@Soardivision160th
1. Select engine, open overload
2. Go to Engine
3. Click on + at the bottom
4. Empty text boxes appear. On the left add throttleResponse, on the right add the number. E.g. 0.15 which is the default for the afterburning engine
@Soardivision160th in engines, you don't use the sum() value to control the spin speed. Instead the entire input acts as the speed control.
.
Use smooth(INPUT, SPOOL_UP_RATE) and replace INPUT and SPOOL_UP_RATE
.
if it's a jet engine, you can use the Engine.throttleResponse parameter instead of smooth() to set the spool up rate.
.
Jet engines in the game are easy to deal with - input, fuel consumption, and thrust all directly proportional to each other.
.
Prop and heli engines are not so simple. The RPM calculation in the game is complicated and I don't know how to exactly control the thrust
@Soardivision160th the INPUT in the example controls the target spin speed. For example, you could use Throttle.
.
The sum() function has a value that increases at a rate of whatever is inside, per second. E.g. sum(100) increases at a rate of 100 per second, sum(Throttle) increases at a rate of the Throttle per second.
.
In a rotator, the JointRotator.range value determines the amount of rotation per increase of 1 to the InputController. So if range is 90 and the input is 2, the rotator spins 2x90 = 180 degrees. If your input is sum(0.5), it increments at 0.5 per second, and the rotator spins at 0.5x90 = 45 degrees per second. Of course, rotator speed is limited by the speed property so remember to increase it.
.
If we just use sum(Throttle) in a rotator, it will accelerate as fast as the Throttle changes. So you can hit the zero throttle or max throttle button and the speed changes instantaneously.
.
To prevent this, use smooth(). It forces a gradual change in a value. The second number in smooth() is the maximum rate of change. For example, if you are at zero throttle and hit the max throttle button, smooth(Throttle,0.1) will increase at a rate of 0.1 per second. It will take 1/0.1 = 10 seconds to reach 1, which is the value of max throttle.
Using an input for rotator speed, with gradual acceleration: sum( smooth(INPUT, ACCEL) )
.
If you want the best help, you can add truth tables or graphs so others understand your design specs
I used to only use 2-3 grays, I like it but it's kind of boring
I'm getting into better colors but I still build in gray before painting to reduce eye strain
.
Add-on: I paint hidden parts in magenta, game engines use it to show rendering bugs for good reason. A long time ago I just used red or lime but those are colors with actual use
Adding to MrShenanigansSP comment
.
Variable sweep wings are just that. Remember that if you want weapons on the swing wings, the pylons must rotate too
.
For VTOL, have the CoT aligned with the CoM in the left/right and front/back directions. This stops the engines from spinning your plane which is very bad for takeoff and landing. Note that if you have decorational engines, or engines only used in forward flight, CoT positioning won't be reliable
Also try gyros, they make hovering easier, but DON'T rely too much on them when building
.
Instrument panel design comes from understanding pilots' needs. Generally, things you need to look at more (e.g. artificial horizon) go high on the panel. Things you use less (e.g. fuel gauge, light switches) go lower or overhead.
Try to copy the position of the seats, instrument panel, and flight controls from stock planes. Check the human shape by selecting the seat.
Links to start from: Layout (Wikipedia) Planning your instrument panel (EAA)
@DerVito yes, but be careful that in some cases, the text on the numbering label disappears. Probably some rendering quirks
When the instrument panel is pitched down 10 degrees like in this plane, that doesn't ever seem to happen. But in a flat instrument panel, the text disappears every time you fly inverted
The game doesn't "edit" the XML like code, it basically converts between XML and aircraft parts.
But you can write your comments on paper or in another text file
Statistics and achievements for things other than points would be nice, e.g.
- upload certain number of planes / forum posts / videos / mods
- number of comments or upvotes given
- join community events like tournaments (lol)
- the tags you use on planes
@JustWingIt you mostly just use the alpha tag, or color tag if you want to fade colors as well.
Get some kind of animation timer variable and use it to decide the alpha or color value how to make circular label (you can use other characters than the pipe |, like period or large square)
Repair wave effect: maybe you can use multiple labels or a circular label (360 degrees curvature) to approximate it.
Aegis shield: labels can become fully visible and invisible with FT, I saw someone make hexagons that do that. A ball shaped shield will need one label per hexagon
@marcox43 C:\Users[Your User Name]\AppData\LocalLow\Jundroo\SimplePlanes\Subassemblies
From the modding wiki, the AppData folder is hidden by default so you may have to change file explorer settings to show hidden files
Use alpha to hide elements you don't want to use
<alpha=#{TargetSelected ? "FF" : "00"}>
.
