This is a bug in the game where the exhaust particles don't rotate with the engine. This means that no matter the rotation of your engine, each particle does not change shape, and if you use different xyz values, the gap between the particles changes
Don't use different xyz particle scale
You can try increasing the engine input controller value past 1, using multiple very small engines in a line, or alternatives like label engine effects
Well, the first thing is that there is no way to use guns except with FireGuns, so you cannot drop the health of engines
However, you can deactivate the engines.
Example code based on timer code:
sum(smooth(Throttle>=0.95?99:0, Throttle>=0.95?1:COOL_MUL) > 60 ?1:0) < 0.01
.
For cooling time multiplier COOL_MUL > 0
.
Smooth argument 2 is the max rate of change towards smooth argument 1.
Value inside sum() is 1 if the timer>60, 0 if timer<=60. This means sum() increases at 1/second only when timer>60.
Sum is compared against a small number 0.01. At first, sum() is 0. When timer>60, sum() will exceed 0.01 and deactivate your engine
Luckily, they suck consistently, so you can put another rotator that rotates parts in the opposite direction
The strange thing is that rotators produce torque even if they rotate parts with no mass
@JustWingIt to change the time, change the 1 in MyButton variable
Stopping the button from being pressed is more complicated, I tried it and I don't know how to do it without actual trickery (pistons or storing a whole lot more variables)
Tried to make something Yeah
Button has interactionType=Toggle and outputs to MyButton
.
MyTimer = smooth(MyButton=1 ? 999999 : 0, MyButton=1 ? 1 : 999999)
This uses an alternative to the sum function which can be reset.
.
MyButton = MyTimer > 1 ? 0 : MyButton
Write 0 to MyButton if the timer is at more than 1 second, otherwise don't change the value
You can also use a variable activation group
You could make an engine connected to 3 rotators or a 3-axis control base, such that the engine always points upwards
Adjust the engine thrust to match the weight of your aircraft
Jet engines in sp don't have a rpm variable, only thrust variable. You can simulate the rpm yourself with the thrust variable.
Jet engines have some rpm when idle, usually around 20% of max rpm.
.
Try something like this (produces rpm <= 1) lerp(0.2, 1, THRUST / THRUST_MAX)
The first build is always slow, subsequent builds should be much faster
Also depends on your PC, because compiling scripts and shaders is like most of the build process
My expected times:
- a few scripts only, no map, no/minimal meshes: 1 minute
- large map with many terrains, few extra objects: 5 minutes
- several maps with one/few terrain, in-game enemies: 5 minutes
It's still relevant except that you should:
- change color space from gamma to linear
- use the VR settings
Also the android build option has been removed
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
@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
@WIZARD2017 you can alternatively store many frames of your image in a single label, and use FT to choose between them. I don't know how laggy that is but it is doable
@exosuit don't forget to "condemn" them, install nukes near them, and provide monetary aid to other groups to prevent more groups falling to the domino effect
Got "TypeLoadException: Could not resolve type with token 0100008c (from typeref, class/assembly UnityEngine.Input, UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null)". Cannot open RI tool, no log in the install path
Worth noting that it ran fine when I got this mod when it was released
kek i rigged up something
activation group 1
pitch: smooth(-PitchAngle/180, Activate1 ? 1000 : 0)
roll: smooth(-RollAngle/180, Activate1 ? 1000 : 0)
.
The smooth() function locks a value defined in the first argument when AG1 is on
. example (copy the yellow part in the middle of the plane)
@TrainDude the input must be in Hz. The default value of 256 produces a tone of 256 Hz
Normal inputs only goes up to 1 Hz which is inaudible, you must use FT
@cnorth12
- find it first, it may be in your downloads folder
- select (left click) and copy (ctrl+c)
- go to spmods folder, usually USERNAME/AppData/LocalLow/Jundroo/SimplePlanes/Mods
- paste (ctrl+v) and run simpleplanes Reference
Problem with this is it only supports 1 image and you can't change the image when taking screenshots (but you can have many pics in an image which solves this)
I'm sure fuselage inlets still work even when obstructed? Or you could make them the same color as a part and nudge them flush with the fuselage
I like putting fuselage inlet blocks in my fake inlets
If you have engines on rotators separate from the main body, you must add inlets on the rotated body
This is a bug in the game where the exhaust particles don't rotate with the engine. This means that no matter the rotation of your engine, each particle does not change shape, and if you use different xyz values, the gap between the particles changes
+2Don't use different xyz particle scale
You can try increasing the engine input controller value past 1, using multiple very small engines in a line, or alternatives like label engine effects
Well, the first thing is that there is no way to use guns except with FireGuns, so you cannot drop the health of engines
+2However, you can deactivate the engines.
Example code based on timer code:
sum(smooth(Throttle>=0.95?99:0, Throttle>=0.95?1:COOL_MUL) > 60 ?1:0) < 0.01
.
For cooling time multiplier COOL_MUL > 0
.
Smooth argument 2 is the max rate of change towards smooth argument 1.
Value inside sum() is 1 if the timer>60, 0 if timer<=60. This means sum() increases at 1/second only when timer>60.
Sum is compared against a small number 0.01. At first, sum() is 0. When timer>60, sum() will exceed 0.01 and deactivate your engine
The ? : operators form the ternary operation:
+2ARGUMENT ? TRUE_VALUE : FALSE_VALUE
.
To multiply, use the * operator, e.g.
