I want:
- Lights that actually produce light
- Customizable bombs
- A propfan engine
- A gas turbine/turboshaft that you can link to other parts (so it can actually turn a shaft)
- Longer smoke trails when a part is on fire
- 3D clouds
- Easily mounted cockpit instruments and prefabricated instrument panels that can be connected to sensors for input.
- A stuka siren
- Incendiary weapons
- Megawatt-class lasers
- Railguns
- Underwater physics and scenery
- Better engine sounds
- Better explosions
- An FPS controller that can hop in and out of aircraft
- Ambient sounds of nature
- Weather systems
- Lightning
- More islands to explore
- Trees, grass, rocks
- Rivers and waterfalls
- Motion blur, vignette
- Nuclear warheads
- Modular engines (Make your own engines like a V12 or boxer-6)
- Funky Trees aileron controls
- Funky Trees target position and player position
- Actual volcanic activity at krakabloa
- A kraken that can be killed
- More realistic fire that spreads across the aircraft
- Buildings, cities
- Bird strikes
- Glass
- Electric motor with variable torque and max rpm (resulting power will be displayed)
- Batteries
- Jet streams at 40,000 ft
- 3D part explosions (no more sprites)
- Customizable break force and break torque for parts
- Switches/handles and other logic that you can hover over with your mouse in-flight and manipulate (like a throttle lever)
- Condensation over wings
- Dust being kicked up by engines at high power
- An ATC that (among other things) informs you of weather conditions.
For this to be of any use, you would have to add a lot more features to "advanced mode". To the point where you would effectively be turning on/off a massive complex chunk of the game that interacts with everything else. It would be slow and prone to failure. Also updating it could become a mess. Instead of entering a whole new game when you press "advanced mode", you could instead have multiple components that can each be toggled one by one in the settings window. An advanced flight diagnostics panel for example.
The missile knows where it is at all times. It knows this because it know where it isn't. By subtracting where it is from where it isn't, or where it isn't from where it is, whichever is greater, it obtains a difference, or deviation. The guidance subsystem uses deviations to generate corrective commands to drive the missile from a position where it is to a position where it isn't and, arriving at a position where it wasn't, it now is. Consequently, the position where it is, is now the position that it wasn't, and it follows that the position that it was is now the position that it isn't. In the event that the position that it is in is not the position that it wasn't, the system has acquired a variation; the variation being the difference between where the missile is and where it isn't. If variation is considered to be a significant factor, it, too, may be corrected by the GEA. However, the missile must also know where it was. The missile guidance computer scenario works as follows: because a variation has modified some of the information the missile has obtained, it is not sure just where it is, however it is sure where it isn't, within reason, and it knows where it was. It now subtracts where it should be from where it wasn't, or vice versa. And by differentiating this from the algebraic sum of where it shouldn't be and where it was, it is able to obtain the deviation and its variation, which is called error.
This is brilliant, but I like this:
- Removal of the max angular velocity limit, which is currently set to 7 radians per second or about 66 rpm.
- Heat damage to the character
- Different fuels with different properties
- Combustion simulation inside engines
- Carbon monoxide poisoning on the character as a result of incomplete combustion
- Turbo blowoff valves (PSHHHHHH-TFUTFUTFUtfufufu sound)
- Engine temperature management, liquid-cooling or air-cooling
- KERS (Kinetic Energy Recovery System)
- Modular ICU (Integrated Control Unit) for engines
- Customizable props that can be mounted on engines separately. The props make sound based on blade count, diameter, pitch, rpm etc. The sound drastically changes above supersonic tip speeds, or when they are in the wake of another propeller (like in a contra-rotating layout)
- Propwash, jetblast, wake vortices.
- A gearbox
- Hydraulics, fuel lines, mechanical control lines if necessary. The choice to have hydraulic assistance for ailerons (If you don't they can lock up at high speeds).
- Electrical wires
- Hydrogen fuel cells
- Different types of storage tanks rated for a certain pressure, will explode if exceeded.
- When a plane crashes, fuel spills everywhere and mixes with the air. Explodes in a fuel-air explosion when the mixture is ignited. Ignition sources could include: sparks, violent metal deformation releasing heat, heat from friction, extreme pressure and short-circuits.
