@Rjenteissussy yeahhh, disabled aircraft collisions already. Still does the thing, have no idea why it would do anything at all. Even less of a clue why it's doing what it's currently doing.
All the parts connected to the rotators including the rotators themselves have zero mass and zero drag calculations, the text labels shouldn't even be interacting with anything in the first place, yet when I turn the camera (rotator movement is linked to camera movement) the aircraft gets shoved around as if there's some kind of mass vectoring happening. I seriously don't understand what bizarre SimplePlanes physics phenomenon is happening for this to be occurring, it can't be the torque of the rotators moving the entire plane, right?
1,400 parts is honestly kinda average as far as mobile devices go anymore. My old ass iPhone 7 could run over a thousand parts, and my current slightly less old iPhone 12 can run over two thousand without much trouble, even at max graphics settings. Despite this, I do enjoy the simpler builds, to some extent even more than the super detailed and complex ones. They tend to be more fun to use, actually. Well, most of the time. Looking forward to this!
@OoooP
@Smilodon7007
The rockets can't be fired, there's singular rockets on the build that are there simply for visual purpose, and despite the fact that they appear in the weapons menu, they are entirely inert and cannot be used.
Maneuverability isn't great, nor is the view out of the cockpit, the glass is way too opaque. Despite having floats, the plane cannot take off from water, as it can't gain enough speed to overcome the water's surface tension. Also since the cleaver missile touches the water if you spawn in the water, it becomes inoperable; for some reason in SimplePlanes, if a missile touches water before it's been launched, its rocket engine becomes entirely dysfunctional, and does not ignite upon being fired. Flares look cool, though.
Really nice simple Yak-38, great visual fidelity for such a low part count. Flies like a dream, VTOL is super easy and fun to use. Armament is a little curious, smaller dumb bombs and/or perhaps Air to Air Missiles may have worked better, but overall this is a very pleasant build.
This sounds very similar to how the advanced propulsion systems on some UFO's function, really interesting read. May have to consider remembering this for, uhh... lore reasons. Yeah, that.
I'm curious as to what actually caused the crash here, like what fundamental part of the game was pushed far beyond its limits via this funkytrees gyroscope?
The funny thing is, Germany made some of the most batshit plane designs during WWII, so much so that I thought this was one of them and not a fictional aircraft at first. Very well done.
@Samair I make it in a small scale first, and then scale it back up to the size it's supposed to be. It's a lot of trial and error, making things while it's small, and then scaling it up to the appropriate size to see if it still works and functions properly. Also it's ideal to remove drag calculations and set the drag scale to 0 on all parts with these enormous creations, so that the game doesn't just crash immediately upon loading in the creation.
@Chaosblackdragon21 hey man idk if you even check this site or do much here anymore, but I've been getting more active recently and I might think about making more RainWorld stuff. I've actually been working on a Void Worm for about a couple days now, so maybe if i ever do more RainWorld stuff I'll make a vulture, which could be fun
@LucadaConcord1128 well it's only 303 parts, and its performance cost isn't very high either, so I'd say that's normal for a mobile device to run it smoothly
@BagelPlane I have done this before though, with this plane even if I use structural wings and set them to have control surfaces, the wings still flap around and cause the aircraft to jitter. There's seemingly no way to surpass this limit.
@Dracul0Anderson so basically, I used structural wings, and edited their overload to give them control surfaces. I then gave them 0.1 mass, also using overload, so they wouldn't sag too much. It also helps a lot to make sure every attachment point on the wing is attached to something, to ensure no part of the wing is loose. The actual wing parts themselves are rather big, but again, using overload, I scaled them down to be smaller. This edits their physical and visual size, but it does not affect the amount of lift they produce, meaning they produce a lot of life still, despite being about the same size as the default primary wing.
I agree with Trainzo, I've never seen this anywhere else on SP. I've actually never even heard of this at all, so I'd say this is one of the first, if not the very first representation of it in SimplePlanes. Or any flight game, for that matter.
Alas I am a simple man, I see huge flying wing, I upvote.
