Is there a way you can make the heading lock on the tail rotor disengage at a certain speed? It's quite annoying having it try to get itself back onto it's start heading when you do a typical banked turn at speed.
@AnoniMosu I'm going to have to say "no" to that one.
"But they did it in this other game I saw!"
Either, that game had a well-planned structure for external content, or a highly sandboxed environment that allowed simpler scripts to run with lower permission sets. Both of these approaches limit the scope and functionality of mods whilst taking up large amounts of development time, from the developers, who already have enough on their plate.
"Weapons bay, instruments, vickers are fine as they do not introduce new strings into the application source code"
First of all, that stuff about adding strings to the source code makes literally zero sense in this context. They of course make no changes to the source code of the application because then A) they wouldn't be mods, they'd be features of the game, and B) the game is compiled well before it is sent to the app store - your device will never see the source code, unless you happen to work for Jundroo. The code in mods is required to make the objects do things. For instance, you could have your weapons bay as a part. You could put it on the plane. But would it do anything? No, it's just a model, sat there, on the plane. To make it open and close, you need a script. That's code. Apple don't like code that doesn't go through the store, so straight away that's a no. Instruments. Sure, you can have the instruments, but they wouldn't do anything without code. Code is the set of instructions that makes your computer check, for instance, your airspeed, then calculate the angle the instrument needle should be at, and then set the needle's rotation with regards to that angle. It won’t just do that by itself.
@drgunblood actually it's not too consistent, I'm not overly pleased with the autopilot on them as its using the in-game waypoint navigation, trying to fly from it's current position to a waypoint very far ahead, however as it's further away it tends to lose altitude, then as it gets closer it pitches up to try and reach the waypoint which is now above it (so essentially it's flight path is curved like a slack rope). So the speed changes as it flies. These problems annoyed me sufficiently to start my own autopilot project and it worked fairly well but I never really finished it as the numbers (PID loops) took lots of tweaking and j had other projects.
If you want to fix the camera then separate the cockpit onto a different rigidbody by putting it on a disabled detacher or something. Because SP calculates camera centre by finding the CoM of the body that the cockpit is on.
@Chancey21 well, technically that's not what happens with control surfaces... the wing has a single collision mesh, which does not change when control surfaces move. Neither does any physics happen in terms of them moving. The mesh and the flight model are the only things that change.
@Chancey21 It's really hard to say when I will get time. I was discussing with Gestour about making some more convincing looking water effects, instead of blue fog and a flat plane for the surface. If he feels like making those better, I may be able to finish off designersuite hopefully in the meantime. But I also have homework, and I'm making models and other assets for a weapons mod for sr2 when it's released.
@DPSAircraftManufacturer 27 years is around 10,000 days. It's a standard length for a "permanent" ban. Also, if you read the reddit post, you'll see tully said that it is possible to contact the developers once they are 13. Also, you can only tag 3 people per post.
Oh, I know, the dictatorship we live in, where people are afraid to speak lest they get permanently banned for something as little as breaking the law! I'm going to stop talking before I'm banned myself!
@randomusername I take it you're on about landing in a crosswind, since that's the time when you'd be needing the rudder.
You want to be facing in the same direction you are travelling when you touch down for a proper crosswind landing. This is achieved by pointing the nose into wind on the approach and roundout, then during the "float", you "kick off" the drift with the rudder. Doing this too early would mean that your velocity starts to change, and you begin to drift downwind and touchdown going sideways, causing stress to the LG. Too late, and you'll touch down before you get pointing forwards, again touching down sideways. So, increasing the "fuselage lift" effect would speed up this effect, making it a lot harder. You need to be able to maintain a high lateral angle of attack without changing your movement, direction - and the "front stabiliser" will make your direction change faster. Yaw changes which way the nose is pointing, not which way you're going. Unless you put a load of wings in your fuselage that is.
(also, nothing about trying to make it rip itself apart. Just ending up going backwards would be the problem. Much alike having your main wing too far forward.)
@randomusername "at the front", "about the same size", "turning becomes easier", "slower landings".
You've obviously been researching your aerodynamics, but allow me to set a few things straight.
1. Having something at the front with the same size is way too much, you could end up with something unstable depending on where your CoM is and how long the tail is.
2. SP also calculates drag from the side, and that drag is enough to replicate the kind of side-slip effect you'd get. The lift produced is very small, as the shape of the fuselage is not an effective aerofoil, hence why pilots don't just turn with the rudder (also leads to other problems).
3. What does that have to do with landings?
Also make sure your terrain is set to the "terrain" layer (top of the Inspector window) and in the terrain options (cog tab) Material is set to Built in Legacy Diffuse
It's quite annoying that the forums are being filled up with this random pretend army game but I'd be kind of okay with it if you weren't upvoting your own posts with an alt...
Plus, to create anything good looking, a decent grasp on trigonometric, exponential or other mathematical functions as well as symmetry and being able to code python. I'd be wasting my time.
