It's at the end of the xml file and looks like this in Notepad. You can use Notepad, Notepad++, or whatever to edit it, just add new lines. Then count them starting from 0. In overload you change the material number to the number of the line you want.
I suck at explaining so see it by yourself
You can add all the lines you want, I don't think there's a limit
clamp01(sin(50*smooth(Time*10, 1+Throttle*10)))
50 is a multiplier to increase the overall rate, 1 is the base rate from which it increases or decreases, and Throttle*10 is the variable and its multiplier
@F104Deathtrap I honestly don't know where I got that percentage from, my bad. Just checked a couple of engines and 50-70% is indeed correct.
I mentioned the drag because I've seen lots of people giving the engine an insane amount of power to overcome the drag and achieve high speeds.
I definitely should've checked the afterburner thing before commenting, not doing it was quite a dumb move of me, sorry for that.
@F104Deathtrap You got most of it pretty wrong. Yes, to have a realistic acceleration mass should be realistic, but low drag (500-2000 drag points) and realistic engine power is more important, imo. And in real life, most afterburners add around 20-35% more thrust, not 70...
So basically, to answer your question, make sure the mass is accurate or realistic, reduce the drag (calculateDrag = false in Overload), and set the engine power to whatever you think is good enough (if it's a replica make it accurate though) @brians1209
copy&paste this in the post:


.
links for lazy people like me:
1
2
@ChiChiWerx Ohhh, completely missed the fact that this doesn't have the bottom tail fin thing, I bet it's a Su-9 then!
12:22
How to change the maximum texture rendering distance
It does send me to your profile though
teaser without pics...
@rexzion you will have to add the extra colours to the other build too, but the material numbers of the parts will remain the same
It's at the end of the xml file and looks like this in Notepad. You can use Notepad, Notepad++, or whatever to edit it, just add new lines. Then count them starting from 0. In overload you change the
material
number to the number of the line you want.I suck at explaining so see it by yourself
You can add all the lines you want, I don't think there's a limit
if it has to be able to rotate infinitely use
sum(Yaw*x)
(x is a multiplier), if it has limits usesmooth(Yaw, clamp01(Yaw != 0))
use structural wings, you can enable control surfaces in overload
@Sovjetair you're welcome!
nope
I will
@MemeLord21 I normally do really smooth landings, unless the plane has a bad flight model, to be honest
landing
tag EternalDarkness on a post of yours that's supposed to be brazilian and ask him to create the tag
@TheMachinist important*
@Jerba Maybe the detacher should be connected to a pylon.
clicky
k
k
k
@ChiChiWerx Yeah, I was doubting about that, for some reason I thought negative Gs weren't pulled while inverted, thanks for the correction!
You can't give armament/countermeasures inputs
a
remove drag from most parts to leave less than 1000 drag points and reduce engine power
clamp01(sin(50*smooth(Time*10, 1+Throttle*10)))
50 is a multiplier to increase the overall rate, 1 is the base rate from which it increases or decreases, and
Throttle*10
is the variable and its multiplieryes
spam
@EternalDarkness Spain tag? Thanks in advance :)
here
I see, I'll work on it tomorrow :)
@Shadow17 I can try, what do you need?
just remove the drag from the off-centered parts
@Notnoob1000 lol, please don't
@Notnoob1000 I was just kidding, lol, I actually don't really like that kind of insects, to be honest
By the way, the function "SelectedWeapon" is broken on mobile, which probably is why the turrets don't work on mobile.
I love hornets :/
Beautiful ship!
There's this thing called "publishing unlisted", you should try it out
Mirage III C
@marcox43 Reduce the missile's mass until it more or less looks like it glides
@marcox43 yes, the missile guidance system won't work
TTT
nice
You're using wings.
I don't think there are any phallic builds you can copy without giving credit
You can't change a part's properties with Funky Trees, so you'll have to use rotators or whatever
It depends completely on the aircraft.
Almost all jets have different engines and different fuel capacity.
@F104Deathtrap I honestly don't know where I got that percentage from, my bad. Just checked a couple of engines and 50-70% is indeed correct.
I mentioned the drag because I've seen lots of people giving the engine an insane amount of power to overcome the drag and achieve high speeds.
I definitely should've checked the afterburner thing before commenting, not doing it was quite a dumb move of me, sorry for that.
@F104Deathtrap You got most of it pretty wrong. Yes, to have a realistic acceleration mass should be realistic, but low drag (500-2000 drag points) and realistic engine power is more important, imo. And in real life, most afterburners add around 20-35% more thrust, not 70...
So basically, to answer your question, make sure the mass is accurate or realistic, reduce the drag (calculateDrag = false in Overload), and set the engine power to whatever you think is good enough (if it's a replica make it accurate though) @brians1209