10.6k ThomasRoderick Comments

  • Drag Coefficient one month ago

    @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...

  • XA-21 "Longbow" one month ago

    ... right, quick question, I'm pretty sure I've seen a plat called WizNick before...

    .... nvm, found the thread.

  • What is a fork? 2 months ago

    @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.

  • How to convert explosion scale to kilograms? 2 months ago

    Found a chart specifically meanr for this job: @ReinMcDeer's WEAPONS BALANCING DATABASE.

  • What is a fork? 2 months ago

    @Rob119

    then.... what's a spear? A onek?

    It's a skewer.

  • Engines, Thrust, and Fuel Flow rates 2 months ago

    @32
    I just used the engine's innate "Thrust" output.

  • Engines, Thrust, and Fuel Flow rates 2 months ago

    @Graingy

    Large legacy prop engine
    Wait what

    Refer to SIMPLECHEATS II.

    Did you use FT to find the fuel use rate?

    Yes. a label with {-rate(Fuel) * your total amount of fuel} .

  • Drag Coefficient 2 months ago

    @Ku

    At 100%, the spring constant of Shocks is approximately 49603

    ... N/m, right?

  • Drag Coefficient 2 months ago

    @Subsere The area of the aircraft exposed to the airstream. Or, basically, the total external area of the aircraft.

  • SU-85 2 months ago

    @Jaspy190
    Keks, any later I'd be congratulating you on plat!

  • (5.000 Points special) Thundermax MP-2A 3 months ago

    Grats on Gold me pal!

  • SJ-2M32(Novel Design) 3 months ago

    "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?

  • [PLATINUM] Cessna AT-17 'Bobcat' 3 months ago

    Grats on plats Andi!

  • BOEING B747-200 3 months ago

    @HungrySu34
    01110111 01101000 01111001 00100000 01100010 01101001 01101110 01100001 01110010 01111001 00111111

  • The Turtle 3 months ago

    Which map did you use?

  • Assassin(Rocket) 4 months ago

    .... willing to share insights on the rockets?

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

    Missing dragScale attribute for parts. Seems to be an error given the description of calculateDrag compared the two.

  • [Autopilot_1.9.1] "Zerkk's" ZA 237 'BROSK' 4 months ago

    @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.

  • Avro Lancaster Bomber 4 months ago

    @Jamawi Those are landing lights. Also, AG2 lights are navigation lights.
    Source: https://photos.kitmaker.net/news/36512/002.jpg

  • Hawker Horsley 5 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 5 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 5 months ago

    Good plane; tiny torp.

  • [Structure] Flare Projector I 5 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.

  • Soviet Cruiser Murmansk 5 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 5 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 5 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.

  • Clip Cannon 5 months ago

    @Bogey Thanks!

  • Damaged Tiger 1 5 months ago

    @Hyperr

    38cm tank gun

    Sturmtiger?

  • Using my work in your builds... 5 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... 5 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.

  • Barrel submarine V2 5 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 5 months ago

    How?

  • SIMPLECHEATS II, an updated, comprehensive list of all known XML attributes 5 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 5 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 5 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 5 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) 6 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?

  • Feldscher KAT No.15 6 months ago

    That cross.... a WWI ambulance?

  • RJ Hawker Tornado II 5.1 6 months ago

    Good to see ya again, and Merry Christmas!
    🎄🎅🎄🎅🎄🎅

  • Drag Coefficient 6 months ago

    @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.

  • Drag Coefficient 6 months ago

    @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.

  • Drag Coefficient 6 months ago

    @SilverStar Because drag force is proportional to the square of the airspeed?

  • Drag Coefficient 6 months ago

    @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.

  • Drag Coefficient 6 months ago

    @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.

  • Drag Coefficient 6 months ago

    @Ku

    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.

  • Drag Coefficient 6 months ago

    @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?

  • Clip Cannon 6 months ago

    @MajorFreischmidt Thanks!

  • [Fictional Story writing] How Death of a character affects the mind of a writer 7 months ago

    Yeah, people die in wars, to disease, to accidents, to old age and whatnot, so what?
    - Tom the souless abomination

  • Aiming for the stars [Thanks for Gold] 7 months ago

    Keep up the good work my pal! 🤗