy camaro), I guess?
@griges
Right, one other thing: if the variable is designed to store a value until the next update conditions are met, then set the rotator's activationGroup to the update condition, zeroOnDeactivate to "false", and the input to whatever the function calculating the input is.
@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.
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.
@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.
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.
.
..
...
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.
.
..
... 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)
.
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?
@Subsere
Yurp! Actually b/c I can't find the legacy pic on the SP site I had to get a low-res pic from google then use every tool under the sun to enhance it back into what it should look like...
... right, quick question, I'm pretty sure I've seen a plat called WizNick before...
.... nvm, found the thread.
@Rob119
Given I have the tendency to use a pair of toothpicks (of all things) as both makeshift forks and makeshift chopsticks, who am I to judge...
Yup, I'm pretty sure we're gonna get burned on the same pyre... made of chopsticks.
Found a chart specifically meanr for this job: @ReinMcDeer's WEAPONS BALANCING DATABASE.
@Rob119
It's a skewer.
@32
I just used the engine's innate "Thrust" output.
@Graingy
Refer to SIMPLECHEATS II.
Yes. a label with {-rate(Fuel) * your total amount of fuel} .
@Ku
... N/m, right?
@Subsere The area of the aircraft exposed to the airstream. Or, basically, the total external area of the aircraft.
@Jaspy190
Keks, any later I'd be congratulating you on plat!
Grats on Gold me pal!
"Advanced version of S2A Seiko" - same number of engines and wings with little else in common, but yeah, it does evoke the lines of the original....
Hmm.... some sort of family lineage not unlike the Yank muscle cars (e.g. chevy camaro), I guess?
Grats on plats Andi!
@HungrySu34
01110111 01101000 01111001 00100000 01100010 01101001 01101110 01100001 01110010 01111001 00111111
Which map did you use?
Hmmm.....
.... willing to share insights on the rockets?
Missing
dragScale
attribute for parts. Seems to be an error given the description ofcalculateDrag
compared the two.@griges
Right, one other thing: if the variable is designed to store a value until the next update conditions are met, then set the rotator's
activationGroup
to the update condition,zeroOnDeactivate
to "false", and theinput
to whatever the function calculating the input is.@Jamawi Those are landing lights. Also, AG2 lights are navigation lights.
Source: https://photos.kitmaker.net/news/36512/002.jpg
@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.
Good plane; tiny torp.
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.
The 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.@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.
.
.
.
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..
..
...
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?That cross.... a WWI ambulance?
Good to see ya again, and Merry Christmas!
🎄🎅🎄🎅🎄🎅
@Ku
Dimensional Homogeneity FTW!
.
..
...
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)
.
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! 🤗