Hey all, sorry I haven't been active in quite a while. My work has demanded the majority of my time for a couple years now...I'll update this post when I can find a spare minute to log in and enjoy the newest features the Devs have added and document them in this guide!
This build technique is inspiring - simple yet extremely effective smooth curves using thin slices. Looking forward to giving this style a go some time! Nice!
@TheLatentImage I can understand that, and I'm certainly not criticizing, more voicing that I'm impressed such a creation was assembled on mobile. There's no question it's a more time-consuming task to make a complicated build on iOS than PC.
Never understood why, if someone enjoys this game enough to build creations like this, they don't just get the PC version. I bet you could have halved (or maybe better) your build time with a mouse and keyboard. Probably better.
This is so dang fantastic and creative. The fact you got the cake to somehow stop right where it's in your view was such a great touch. Super upvote for you my friend, too bad you're a couple months late for my birthday.
Min="0" means throttle can completely stop the engine.
Max="X" sets how long it takes to reach max power. If this number is different than 1, it will have an effect on the power output of the engine as well which must be accounted for with the power multiplier.
If you set max to 0.5, it will throttle to max twice as fast but have half the Power, so you would need to double the multiplier.
If you set max to 2, it will take twice as long to throttle to max but when it gets there it's twice as powerful so you would set the power multiplier to 0.5 to adjust it back down.
Honestly, you're not far off here. Think of how riding a real bike took quite a bit of learning before you finally got it mastered. I was able to ride this thing all the way down the runway and turn around with a bit of practice just now... you've accomplished something impressive here!
By the way, first person is by far the easiest to do it with.
@Sauce Yes, I did. Before scaling it down, I added massScale="0" to every single part, then I removed the massScale="0" tag from the dead weight, and set the weight to some value. After that, I used Fine Tuner to scale the entire project down to something like 0.1 in size with "calculate mass" unchecked. The result was still a broken instrument (it was ok until it started moving).
When I have the time I'll mess with it - I think the solution is to decrease the dead weight in the mechanism since the spring strength is probably getting lowered with the down scale.
@Sauce @CALVIN232 That's the down and dirty of it, yes. I stabilized it with a shock on the bottom, and a shock on either side with free-rotating hinges, so it doesn't move around with forward/backward acceleration.
If we can get it scaled down without it breaking things it would be a really cool instrument in a cockpit. The harder you pull, the more the needle moves. With some math we could get it to accurately display G-forces in-game.
@Cadin At least now, if someone wants to post pixel art they actually have to perform the mechanical effort to render the art in the game environment. What we're about to have is 1000 people with no skill, patience, or effort copy/pasting pictures all over this website. I haven't done my due diligence if I don't speak out against this before it happens.
That's my final word on this topic, I'll bow out now.
I'm a fan of the flight characteristics modeling.
@GGokhangg cool to see one of my old planes flying again, thanks for modding it.
@jamesPLANESii I haven't played in a long time, but I imagine the easiest way would be clever use of ctrl+R (replace) functionality.
Select a property that every single part always has (like color, for example), then do this:
color="
disableAircraftCollisions="true" color="
Hope it helps,
av
@Legardsaint1 i know it's months later, but of course feel free to use any of my stuff for whatever you'd like.
Hey all, sorry I haven't been active in quite a while. My work has demanded the majority of my time for a couple years now...I'll update this post when I can find a spare minute to log in and enjoy the newest features the Devs have added and document them in this guide!
Upvoted because it made me actually lol.
This build technique is inspiring - simple yet extremely effective smooth curves using thin slices. Looking forward to giving this style a go some time! Nice!
@TakeYourLife3000 sure!
well done!
@AdrianFlyingAce Use trim, use flaps, it flies.
Well done! This thing pulls like 500 Gs in a turn but I'll overlook that ;)
@TheLatentImage I can understand that, and I'm certainly not criticizing, more voicing that I'm impressed such a creation was assembled on mobile. There's no question it's a more time-consuming task to make a complicated build on iOS than PC.
Never understood why, if someone enjoys this game enough to build creations like this, they don't just get the PC version. I bet you could have halved (or maybe better) your build time with a mouse and keyboard. Probably better.
Upvote for perseverance!
