I wanted to share some things I'd like to see in SP2. Some are easy to implement and other require more work
EDITOR :
- Multiple objects selection
- Laser Designator as stock part
- Axis for click and drag translation and rotation
- Strong attach points (no wobble even if you remove the mass)
- Ability to hide the attach point sphere on wheels
- Catapult and arresting wire as stock parts
- Convex to concave fuselage parts
- Ammo count for guns
- Exhaust effect scaling on local space (not world)
- Undo button including translation, rotation and overload changes
- Symmetry that doesn't brake attach points
- Stock part tank tracks
- Non primary cockpit doesn't act as the first part in the hierachy, so you can translate or rotate parts with cockpit attached to in connected mode
GAME :
- Keybind for center camera view
- Keybind for free camera view (mouse without holding click)
- Keybind for center VTOL
- Prevent wheels sliding on steep surfaces while holding brakes
- Roads and railway network on the map
- Fuel stations and armory to refuel and rearm
- Chatbox with ai traffic controller, so you can ask for vector to base, enemy position, permission to takeoff or land, carrier landing instructions...
- Multicrew builds by adding seats (ability to play with friends on the same build)
- Various missions and activities accessible in sandbox mode such as :
- Rescue missions (plane or helicopter crash, shipwrecks survivors, lost hikers...)
- Fire fighter missions (forest fire, boat, oil rig...)
- Police missions (car chase, drug boat or plane interception, anti-piracy, hostage rescue...)
- Bandit missions (police chase, drug transport, piracy...)
- Transport missions (fragile cargo, highly flammable or explosive cargo, construction materials...)
- Races (planes, cars, boats...)
- Military missions (bomber interception, dogfight, air support with plane or helicopter, tank assault...)
FUNKY TREE :
- Inputs for FireGuns, FireWeapon, Brakes, RCS nozzles, Counter measures
- Input for cameras FOV
- Raycast distance from cockpit (choose an angle, an elevation and calculate the distance between cockpit and any collider)
- Same outputs for primary and non primary cockpit (AltitudeAgl, TargetDistance, Speed...)
- Missile lock and Enemy missile lock input
@jamesPLANESii maybe keep both?
I just wanted tank tracks in the game
and more realistic missile
HE-VT shell plz
I wish SP2 could have more maps as well as trees, knowing that there are only a few coconut trees in Yeager in SP😄. Also wanted to have some towns, as well as more realistic aerodynamics
@jamesPLANESii your vizzy program ran out of juice
Tow missiles? And a less complicated way to make a flak cannon?
Ignore my previous comment; this is what happens when you don't read the entire post and just skim over it quickly. Great suggestions!
One idea I've had in the past is a 'rearm' feature, such as a zone on the airport where your aircraft can be restocked with all the expandable armaments.
@Johnnyynf 100% all of this!
Convex to concave fuselage parts, you mean like a slider? I personally kinda despise they way it is in Juno because anything less than a full curve looks extremely low res and janky, and I find it isn't very practically useful. The corner types in SP are way better imo. Although it would be nice to jave a concave corner option that works lie and inverted circular corner. It would make doing fillets and farings much easier.
I would also suggest adding the ability to edit the angle of the front and rear of fuselage blocks, where the while face is effectively rotated rather than just given slant. It would make building circles and corners way smoother.
I would suggest getting rid of funky trees entirely and replacing it with vizzy
add FT brake input on wheels
springs with FT input (air suspension or electronic damper), option to disable spring to become a prismatic joint with travel limit. Proper Ball joint with travel limit. Custom travel limit like +25 -75. Dampermultiplyer option in menu
Also my wishlist, revamped engine with rotational output, gears and belts, wheel that take actual rotational input instead of magic power, differential and clutch. Or basically the whole Gear Blocks game
But yeah single craft multiplayer is a good call
All I want, especially with multiplayer, is to be able to build realistically performing and fun crafts without any sort of XML or physics exploits (even if they don’t look the best), as you can in Juno.
In the dogfight mode, I want to be able to search up planes like I would be able to in sandbox mode. I'm seriously getting sick of scrolling my annoyingly long build list to find a specific plane I want to dogfight.
the only thing i want is to be able to edit cross section of fuselage blocks. would literally make every shape so much easier to make.
i think i remember one of the devs saying multicrew isnt something theyre thinking about because of latency between players would cause issues
@JustAMiko yeh more like vertices for accurate fuselages , a helicopter like an nh90 with it diamond shape hull would be easy to work with that feature
Fix wobbling rotators! And change the way damage/explosions work
one thing missing imo is arresting wire and catapult stock parts
is it wrong to be able to land and takeoff (catobar ops) on your own carrier without funky magnet magic?
Ft function for being locked onto would be nice.
And I am hoping that SP2 has something like Squadron feature or "Friendly" ai behavior rather than just being "Neutral" and "Aggressive".
With Friendly behavior, you just can't lock into them or even provoke them into aggressive.
vtol nozzle lock, front and rear mirrors
@JustAMiko
Yeah, definitely.
It would be nice to have the fuselage editor be something like in Flyout where individual points are selected and dragged to, I guess, sculpt the fuselage block.