- Boat props
- Terrain destruction
- Intake condensation
- Vibration caused by engines, could be dampened with shocks.
- Delta P (pressure differential, could be a low pressure zone in front of a jet engine)
@Ryn176 The pilot has no forward vision. But obviously that's just a small price to pay for VTOL performance. The VTOLFire is otherwise an excellent aircraft.
Holy hell, you are absolutely right. Makes me wonder how many upvotes he would get if he cranked out a super build. He is on mobile though so he probably can't do much about it. Well, except for getting a pc and building the proper way hahaha.
People do. Whenever I catch a glimpse of a white or bronze nametag I subconsciously assume lower quality or at least a less experienced user, my view can be shifted when I test your build though. Also, it is only really a problem with the lower ranks. Once you reach gold, you're good.
Roses are red, water is wet, flying school bus full of children has a mid-air structural failure, nose-dives into the ground at 500 mph and everyone is dead.
I want:
+32- Lights that actually produce light
- Customizable bombs
- A propfan engine
- A gas turbine/turboshaft that you can link to other parts (so it can actually turn a shaft)
- Longer smoke trails when a part is on fire
- 3D clouds
- Easily mounted cockpit instruments and prefabricated instrument panels that can be connected to sensors for input.
- A stuka siren
- Incendiary weapons
- Megawatt-class lasers
- Railguns
- Underwater physics and scenery
- Better engine sounds
- Better explosions
- An FPS controller that can hop in and out of aircraft
- Ambient sounds of nature
- Weather systems
- Lightning
- More islands to explore
- Trees, grass, rocks
- Rivers and waterfalls
- Motion blur, vignette
- Nuclear warheads
- Modular engines (Make your own engines like a V12 or boxer-6)
- Funky Trees aileron controls
- Funky Trees target position and player position
- Actual volcanic activity at krakabloa
- A kraken that can be killed
- More realistic fire that spreads across the aircraft
- Buildings, cities
- Bird strikes
- Glass
- Electric motor with variable torque and max rpm (resulting power will be displayed)
- Batteries
- Jet streams at 40,000 ft
- 3D part explosions (no more sprites)
- Customizable break force and break torque for parts
- Switches/handles and other logic that you can hover over with your mouse in-flight and manipulate (like a throttle lever)
- Condensation over wings
- Dust being kicked up by engines at high power
- An ATC that (among other things) informs you of weather conditions.
Can confirm, every part in SP actually contains a couple grams of high explosive.
+19Careful, that might be a hidden FAA agent
+16I am fully backing this
+10Behold: anti-drama drama
+9flex seal
+9Some random dude on the internet once told me imitation is the greatest form of flattery
+9Nice job man, I personally just got a position at NASA as lead engineer after they saw my rocket engines mod.
+7For this to be of any use, you would have to add a lot more features to "advanced mode". To the point where you would effectively be turning on/off a massive complex chunk of the game that interacts with everything else. It would be slow and prone to failure. Also updating it could become a mess. Instead of entering a whole new game when you press "advanced mode", you could instead have multiple components that can each be toggled one by one in the settings window. An advanced flight diagnostics panel for example.
+7The missile knows where it is at all times. It knows this because it know where it isn't. By subtracting where it is from where it isn't, or where it isn't from where it is, whichever is greater, it obtains a difference, or deviation. The guidance subsystem uses deviations to generate corrective commands to drive the missile from a position where it is to a position where it isn't and, arriving at a position where it wasn't, it now is. Consequently, the position where it is, is now the position that it wasn't, and it follows that the position that it was is now the position that it isn't. In the event that the position that it is in is not the position that it wasn't, the system has acquired a variation; the variation being the difference between where the missile is and where it isn't. If variation is considered to be a significant factor, it, too, may be corrected by the GEA. However, the missile must also know where it was. The missile guidance computer scenario works as follows: because a variation has modified some of the information the missile has obtained, it is not sure just where it is, however it is sure where it isn't, within reason, and it knows where it was. It now subtracts where it should be from where it wasn't, or vice versa. And by differentiating this from the algebraic sum of where it shouldn't be and where it was, it is able to obtain the deviation and its variation, which is called error.
