Forgot about something because I'm a very forgetful person, dunno if that's the word for it... But in order to participate, you also have to make your plane as a successor to this post.
There are 3 ways you can make your creation as a successor, which are:
Start building by downloading this and build with the cockpit part still intact
Asking a mod to make your plane as a successor to this post,
Save your whole aircraft as a subassembly and slap it onto this computer part
I dunno
if you're tryna make replicas, blueprint is the way to go
maybe look at some references or two
but if you're tryna make a fictional plane, I suggest starting by basing it off of something else
@GrandmasterPotato
Huh.
Weird. Tried it before and it was fine...
Oh wait. Did I forget to mention that, that problem is unfixable?
Yeah no, You'll have to countersteer slightly in order to even stay straight on the runway.
Try changing the values of slipSidewaysExtremum and slipSidewaysAsymptote.
In the XML of the Resizable Wheel part, there are two things that may help you, which are: slipSidewaysExtremum and slipSidewaysAsymptote.
Try playing around with those values.
However, if you don't want to go back and forth modifying these, I would suggest just putting the sidewaysTraction to 50%.
I mean, it's not just you that asked for this
sure, lighting is hard, but that doesn't mean it's not plausible
hell, I don't think it's harder than to implement the heli rotor :/
You could, but it's a grueling process.
What you want to do is first to drop your bombs one by one to see which will be dropped first, which the next one that'll be dropped after the 1st one, the 2nd, 3rd, and so on so forth. You need to remember which is which, because it is essential.
Then you wanna go activate the Overload mod (if you're on android), go into every single chute and modify the activation group to ammo("weapon name")<the order of which bombs will be dropped in reverse + 1.
If say, you want a delayed activation of the chute, you need to put: round(smooth(clamp01(ammo("weapon name")<the order of which bombs will be dropped in reverse +1), 1/delay in seconds)).
I'd say the first thing to do is basing (is that even a word) your aircraft with another aircraft to get ideas, then make your own blueprint and you can now make the thing
Alright. Let's see.
First of all, SP has a set of different physics settings. I don't imagine it's going to be like: "Oh, yeah, our multiplayer supports all graphics and physics settings in one server", I would imagine it's going to be like: "Dude, we have to program servers to be able to separately support low, mid, and high physics to give players absolute maximum experience on playing with your friends". And that, that would cost more storage than it already had for the basic features already.
You mentioned how "Devs can definitely pull this off right now because of the last update", and I'm just going to say that that is a big, big misunderstanding. Last update was big, sure. But it wasn't big because "YOOOO they added insert something super complex", but because it was the addition of cockpit parts and fuselage cutting. Something we wanted for convenience. And moreover, coding multiplayer is hard. I'm not a programmer, but I feel like it's kind of basic knowledge to understand that making multiplayer is hard. This difficulty can be captured through a video from a YouTuber named Dani. He's made a couple of multiplayer games, and is also the creator of the infamous Crab Game, and Muck. If you want more details, watch his videos. I highly recommend you watch him.
His games are, well, simple. Everything is already modeled, the game had everything Dani wanted, and all he needed was a multiplayer, and he mentions how it's a pain in the ass to code it, do this that, minor tweaks, adjustments, etc.
Now look at SimplePlanes. SimplePlanes on it's own without MP is way more complicated than Muck or Crab Game. They have to make the game available for every. Single. Platform. They have to tweak little bits of things to make it available to other devices other than PC, they have to make it available to link it with their own web, they have to make sure players can model whatever they want, and if they really wanted multiplayer integrated into their game, I'd imagine that they'd have to work like, 10x as hard just to make it working. Sure, they have alot of time, but at this point time became useless. It's more of "is there motivation or not".
That being said and done, I don't think MP should be integrated into SimplePlanes. As much as I'm sad by how Mobile has too much limitations, I feel like we just can't force the devs do that. They're humans too, y'know.
@ReinMcDeer
I definitely would for the experts.
For intermediate, maybe just a little bit strict.
For the beginners, I wouldn't put the rules strictly.
Oh, and uh, by competition I mean judges. Speaking of judges, would you be interested in becoming one?
@TheFlightGuySP
Technically speaking, unlimited.
Practically speaking, probably as much as around 1800 tags... You can only tag 3 dudes per message though.
why is it a successor to my challenge though?
either way this is still getting upvoted since I still owe you like 8 upvotes
Another thing:
Judges will judge your aircraft based on:
Looks:
??/35 (If Intermediate)
??/60 (If Expert)
Performance:
??/35 (If Intermediate)
??/60 (If Expert)
Bonus features:
??/30
Forgot about something because I'm a very forgetful person, dunno if that's the word for it... But in order to participate, you also have to make your plane as a successor to this post.
There are 3 ways you can make your creation as a successor, which are:
@GrandmasterPotato
Alright, post me an unlisted link of it.
I dunno
if you're tryna make replicas, blueprint is the way to go
maybe look at some references or two
but if you're tryna make a fictional plane, I suggest starting by basing it off of something else
@GrandmasterPotato
Don't countersteer harshly, countersteer softly.
And about the values, try lowering them.
@GrandmasterPotato
Huh.
Weird. Tried it before and it was fine...
Oh wait. Did I forget to mention that, that problem is unfixable?
Yeah no, You'll have to countersteer slightly in order to even stay straight on the runway.