Parts definitely do heal. Also fun thing you can try, give a gun negative damage and keep another gun at normal damage, aim them both at a fuselage block, with set activation groups so they don't fire simultaneously. If you turn on show damage, you'll see that the negative damage gun turns parts blue instead of red!
@Pnut well to be fair I don't either, I don't think it would be a funky trees thing though. I was thinking it might be an overload thing, but it likely isn't.
@Pnut well that's the thing, I need the projectiles to not last very long, only like five seconds. And I need them to not explode upon disappearing.
The only reason I need it to behave like this is that I'm making something that uses lots of game particles, and since explosions from cannon rounds and the tracers of the cannon rounds create a lot of particles, some of the particles I need to have get deleted when I fire the cannon parts, which I don't want happening.
@SPairforce well to be fair, SimplePlanes is not exactly the most accurate representation of how planes irl fly. Plus, if you wanted to make a consistent, somewhat coherent comparison between the two in SimplePlanes, you'd need to have many more rounds than this, the player should fly both aircrafts too, in order to mitigate the advantage the player has over an Ai, and thereby a false representation of info due to the player flying only one of the two being compared. Am I taking this too seriously? Yes.
@Rjenteissussy yeahhh, disabled aircraft collisions already. Still does the thing, have no idea why it would do anything at all. Even less of a clue why it's doing what it's currently doing.
+1All the parts connected to the rotators including the rotators themselves have zero mass and zero drag calculations, the text labels shouldn't even be interacting with anything in the first place, yet when I turn the camera (rotator movement is linked to camera movement) the aircraft gets shoved around as if there's some kind of mass vectoring happening. I seriously don't understand what bizarre SimplePlanes physics phenomenon is happening for this to be occurring, it can't be the torque of the rotators moving the entire plane, right?
This is beautiful, instant favorite
Good phanter
1,400 parts is honestly kinda average as far as mobile devices go anymore. My old ass iPhone 7 could run over a thousand parts, and my current slightly less old iPhone 12 can run over two thousand without much trouble, even at max graphics settings. Despite this, I do enjoy the simpler builds, to some extent even more than the super detailed and complex ones. They tend to be more fun to use, actually. Well, most of the time. Looking forward to this!
+1@OoooP
@Smilodon7007
The rockets can't be fired, there's singular rockets on the build that are there simply for visual purpose, and despite the fact that they appear in the weapons menu, they are entirely inert and cannot be used.
Probably either my Max Holtzem livery Pfalz D.IIIa, or my BirchWood Behemoth flying aircraft carrier.
Fun, it's like F-104 Starfighter meets SR-71 Blackbird.
+3AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
Wow, easily one of the most creatively bizarre methods of propulsion I've ever seen in this game. Really neat and fun concept!
Maneuverability isn't great, nor is the view out of the cockpit, the glass is way too opaque. Despite having floats, the plane cannot take off from water, as it can't gain enough speed to overcome the water's surface tension. Also since the cleaver missile touches the water if you spawn in the water, it becomes inoperable; for some reason in SimplePlanes, if a missile touches water before it's been launched, its rocket engine becomes entirely dysfunctional, and does not ignite upon being fired. Flares look cool, though.
Really nice simple Yak-38, great visual fidelity for such a low part count. Flies like a dream, VTOL is super easy and fun to use. Armament is a little curious, smaller dumb bombs and/or perhaps Air to Air Missiles may have worked better, but overall this is a very pleasant build.
+1This is pretty awesome! Love the way you did the aiming for the nose cannon, fun to use. Flies nicely too.
+2One time I was trying to dance with my sister, I was like four and she was two and I dropped her and she wouldn't stop crying for like an hour lmao
why I still remember this despite it being literally almost two decades ago is beyond me.
@overlord5453 as a member of both the SimplePlanes and TitanFall 2 community, I am all too familiar with this.
+1This sounds very similar to how the advanced propulsion systems on some UFO's function, really interesting read. May have to consider remembering this for, uhh... lore reasons. Yeah, that.
This is SICK!!
@winterro this is genius!