Add leading zero
{TargetDistance/1852 < 9.95 ? "0" : ""}
.
Writes the target distance with 1 d.p.
{TargetDistance/1852 ;F1}
.
Good practice to close style tags when you're done with them
</alpha>
.
Text after ; is for format specifiers, there should only be one letter and 1-2 digits
@11qazxc I tried that and the behavior of the text alignment becomes offset.
In the following code, 1 and 4 are just to the right of the vertical center line 123<pos=0em><voffset=-1em>45
You can use it to:
- Use the same FT many times while only having to write it once. Good since most machines have more than one of the same part
- Perform complex, multi-step calculations
- Parts with data outputs can be used for feedback or an alternative to timing
@XiaoPiao141 maybe:
Image pixels: 400+ million (you won't hit it)
String size (affects file size): 1 billion characters (probably won't hit it either)
Labels: idk, but komi loads for me
.
Posterize or dithering should be high enough to look good but not too high to have gradients or sonething
cursed image 2
cursed image 3 (summer festival ver.)
.
curated means can't hide more awful jokes in the desc smh
@Soardivision160th
+11. Select engine, open overload
2. Go to Engine
3. Click on + at the bottom
4. Empty text boxes appear. On the left add throttleResponse, on the right add the number. E.g. 0.15 which is the default for the afterburning engine
@Soardivision160th in engines, you don't use the sum() value to control the spin speed. Instead the entire input acts as the speed control.
.
Use
smooth(INPUT, SPOOL_UP_RATE)
and replace INPUT and SPOOL_UP_RATE.
if it's a jet engine, you can use the
Engine.throttleResponse
parameter instead ofsmooth()
to set the spool up rate..
Jet engines in the game are easy to deal with - input, fuel consumption, and thrust all directly proportional to each other.
.
Prop and heli engines are not so simple. The RPM calculation in the game is complicated and I don't know how to exactly control the thrust
Uhh, try to add functions to your inputs one at a time, and test run after each change
@Soardivision160th the INPUT in the example controls the target spin speed. For example, you could use Throttle.
+1.
The
sum()
function has a value that increases at a rate of whatever is inside, per second. E.g.sum(100)
increases at a rate of 100 per second,sum(Throttle)
increases at a rate of the Throttle per second..
In a rotator, the
JointRotator.range
value determines the amount of rotation per increase of 1 to the InputController. So if range is 90 and the input is 2, the rotator spins 2x90 = 180 degrees. If your input is sum(0.5), it increments at 0.5 per second, and the rotator spins at 0.5x90 = 45 degrees per second. Of course, rotator speed is limited by the speed property so remember to increase it..
If we just use
sum(Throttle)
in a rotator, it will accelerate as fast as the Throttle changes. So you can hit the zero throttle or max throttle button and the speed changes instantaneously..
To prevent this, use
smooth()
. It forces a gradual change in a value. The second number insmooth()
is the maximum rate of change. For example, if you are at zero throttle and hit the max throttle button,smooth(Throttle,0.1)
will increase at a rate of 0.1 per second. It will take 1/0.1 = 10 seconds to reach 1, which is the value of max throttle.Using an input for rotator speed, with gradual acceleration:
sum( smooth(INPUT, ACCEL) )
.
If you want the best help, you can add truth tables or graphs so others understand your design specs
I used to only use 2-3 grays, I like it but it's kind of boring
+2I'm getting into better colors but I still build in gray before painting to reduce eye strain
.
Add-on: I paint hidden parts in magenta, game engines use it to show rendering bugs for good reason. A long time ago I just used red or lime but those are colors with actual use
@goboygo1 oh no, i have been found out
+1Adding to MrShenanigansSP comment
.
Variable sweep wings are just that. Remember that if you want weapons on the swing wings, the pylons must rotate too
.
For VTOL, have the CoT aligned with the CoM in the left/right and front/back directions. This stops the engines from spinning your plane which is very bad for takeoff and landing. Note that if you have decorational engines, or engines only used in forward flight, CoT positioning won't be reliable
Also try gyros, they make hovering easier, but DON'T rely too much on them when building
.
Instrument panel design comes from understanding pilots' needs. Generally, things you need to look at more (e.g. artificial horizon) go high on the panel. Things you use less (e.g. fuel gauge, light switches) go lower or overhead.
Try to copy the position of the seats, instrument panel, and flight controls from stock planes. Check the human shape by selecting the seat.