This is so dang fantastic and creative. The fact you got the cake to somehow stop right where it's in your view was such a great touch. Super upvote for you my friend, too bad you're a couple months late for my birthday.
@baconaircraft
Min="0" means throttle can completely stop the engine.
Max="X" sets how long it takes to reach max power. If this number is different than 1, it will have an effect on the power output of the engine as well which must be accounted for with the power multiplier.
If you set max to 0.5, it will throttle to max twice as fast but have half the Power, so you would need to double the multiplier.
If you set max to 2, it will take twice as long to throttle to max but when it gets there it's twice as powerful so you would set the power multiplier to 0.5 to adjust it back down.
Hope this helps.
I enjoyed this one!
lol..
I guess it's too bad I released my P-51 too early. :P Have fun with the challenge, I'm off to a different decade now.
1433mph on the ground speed challenge. Sweet!
@Joco80 Thanks for reminding me... I put that in the Steam version of the guide and forgot to update it here. I'll throw you in the credits :)
@OfficialAirbusFan There's a guide for that
Congrats on the well deserved feature, great build.
Amazingly creative. I dig it.
@AndrewGarrison good deal just checking!
i just angry birds'd the hangar
Honestly the best helicopter in SP - it's impressive what you've accomplished here.
Created on iOS - that boggles my mind. This game is great to take with you on your phone, but for serious building PC is so much easier!
+4@ChaMikey lol
Honestly, you're not far off here. Think of how riding a real bike took quite a bit of learning before you finally got it mastered. I was able to ride this thing all the way down the runway and turn around with a bit of practice just now... you've accomplished something impressive here!
By the way, first person is by far the easiest to do it with.
Makes me want to go shooting again - been a while since I've been to the range.
I'm at 20,000,000' and counting and the clouds are still well above me.
@Liquidfox @thealban @Wildblueyonder578 After nearly a year, I finally got around to fixing it!
https://www.simpleplanes.com/a/C3jm2Q/EA-18G-Growler
@Simpleplaneboy this is awesome!
@Simpleplaneboy Thanks, I appreciate the support. I hope you enjoy it!
@ShockRF @spasmofjustice Thanks guys.
Cool build, I haven't tried to make a land vehicle yet. Is it possible to make the trailer swivel (instead of staying rigid) like an actual semi?
@Sauce Yes, I did. Before scaling it down, I added massScale="0" to every single part, then I removed the massScale="0" tag from the dead weight, and set the weight to some value. After that, I used Fine Tuner to scale the entire project down to something like 0.1 in size with "calculate mass" unchecked. The result was still a broken instrument (it was ok until it started moving).
When I have the time I'll mess with it - I think the solution is to decrease the dead weight in the mechanism since the spring strength is probably getting lowered with the down scale.
@NathanMikeska Thanks for the clarification! I'll update the post. That link is really useful - I'll be referencing it on my next build.
@Sauce @CALVIN232 That's the down and dirty of it, yes. I stabilized it with a shock on the bottom, and a shock on either side with free-rotating hinges, so it doesn't move around with forward/backward acceleration.
If we can get it scaled down without it breaking things it would be a really cool instrument in a cockpit. The harder you pull, the more the needle moves. With some math we could get it to accurately display G-forces in-game.
Guide now available on Steam as well.
Link here
Regards,
Av8r
@Cadin At least now, if someone wants to post pixel art they actually have to perform the mechanical effort to render the art in the game environment. What we're about to have is 1000 people with no skill, patience, or effort copy/pasting pictures all over this website. I haven't done my due diligence if I don't speak out against this before it happens.
That's my final word on this topic, I'll bow out now.
Regards,
Av8r
@Cadin really hope this doesn't happen...just what we need, a million "pictures" in our "plane" site.
Link to the Tutorial
Just got home so I could test it - this is awesome. Very well made and looks great.
awesome!
Feature alert. @AndrewGarrison
So a program is churning this out in seconds and it's worth 80 upvotes.
:S
Cool I guess.
@Gestour @Sauce @Rohan @Sarpanitu
Tagging you because you're experienced cockpit builders.
Looks like a tire to me! Clever.
@AndrewGarrison do you ever consider making stickies on the forum?