+7More than 0, but less than 7 billion. That's a range you can work with.
+7CD Projekt Red sales drop by 99%
+6androo
+6This right here belongs in the hall of fame
+6Top 10 Photos Taken SECONDS Before Disaster
+6Good luck panelling, see you in 5000 years when it's done!
+5This is brilliant, but I like this:
+5- Removal of the max angular velocity limit, which is currently set to 7 radians per second or about 66 rpm.
- Heat damage to the character
- Different fuels with different properties
- Combustion simulation inside engines
- Carbon monoxide poisoning on the character as a result of incomplete combustion
- Turbo blowoff valves (PSHHHHHH-TFUTFUTFUtfufufu sound)
- Engine temperature management, liquid-cooling or air-cooling
- KERS (Kinetic Energy Recovery System)
- Modular ICU (Integrated Control Unit) for engines
- Customizable props that can be mounted on engines separately. The props make sound based on blade count, diameter, pitch, rpm etc. The sound drastically changes above supersonic tip speeds, or when they are in the wake of another propeller (like in a contra-rotating layout)
- Propwash, jetblast, wake vortices.
- A gearbox
- Hydraulics, fuel lines, mechanical control lines if necessary. The choice to have hydraulic assistance for ailerons (If you don't they can lock up at high speeds).
- Electrical wires
- Hydrogen fuel cells
- Different types of storage tanks rated for a certain pressure, will explode if exceeded.
- When a plane crashes, fuel spills everywhere and mixes with the air. Explodes in a fuel-air explosion when the mixture is ignited. Ignition sources could include: sparks, violent metal deformation releasing heat, heat from friction, extreme pressure and short-circuits.
- Boat props
- Terrain destruction
- Intake condensation
- Vibration caused by engines, could be dampened with shocks.
- Delta P (pressure differential, could be a low pressure zone in front of a jet engine)
6th generation fighters be like
+5Rip tournaments
+4Why are people making replicas of planes when they could just build garbage cans
+4@jamesPLANESii Sometimes being a genius can be a bit dangerous
+4Found these values for fuelConsumptionRate in the part modifier properties while modding:
T1000 - 0.11
T2000 - 0.4
T3000 - 0.7
Blasto J15 - 0.4
Blasto J50 - 1.5
Blasto J90 - 2.1
Blasto VTOL - 1.75
BFE150 - 4.0
BFE300 - 4.5
Not sure about the units, I'm guessing it's in gallons/sec.
+4Its the USS tiny
+3I could see that as the NATO reporting name
+3Because they are bad, by todays standards.
+3scout ikea
+3Your free trial of having an airplane has expired
+3Thanks for giving me a new ringtone
+3Rulo6000, but it's simpleplanes
+3phish has spoken
+3@F104Deathtrap I would love to see that happen in my lifetime tbh.
+3@Ryn176 The pilot has no forward vision. But obviously that's just a small price to pay for VTOL performance. The VTOLFire is otherwise an excellent aircraft.
+3Thanks guys @ThePilotDude @FastDan @ScreamingApe
+3Oh sh-
+2THick engines
+2@PapaKernels planes > all other vehicles
+2dayum
+2t'n'b'g'
+2You do know that every part in this game is an improvised explosive by itself.
+2Germany: starts advancing britain
+2Britain: SPITFIRE
In short: the missile knows where you are.
+2This is basic funky trees my man
+2Not enough horsepower
+2@banbantheman Horsepower
+2haha forums go brrr
+2Holy hell, you are absolutely right. Makes me wonder how many upvotes he would get if he cranked out a super build. He is on mobile though so he probably can't do much about it. Well, except for getting a pc and building the proper way hahaha.
+2A simple search wouldve done the job
+2From down below, an enemy spotted
+2People do. Whenever I catch a glimpse of a white or bronze nametag I subconsciously assume lower quality or at least a less experienced user, my view can be shifted when I test your build though. Also, it is only really a problem with the lower ranks. Once you reach gold, you're good.
+2Roses are red, water is wet, flying school bus full of children has a mid-air structural failure, nose-dives into the ground at 500 mph and everyone is dead.
+2