Links to start from:
Layout (Wikipedia)
Planning your instrument panel (EAA)
@DerVito yes, but be careful that in some cases, the text on the numbering label disappears. Probably some rendering quirks
+1When the instrument panel is pitched down 10 degrees like in this plane, that doesn't ever seem to happen. But in a flat instrument panel, the text disappears every time you fly inverted
aircraft
controller gaming
@Ku it's in the
+1AppData/LocalLow/Jundroo/SimplePlanes
@PlaneFlightX set spatial blend to 1
I didn't know what it does before, but, this is an important setting
@PlaneFlightX set the minimum and maximum distance
How many breads have you eaten in your life?
+1@ReinMcDeer front to back every time
+2@ZWLenning ok, I changed the instructions to specify .NET Core 3.1 runtime
@ZWLenning how did you run it? any instructions that I can add?
also, I went to check and the program is targeting netcoreapp3.1
6 is me rn
+2when your plane has -0.2 degrees per second of auto roll, not a big problem, but enough to notice it
@Technodium maybe your device is not powerful enough, try using less pixels
The game doesn't "edit" the XML like code, it basically converts between XML and aircraft parts.
But you can write your comments on paper or in another text file
You could say he
+13.
.
.
Gave us up
Statistics and achievements for things other than points would be nice, e.g.
+5- upload certain number of planes / forum posts / videos / mods
- number of comments or upvotes given
- join community events like tournaments (lol)
- the tags you use on planes
If you want some less known stuff, try the S-21 sukhoi/gulfstream concept jet, i came across the wikipedia page a few days ago
@Ku maybe try the source code version?
@Ku I don't know
Nothing appears at all?
@FujiwaraAutoShop use the dev console command ListWindowsWithName to find it
on the other hand, flight stick and throttle labo when
+2@MyNameIsAXY it's all in english unless someone has been reposting the mod somewhere else
@JustWingIt you mostly just use the alpha tag, or color tag if you want to fade colors as well.
Get some kind of animation timer variable and use it to decide the alpha or color value
how to make circular label (you can use other characters than the pipe |, like period or large square)
Maybe if it's not like 1 gb, i'm running out of disk space
Repair wave effect: maybe you can use multiple labels or a circular label (360 degrees curvature) to approximate it.
Aegis shield: labels can become fully visible and invisible with FT, I saw someone make hexagons that do that. A ball shaped shield will need one label per hexagon
+3@marcox43 C:\Users[Your User Name]\AppData\LocalLow\Jundroo\SimplePlanes\Subassemblies
+2From the modding wiki, the AppData folder is hidden by default so you may have to change file explorer settings to show hidden files
@MOPCKOEDNISHE 100 files at a time, so splitting a mod into 2 or more upload cycles works
you can upload source code on github, infinite space
Use alpha to hide elements you don't want to use
<alpha=#{TargetSelected ? "FF" : "00"}>
.
Add leading zero
{TargetDistance/1852 < 9.95 ? "0" : ""}
.
Writes the target distance with 1 d.p.
{TargetDistance/1852 ;F1}
.
Good practice to close style tags when you're done with them
</alpha>
.
Text after
;
is for format specifiers, there should only be one letter and 1-2 digits@TRD6932 i prefer to hide references in plain sight
+3@bonng this one maybe
It simultaneously lets you abide by and break every rule of physics
+7@bonng that's the default bomber that appears in bomber escort
The file name is something like
__bomber__.xml
, remove underscores to unhide it4:50
it is harder than it looks
@11qazxc I tried that and the behavior of the text alignment becomes offset.
In the following code, 1 and 4 are just to the right of the vertical center line
123<pos=0em><voffset=-1em>45
@11qazxc @XiaoPiao141 https://www.simpleplanes.com/a/izFNR2/KomiShouko_Anime-png-565-KB
You can use it to:
- Use the same FT many times while only having to write it once. Good since most machines have more than one of the same part
- Perform complex, multi-step calculations
- Parts with data outputs can be used for feedback or an alternative to timing
@AndrewGarrison it should be fine, but if you're worried, you can use the spare in your head!
+1@XiaoPiao141 here
@XiaoPiao141 maybe:
Image pixels: 400+ million (you won't hit it)
String size (affects file size): 1 billion characters (probably won't hit it either)
Labels: idk, but komi loads for me
.
Posterize or dithering should be high enough to look good but not too high to have gradients or sonething
@VenusLancer i don't know why so many people are getting this problem, it always works for me