Throttle * AngleOfSlip
Luckily, they suck consistently, so you can put another rotator that rotates parts in the opposite direction
+2The strange thing is that rotators produce torque even if they rotate parts with no mass
funky trees guide - part variables
+2After you enable part output variables, you can use them in parts or other variables
ammo("Rocket Pod")
+2You can put a different name, even custom names if your weapons use them
You can't launch flares from custom inputs, only LaunchCountermeasures input
+2Also, the firing delay is fixed at 1 chaff/flare per second
You can have pistons that push from the bottom of the tank
+2@JustWingIt to change the time, change the 1 in MyButton variable
+2Stopping the button from being pressed is more complicated, I tried it and I don't know how to do it without actual trickery (pistons or storing a whole lot more variables)
@JustWingIt yes it works with a light using the same input as the button
+2Tried to make something
+2Yeah
Button has interactionType=Toggle and outputs to MyButton
.
MyTimer =
smooth(MyButton=1 ? 999999 : 0, MyButton=1 ? 1 : 999999)
This uses an alternative to the sum function which can be reset.
.
MyButton =
MyTimer > 1 ? 0 : MyButton
Write 0 to MyButton if the timer is at more than 1 second, otherwise don't change the value
You can also use a variable activation group
Add it but keep an option in the variables or activation group to toggle it
+2You could make an engine connected to 3 rotators or a 3-axis control base, such that the engine always points upwards
+2Adjust the engine thrust to match the weight of your aircraft
Unfortunately it won't bend characters, only move and rotate them. So it does nothing on a single line label like reg numbers
+2@SeguraCS12 @CanadianAircraftBuilder sorry guys I ate the fish
+2Jet engines in sp don't have a rpm variable, only thrust variable. You can simulate the rpm yourself with the thrust variable.
+2Jet engines have some rpm when idle, usually around 20% of max rpm.
.
Try something like this (produces rpm <= 1)
lerp(0.2, 1, THRUST / THRUST_MAX)
@Flash0of0green I use sketches to design the character, but I don't use it as a blueprint
+2What drawings do you have?
@OBCdragon yeah, but i changed a word
+2@SkyJayTheFirst no, so RWR and CIWS isn't possible in the vanilla game yet
+2@Suica not planning to, but seems like a good challenge
+2@OrderlyHippo yeah, mirroring the whole plane always breaks stuff, as compared to mirroring parts which only sometimes breaks stuff
+2The first build is always slow, subsequent builds should be much faster
+2Also depends on your PC, because compiling scripts and shaders is like most of the build process
My expected times:
- a few scripts only, no map, no/minimal meshes: 1 minute
- large map with many terrains, few extra objects: 5 minutes
- several maps with one/few terrain, in-game enemies: 5 minutes
It's still relevant except that you should:
+2- change color space from gamma to linear
- use the VR settings
Also the android build option has been removed
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
@ReinMcDeer front to back every time
+26 is me rn
+2when your plane has -0.2 degrees per second of auto roll, not a big problem, but enough to notice it
on the other hand, flight stick and throttle labo when
+2@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
@Micmekox not yet, gründer industries hire me pls
+2If disableAircraftCollisions="true", cannons won't hit other aircraft. Set it on the parts around and in front of the cannons on your plane
+2@Korzalerke increase 0.001 to 0.1
+2@WIZARD2017 you can alternatively store many frames of your image in a single label, and use FT to choose between them. I don't know how laggy that is but it is doable
+2Amazing, I hope the devs add it to 1.11
+2Very cool (in more ways than one)
+2@exosuit don't forget to "condemn" them, install nukes near them, and provide monetary aid to other groups to prevent more groups falling to the domino effect
+2we did it boys, racism is uhhhhhhhhhhhhh
+2Got "TypeLoadException: Could not resolve type with token 0100008c (from typeref, class/assembly UnityEngine.Input, UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null)". Cannot open RI tool, no log in the install path
+2Worth noting that it ran fine when I got this mod when it was released
Congrats, you're a real sp player now
+2kek i rigged up something
+2activation group
1
pitch:
smooth(-PitchAngle/180, Activate1 ? 1000 : 0)
roll:
smooth(-RollAngle/180, Activate1 ? 1000 : 0)
.
The smooth() function locks a value defined in the first argument when AG1 is on
.
example (copy the yellow part in the middle of the plane)
@TrainDude the input must be in Hz. The default value of 256 produces a tone of 256 Hz
+2Normal inputs only goes up to 1 Hz which is inaudible, you must use FT
@cnorth12
+2- find it first, it may be in your downloads folder
- select (left click) and copy (ctrl+c)
- go to spmods folder, usually
USERNAME/AppData/LocalLow/Jundroo/SimplePlanes/Mods
- paste (ctrl+v) and run simpleplanes
Reference
Problem with this is it only supports 1 image and you can't change the image when taking screenshots (but you can have many pics in an image which solves this)
+2It's too easy, you can boom 50 it from the side and kill both missile launchers before they see you
+2But yeah we should be able to disable it
Ok I fired up the mod tools, cleaver thrust is 36000
+2Crab rave is better imo
+2I'm sure fuselage inlets still work even when obstructed? Or you could make them the same color as a part and nudge them flush with the fuselage
+2I like putting fuselage inlet blocks in my fake inlets
If you have engines on rotators separate from the main body, you must add inlets on the rotated body
The red plane in the sp logo but as an anine girl
+2Time to become the household that owns the most copies of jundroo games
+2