@sexylips35 oh, I heard there's a cool workaround to the upload limit. If you post your stuff unlisted, you can still tag the people who requested it on there, and you can upload even more per day. And you don't get people complaining about spamming for points. Of course, you can't get points for upvotes there, but that doesn't matter does it, because you're not doing this for points, are you? Right? Not at all. That's what I thought.
@sexylips35 well, for instance, mentioning who spent days making the script you're milking points out of, or noting the creator of the script the creator of which you omit from your video explaining how to perform a simple task involving:
1. install a program
2. run a script
3. enter a file path
Or saying something other than "with python" when asked how you create them. It's quite disappointing the number of people I see who mistakenly believe you have a gram of computing knowledge.
It's to prevent builds that are just quick point grabbers, and encourage people to spend time on perfecting their builds, rather than posting the same god damn thing every time. Or, to put it another
way, does what you're doing benefit the SP community, or you? I'd say no, to both. Would you get more satisfaction from perfecting a delicate build piece by piece or from uploading random photos to the site?
the real reason is that SP would get pulled from the app store (or the update that adds modding denied) because it violates apple's policies. All code that runs on apple devices must be checked to make sure apple approves of it before it is allowed. This means it must go through the app store. Mods don't go through the app store, so aren't allowed.
@DarthAbhinav @chancey21 that's nice of you to say so.
And I have a procedural terrain map too, we both developed ours at the same time without realising till halfway through....
or, www.simpleplanes.com/Users?mods=true
+2Is there a way you can make the heading lock on the tail rotor disengage at a certain speed? It's quite annoying having it try to get itself back onto it's start heading when you do a typical banked turn at speed.
+2that's so 2017
+2Rudder on the Gator appears to be inverted. Literally uplayable.
+2:)
@grizzlitn I'd expect so. Waiting on the mod tools
+2@AnOlympicWalnut yep borked shaders, am awaiting new mod tools to fix.
+2looks.... wide
+2Seriously, this is completely irrelevant and useless.
+2But, I'm done arguing for now, the simple end is that if they could've, they would've by now.
+2@AnoniMosu I'm going to have to say "no" to that one.
"But they did it in this other game I saw!"
Either, that game had a well-planned structure for external content, or a highly sandboxed environment that allowed simpler scripts to run with lower permission sets. Both of these approaches limit the scope and functionality of mods whilst taking up large amounts of development time, from the developers, who already have enough on their plate.
"Weapons bay, instruments, vickers are fine as they do not introduce new strings into the application source code"
+2First of all, that stuff about adding strings to the source code makes literally zero sense in this context. They of course make no changes to the source code of the application because then A) they wouldn't be mods, they'd be features of the game, and B) the game is compiled well before it is sent to the app store - your device will never see the source code, unless you happen to work for Jundroo. The code in mods is required to make the objects do things. For instance, you could have your weapons bay as a part. You could put it on the plane. But would it do anything? No, it's just a model, sat there, on the plane. To make it open and close, you need a script. That's code. Apple don't like code that doesn't go through the store, so straight away that's a no. Instruments. Sure, you can have the instruments, but they wouldn't do anything without code. Code is the set of instructions that makes your computer check, for instance, your airspeed, then calculate the angle the instrument needle should be at, and then set the needle's rotation with regards to that angle. It won’t just do that by itself.
@ACEPILOT109 @BaconAircraft @flyingsteve88 more specifically, this one
+2@drgunblood actually it's not too consistent, I'm not overly pleased with the autopilot on them as its using the in-game waypoint navigation, trying to fly from it's current position to a waypoint very far ahead, however as it's further away it tends to lose altitude, then as it gets closer it pitches up to try and reach the waypoint which is now above it (so essentially it's flight path is curved like a slack rope). So the speed changes as it flies. These problems annoyed me sufficiently to start my own autopilot project and it worked fairly well but I never really finished it as the numbers (PID loops) took lots of tweaking and j had other projects.
+2It literally says it in the caption:
(also known as Rutan because Scaled Composites was founded by the man himself Burt Rutan)
+2@AchuTMM @randomusername @Strikefighter04 I added an android download but it still requires the dev console for now.
+2If you want to fix the camera then separate the cockpit onto a different rigidbody by putting it on a disabled detacher or something. Because SP calculates camera centre by finding the CoM of the body that the cockpit is on.
+2@Minecraftpoweer oh I think I might have an old zoom camera mod lying around somewhere...
+2@Chancey21 well, technically that's not what happens with control surfaces... the wing has a single collision mesh, which does not change when control surfaces move. Neither does any physics happen in terms of them moving. The mesh and the flight model are the only things that change.
+2another rich text feature:
+2[RRGGBB]
makes following text the RGB color.@Chancey21 It's really hard to say when I will get time. I was discussing with Gestour about making some more convincing looking water effects, instead of blue fog and a flat plane for the surface. If he feels like making those better, I may be able to finish off designersuite hopefully in the meantime. But I also have homework, and I'm making models and other assets for a weapons mod for sr2 when it's released.
+2@Chancey21 I.. yes. Also who upvoted all the comments.
