(THIS IS FOR SIMPLEPLANES 1. I WILL MAKE A SP2 VERSION WHEN SP2 COMES OUT.)
Use this document instead of the other simplecheats since it is updated for the latest versions of SP
SimpleCheats II has been DEPRECIATED. It is no longer being updated as of 11/6/2024
link to SimpleCheats II
you are free to make a copy of this and edit it to your liking.
you can make a copy via this link
SimpleCheats II has been DEPRECIATED. It is no longer being updated as of 11/6/2024
Ok once I get a chance I'm adding control surfaces because I kinda needed that Info and it wasn't in the doc
@BlackZero I'll work on SimpleCheats 2nd edition once I'm familiar with SP2's XML attributes
@V will there be a new list coming up?
flashSpace options are now "Local" and "World", not "Local" and "Global". The "World" flash particles' velocity are zero relative to the world instead of the particles following the craft. If you create a rapid fire cannon with flashSpace "World", the particles will make a trail like a smoke.
@ThomasRoderick will add it when I remember to
@V Cannons. Whereas projectileLifetime is a fixed value, fuseInput supports funky trees and alows for timed detonation - something invaluable for making flak guns.
@ThomasRoderick what is it for and what does it do
@V You missed
fuseInput
@Gahaka bot
Just did an update. It's still not finished though. The Google doc will update soon
please add boolean shortestAngle to joint rotator
Note to self: add this
Note to keep track of what feedbacks I sent and what I haven't yet
【Stuff I sent】
-new attribute
shortestAngle
for joint rotator (lets your autoaim tator and such rotate 360 degrees continuously, without the 'snap' that happens at a certain point. Thanks to IzzyIA for mentioning it in their post).
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autoDispenseDelay
(counter measure dispenser, number - changes how fast it fires when you press down the button).
-About cannon's damage (IDS, ES, projectileVelocity and diameter, as well as some other info)
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-Boom 50 and 25's blast radius per explosionScale, as well as some other info about them (80 meters per 1 es)
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【Uncertain】(I may have sent them)
-lookBackTranslation (cameraVantage, input X,Y - moves your camera sideways/vertically when you look beyond a 90 degs to the left or right. AutoCenter must be enabled)
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-Missile's function (you can have the same type of missile with different function as long as they have different names. Conversely, if you have different weapons with the same name &different function/roll, one of them will become unselectable)
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【Stuff I haven't sent yet】
-Blast radius per ES of other weapons
About bomb and bomb's explosion radius
(I'll probably have submitted this to the google doc form by the time anyone reads this)
【My testing method】
I put bomb on a tower which releases the bomb and causes it to explode upon hitting the ground.
Measured bomb's explosion radius by lining up panels (with labels that indicated the distance) every 10 meters from the point of explosion, and recording the furthest panel affected by the explosion. Panels were all disconnected from the cockpit or other stuff. I've done this on Wright Airport default spawn.
(This one is about bombs. I haven't made my testing contraption public yet, but it's a pretty simple thing)
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【What I've learnt】
-1 explosionScale makes about 80 meters of blast radius. Stuff at the edge of blast radius was affected less (barely affected).
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-explosionScale multiplies the blast radius in a linear manner. 1 ES creates 80m blast radius, 2 es 160m, 3 es 240m... etc. At least that was the case in my testing, with the contraption that could measure effect up to 500 meters.
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-Scale of the bomb 'part' does not seem to affect blast radius or damage. (If it's large enough, bomb collides with the ground earlier and resulting explosion can occur at higher position)
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-Detonating multiple bombs of the same exploSc at the same location does not change blast radius. I assume it only affects damage within the radius.
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-Unrelated but...
If you make the scale of a part in a build really really large, like "500000,1,1" large, it messes up the particular aircraft data. Some parts will move and some parts become invisible. Couldn't be fixed by exiting the game. If you save the aircraft in this state, I would guess that the aircraft file in question is ruined.
About Cannon and cannon damage
First off, you can find my testing method & contraption used for the testings in my build page ("damage tester" series of builds are it).
Given the simplicity of the experiment, I'm fairly sure my testing method was fine, but I don't have much of academic/scientific discipline, and you could always just, make mistakes, so please do let me know if you find a flaw in my method or conclusions. Suggestions to improve the testing machines are also welcome, though I'd appreciate it if you could do modifications yourself. Kinda want to get away from these for a while, haha.
(My testing method was to fire cannon(s) at blocks' flat surface at nearly perpendicular angle, and counting & recording the number of shells it took to destroy the block. Semi automated process.)