Try changing the values of
slipSidewaysExtremum
andslipSidewaysAsymptote
.So, you want people to mass upvote an aircraft if it wins?
I'll pass.
In the XML of the Resizable Wheel part, there are two things that may help you, which are:
slipSidewaysExtremum
andslipSidewaysAsymptote
.Try playing around with those values.
However, if you don't want to go back and forth modifying these, I would suggest just putting the
sidewaysTraction
to 50%.I mean, it's not just you that asked for this
sure, lighting is hard, but that doesn't mean it's not plausible
hell, I don't think it's harder than to implement the heli rotor :/
You could, but it's a grueling process.
What you want to do is first to drop your bombs one by one to see which will be dropped first, which the next one that'll be dropped after the 1st one, the 2nd, 3rd, and so on so forth. You need to remember which is which, because it is essential.
Then you wanna go activate the Overload mod (if you're on android), go into every single chute and modify the activation group to ammo("weapon name")<the order of which bombs will be dropped in reverse + 1.
If say, you want a delayed activation of the chute, you need to put: round(smooth(clamp01(ammo("weapon name")<the order of which bombs will be dropped in reverse +1), 1/delay in seconds)).
I'd say the first thing to do is basing (is that even a word) your aircraft with another aircraft to get ideas, then make your own blueprint and you can now make the thing
Where is the aircraft I requested?
I'm not gonna lie to you
but that is an X-29
sick
@KDnotSpy
lmfao
@KDnotSpy
who was it
what are you two talking about
oh damn this is cool
why is the tag rick lmfaooo
@KDnotSpy
nothing, I just thought it's funi
Honestly, I think that's good enough.
f*ck you, this is my plane, I'm reporting this
ah well I didn't work hard enough
I think I know what it is.
happy bday
hmm yes prop and jet
hey guys it's dream from minecraft!!!!!!!!
@Mlancer
I currently am doing multiple aircraft at once.
@NRGCLIX

@NRGCLIX
don't just tell what it looks like, show it
ahem please stop making teasers like this
Alright. Let's see.
First of all, SP has a set of different physics settings. I don't imagine it's going to be like: "Oh, yeah, our multiplayer supports all graphics and physics settings in one server", I would imagine it's going to be like: "Dude, we have to program servers to be able to separately support low, mid, and high physics to give players absolute maximum experience on playing with your friends". And that, that would cost more storage than it already had for the basic features already.
You mentioned how "Devs can definitely pull this off right now because of the last update", and I'm just going to say that that is a big, big misunderstanding. Last update was big, sure. But it wasn't big because "YOOOO they added insert something super complex", but because it was the addition of cockpit parts and fuselage cutting. Something we wanted for convenience. And moreover, coding multiplayer is hard. I'm not a programmer, but I feel like it's kind of basic knowledge to understand that making multiplayer is hard. This difficulty can be captured through a video from a YouTuber named Dani. He's made a couple of multiplayer games, and is also the creator of the infamous Crab Game, and Muck. If you want more details, watch his videos. I highly recommend you watch him.
His games are, well, simple. Everything is already modeled, the game had everything Dani wanted, and all he needed was a multiplayer, and he mentions how it's a pain in the ass to code it, do this that, minor tweaks, adjustments, etc.
Now look at SimplePlanes. SimplePlanes on it's own without MP is way more complicated than Muck or Crab Game. They have to make the game available for every. Single. Platform. They have to tweak little bits of things to make it available to other devices other than PC, they have to make it available to link it with their own web, they have to make sure players can model whatever they want, and if they really wanted multiplayer integrated into their game, I'd imagine that they'd have to work like, 10x as hard just to make it working. Sure, they have alot of time, but at this point time became useless. It's more of "is there motivation or not".
That being said and done, I don't think MP should be integrated into SimplePlanes. As much as I'm sad by how Mobile has too much limitations, I feel like we just can't force the devs do that. They're humans too, y'know.
Have you ever heard of better performance devices my dude?
The aircraft disintegrater.
Seeing an F/A-18 Hornet with canards is kind of... Cursed, tbh.
Looking back at this, I just realized that the landing gear is weaker than my energy everytime I woke up.
@xNotDumb
Idk, I might but Idk
As I said earlier, it already has. Just, overexaggerated.
WWII:
I dunno much about WWII aircrafts tbh.
"Modern":
F-15C Eagle.
@WormWithLegs
I would disagree tbh
that is definitely opinion based
@ReinMcDeer
DOOD
I didn't know you were an F-15 guy as well :D
@ReinMcDeer
I definitely would for the experts.
For intermediate, maybe just a little bit strict.
For the beginners, I wouldn't put the rules strictly.
Oh, and uh, by competition I mean judges. Speaking of judges, would you be interested in becoming one?
@Phoebe
The building.
My solution:
Put ternary operators on every single <alpha> text format. That's what I plan on doing.
you should be because it fuckin is
although, obviously intended cringe jokes can't be cringe, dunno why
3rd Prototype here.
Did you hear a little explosion noise when the pistons detach? If yes, your piston has preventBreaking on false.
@LowDeadDiper
No problem.
@TheFlightGuySP
Technically speaking, unlimited.
Practically speaking, probably as much as around 1800 tags... You can only tag 3 dudes per message though.