+2well, it can't be as bad as being nuked hey? oh wait that wasn't....
+2@DPSAircraftManufacturer 27 years is around 10,000 days. It's a standard length for a "permanent" ban. Also, if you read the reddit post, you'll see tully said that it is possible to contact the developers once they are 13. Also, you can only tag 3 people per post.
+2Oh, I know, the dictatorship we live in, where people are afraid to speak lest they get permanently banned for something as little as breaking the law! I'm going to stop talking before I'm banned myself!
+2collection
+2transportation
deposition
@Adam12 ah, the UI may be scaled too big. Try getting the mod settings mod (link in description) and scale it down back to 1.
+2The mod I'm currently working on will have far better usability and also other designer tools
+2@randomusername I take it you're on about landing in a crosswind, since that's the time when you'd be needing the rudder.
+2You want to be facing in the same direction you are travelling when you touch down for a proper crosswind landing. This is achieved by pointing the nose into wind on the approach and roundout, then during the "float", you "kick off" the drift with the rudder. Doing this too early would mean that your velocity starts to change, and you begin to drift downwind and touchdown going sideways, causing stress to the LG. Too late, and you'll touch down before you get pointing forwards, again touching down sideways. So, increasing the "fuselage lift" effect would speed up this effect, making it a lot harder. You need to be able to maintain a high lateral angle of attack without changing your movement, direction - and the "front stabiliser" will make your direction change faster. Yaw changes which way the nose is pointing, not which way you're going. Unless you put a load of wings in your fuselage that is.
(also, nothing about trying to make it rip itself apart. Just ending up going backwards would be the problem. Much alike having your main wing too far forward.)
@randomusername "at the front", "about the same size", "turning becomes easier", "slower landings".
You've obviously been researching your aerodynamics, but allow me to set a few things straight.
+21. Having something at the front with the same size is way too much, you could end up with something unstable depending on where your CoM is and how long the tail is.
2. SP also calculates drag from the side, and that drag is enough to replicate the kind of side-slip effect you'd get. The lift produced is very small, as the shape of the fuselage is not an effective aerofoil, hence why pilots don't just turn with the rudder (also leads to other problems).
3. What does that have to do with landings?
It flies nicely.
+2@FastDan yes
+2@DarthAbhinav did you happen to not check the "Android Build Support" box when installing unity? That would have been really silly.
+2I guess you could just delete the files manually out of the AircraftDesigns folder. Would probably be quicker too.
+2Also make sure your terrain is set to the "terrain" layer (top of the Inspector window) and in the terrain options (cog tab)
+2Material
is set toBuilt in Legacy Diffuse
@FastDan yes
+2It's quite annoying that the forums are being filled up with this random pretend army game but I'd be kind of okay with it if you weren't upvoting your own posts with an alt...
+2@sexylips35 no, you should read my previous comment.
+2Plus, to create anything good looking, a decent grasp on trigonometric, exponential or other mathematical functions as well as symmetry and being able to code python. I'd be wasting my time.
+2@MrDoolittle err, no.
+2It's a snake.
+2@DarthAbhinav just to clarify, this is not an act of hostility towards anyone.
Competition feeds innovation
+2@sexylips35 oh, I heard there's a cool workaround to the upload limit. If you post your stuff unlisted, you can still tag the people who requested it on there, and you can upload even more per day. And you don't get people complaining about spamming for points. Of course, you can't get points for upvotes there, but that doesn't matter does it, because you're not doing this for points, are you? Right? Not at all. That's what I thought.
/s
+2@sebi032 sorry, but there isn't really any besides the general ones which apply to all explosive weapons (
+2Bomb, Missile, RocketPod and RocketWeapon
)@sexylips35 well, for instance, mentioning who spent days making the script you're milking points out of, or noting the creator of the script the creator of which you omit from your video explaining how to perform a simple task involving:
+21. install a program
2. run a script
3. enter a file path
Or saying something other than "with python" when asked how you create them. It's quite disappointing the number of people I see who mistakenly believe you have a gram of computing knowledge.
It's to prevent builds that are just quick point grabbers, and encourage people to spend time on perfecting their builds, rather than posting the same god damn thing every time. Or, to put it another
+2way, does what you're doing benefit the SP community, or you? I'd say no, to both. Would you get more satisfaction from perfecting a delicate build piece by piece or from uploading random photos to the site?
copy the aircraft link or ID (the content of the .splane file), open the designer and press ctrl+L
+2Also, why does the forums change the
+2π
character top
, but the comments don't?this is some quality satire right here. I sincerely hope.
+2Sr2 is being prioritised first, so it'll be a while after that's released.
+2the real reason is that SP would get pulled from the app store (or the update that adds modding denied) because it violates apple's policies. All code that runs on apple devices must be checked to make sure apple approves of it before it is allowed. This means it must go through the app store. Mods don't go through the app store, so aren't allowed.
+2@DarthAbhinav @chancey21 that's nice of you to say so.
+2And I have a procedural terrain map too, we both developed ours at the same time without realising till halfway through....