What is a building technique you use a lot? Things that aren't a given by using the game software (i.e. not just "fuselage").
An example of a build technique would be the use of circular and hard corners rotated to make chines.
Really, though, anything will go. Change part type a lot when building? Fine. Brightly colour parts? Absolutely. Whatever it is, so long as you use it a lot.
Just don't spam nonsense, please.
@Timplanes Ah, right. That.
@Graingy Here’s an example of using slicing for making airfoils: https://www.simpleplanes.com/a/QGr2l3/Wing-Technique-Demonstrator-1-11-slicing
The other thing I use slicing a lot for is making liveries
@Timplanes Three part airfoils? what do you mean?
And how do you use slicing?
Three-part airfoils and fuselage slicing. Takes a lot of the guesswork out of making really nice wings.
@PlaneFlightX something something that one XKCD strip
@Noname918181818181818181 And I also do that as well. @Graingy I guess I use a lot of build techniques, but I forget they aren't common knowledge and so don't think of them as build techniques.
@V I guess I also participate in control base abuse. My iPad in my cockpit has full 6dof capability, where it can both snap to four positions and also function as a normal pickup object for VR users (buttons to change modes). The main landing gear also uses control bases for the main strut, tilt/tilt suspension, and the lock link.
@SPsidearm You have two left feet.
Abusing cutting is definitely my favorite technique. Cut the edges off a Circular hollow fuselages with higher than 1 thickness to create a square with a circle hole? Using PAT to create unique shapes and avoid panelling entirely? Custom wings? Oh I could name so many
@GalacticaAsia Huh, interesting...
@hpgbproductions hwar
@V ohh
Normals manip is proof that geometry isn't real and we are living in a simulation (jk)
They are methods that cause fuselage sides to look different from their geometry. Some tricks make interesting variations in surfaces
quantity and efficiency
Not over-doing it. I like trying to match the stock planes (the ones built for vr) as much as possible. This is because it keeps the details there but also keeps part count down. a good rule of thumb is if part count is down, it works better on phones, snd if it works better on phones, it works better on Multiplayer.
@OverlordPrime I find a medium magenta works best for finding boundaries between parts. Is useful when making shapes. You could use a checkerboard pattern as well but it's a pain
Using control bases as rotators and pistons, their 6dof capabilities are slept on. The only thing is that they're hard to program, which is why I've been taking so long with the arwing, ive been bashing my head against it trying to get the control bases to do what I want.
resizing rotators for like vents, or overlapping smoothed fuselage to make it look like musculature
While building, I paint everything orange so it will stand out from the background (blueprint, which is bright white most of the time) which allows for a more precise shaping.
also, although i'm sure it's common, but i use shortcuts to change parts name in XML, pl for Fuselage-Body-1.. okm for Fuselage-Hollow-1... the works.
abusing the hell out of hollow fuselages, cut to make struts... the triangular-shaped intersection between the rudder and elevator by messing with the thickness.. and goes without saying that everything i use is XML'ed to have 0.001 weight and no drag unless needed but that's common stuff anyway, byproduct of a dubious potato that can run digitally.
@MobileBuilder21 Do you know you can click the arrow to show the other options? I thought that was common knowledge