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【General information】
-Cannon damage has RNG element, whether it's Basic or Explosive.
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-Both Basic and Explosive types do impact damage, as long as both impactDamageScaler and muzzle velocity aren't zero.
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【Basic type】
-Shell can bounce off (ricochet) if hitting the object (of sufficient HP? Needs testing) at a shallow angle.
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-Angle of the surface in relation to the shell seems to affect impact damage. Seems to do less damage when hitting object at shallower angle. Needs further testing. Might apply to explosive type as well.
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-"Basic" type cannon has tiny explosion that cannot be disabled. From what I've been told this explosion does do damage and is affected by caliber. I believe it has nothing to do with explosionScaler of the cannon. Needs more testings to confirm these.
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【Explosive type】
-explosionScaler and caliber determine the explosion damage of "Explosive" type cannon.
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-Shell detonates/disappears upon impact.
Does not bounce off (ricochet).
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-Explosion can be disabled with 0 explosionScale.
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-Explosion can destroy connections between blocks (=disconnect blocks), even when it's not enough to destroy the blocks themselves.
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-Unlike impact damage, explosion damage of the cannon does not seem to scale linearly with explosionScaler. Multiplying explosion scaler doesn't simply multiply the damage. Same for caliber.
Needs further testings to see the pattern.
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-diameter: affects explosion damage, does not affect impact damage<br>
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-explosionScaler: affects explosion damage.
Explosion damage does not seem to scale in a linear manner, unlike the impact (kinetic) damage.
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【Impact (kinetic) damage】
-'impactDamageScaler' and 'projectileVelocity' determine the impact (kinetic) damage of a cannon. Applies to both Basic and Explosive types.
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Max impact damage can be roughly calculated with the following simple formula:
This shows the approx maximum damage it can do to a block, when hitting a flat surface at roughly perpendicular angle.
1/3 of this is the approx minimum damage the cannon will do. Average was about x0.35 of the max damage in my testings.
It's hard to say with certainty, but it seemed like damage tended to be either 1/1, 1/2, or 1/3 of the max damage. 1/3 (ie min damage) was the most common, and 1/1 (max) was the most rare.
@Kendog84 thank you for the link
@Timewolf
These two are the only ones in the game as far as I know, but you can get other data via math as well.
Check out this post
https://www.simpleplanes.com/Forums/View/1333110/Useful-FT-codes
what attributes do we know of the selected target in game except TargetDistance and TargetElevation?
Here's an undocumented camera attribute called lookBackTranslation.
It moves your camera position sideways when you look behind (+ 90 degrees sideways?) so you can look over your seat and stuff.
You must enable "AutoCenter" for this to work.
First number (X) is how much your camera moves sideways/in X axis.
I'd say somewhere around 0.4 is practical for a 1:1 scale single seater.
Second number, Y, is how much your camera moves horizontally at the same time. You can keep it at 0 unless you specifically need it to move vertically.
I don't think there's a Z axis movement for this attribute.
Also, here's a custom FT piston I made before I knew it existed and how it worked. This doesn't require auto center to be ON, so a thing like this might have some utility over the lookBackTranslation.
https://www.simpleplanes.com/a/SSBiVd/Look-behind-camera-piston-FT
@ThomasRoderick
Thanks for the additional confirmation (I'll continue to pay attention to that). Would really love it if the game had all attributes visible all the time..
*Correction, second number is for vertical movement
One problem I noticed here!
Under missiles, the attribute "maxVelocityAdjustmentRate" is incorrect, the functioning attribute is "maxVelocityAngleAdjustmentRate".
@V Posted a few fixes and updates using the improvement form.
Quick summary:
new input:
LaunchCountermeasures
(first seen in this design)new attribute under CounterMeasureDispenser:
autoDispenseDelay
(first seen in this design)Pretty sure LandingGear is boolean, or at least it defaults to -1.
@Kendog84 IIRC for pretty much everything the attribute would only be hidden if the value matches the default of the specific part type.
@V
Done some testing on weapon function
https://www.simpleplanes.com/a/BvJb7C/P-51-Weapon-function-XML-test
From my experimentation, you can have weapons of the same ID with different functions (roles) as long as they don't share the name. If they share the name and have different role, one will be unselectable. Conversely, if you have weapons of different IDs with the same name, and they have different role, only one will be selectable.
Ps
And that's regardless of whether the weapons are active or not. Seems you get locked to one of them (in my case it was the mutlirole one)
Also, Guardian accepts "MultiRole" for function. Just more data for reference. (Saw the discussion on the spelling of these values)
@Kendog84 Hmm, seems logical.