@L1nus Bro we are already there, I give it like five years maximum
Atleast this one actually functions and is decently useable, unlike the real one
+9yarrgh, private me boy, I've illegally downloaded copyrighted music files, ar ar ar ar ar
+1Didn't know you were still active, love me some well written lore
pretty nice skyhawk
+1Blåhaj my beloved
+1I'm curious as to what actually caused the crash here, like what fundamental part of the game was pushed far beyond its limits via this funkytrees gyroscope?
+2The funny thing is, Germany made some of the most batshit plane designs during WWII, so much so that I thought this was one of them and not a fictional aircraft at first. Very well done.
+1Ughhhhh it's so cursed but it actually looks really cool, I love hate it
this is awesome
Jundroo's getting better with their parody videos I see
+4I love the Parasaurolophus, it's so goddamn cute. Awesome little recreation of it in SP!!
+1@Samair I make it in a small scale first, and then scale it back up to the size it's supposed to be. It's a lot of trial and error, making things while it's small, and then scaling it up to the appropriate size to see if it still works and functions properly. Also it's ideal to remove drag calculations and set the drag scale to 0 on all parts with these enormous creations, so that the game doesn't just crash immediately upon loading in the creation.
@TheAviator77 Horsham air museum in Pennsylvania
Print the entire flight manual for the Lockheed Martin F-35B Lightning II
+1@Chaosblackdragon21 hey man idk if you even check this site or do much here anymore, but I've been getting more active recently and I might think about making more RainWorld stuff. I've actually been working on a Void Worm for about a couple days now, so maybe if i ever do more RainWorld stuff I'll make a vulture, which could be fun
@LucadaConcord1128 well it's only 303 parts, and its performance cost isn't very high either, so I'd say that's normal for a mobile device to run it smoothly
+1@FANNYsSECRETSERVICE I wouldn't call that a warcrime per se, just kinda defeating the point of the build lol
+1@BagelPlane I have done this before though, with this plane even if I use structural wings and set them to have control surfaces, the wings still flap around and cause the aircraft to jitter. There's seemingly no way to surpass this limit.
@Dracul0Anderson so basically, I used structural wings, and edited their overload to give them control surfaces. I then gave them 0.1 mass, also using overload, so they wouldn't sag too much. It also helps a lot to make sure every attachment point on the wing is attached to something, to ensure no part of the wing is loose. The actual wing parts themselves are rather big, but again, using overload, I scaled them down to be smaller. This edits their physical and visual size, but it does not affect the amount of lift they produce, meaning they produce a lot of life still, despite being about the same size as the default primary wing.
Not bad cinematics, pretty cool! The aircraft is gorgeous.
+1That looks so damn clean and smooth, no seams or breaks in the shape at all!
I agree with Trainzo, I've never seen this anywhere else on SP. I've actually never even heard of this at all, so I'd say this is one of the first, if not the very first representation of it in SimplePlanes. Or any flight game, for that matter.
Alas I am a simple man, I see huge flying wing, I upvote.
+1of course baconeggs spotlighted this, nearly nine years after it was posted lmao
brain is scrampled eg
Ngl I have no idea what I'm looking at but it looks pretty neat
Parts definitely do heal. Also fun thing you can try, give a gun negative damage and keep another gun at normal damage, aim them both at a fuselage block, with set activation groups so they don't fire simultaneously. If you turn on show damage, you'll see that the negative damage gun turns parts blue instead of red!
+2@Pnut well to be fair I don't either, I don't think it would be a funky trees thing though. I was thinking it might be an overload thing, but it likely isn't.
The unending chaos of SimplePlanes multiplayer knows no bounds
@Pnut well that's the thing, I need the projectiles to not last very long, only like five seconds. And I need them to not explode upon disappearing.
The only reason I need it to behave like this is that I'm making something that uses lots of game particles, and since explosions from cannon rounds and the tracers of the cannon rounds create a lot of particles, some of the particles I need to have get deleted when I fire the cannon parts, which I don't want happening.
@ToeTips I don't have a computer so I can't do MP stuff, I wouldn't really even know how it works either even if I did have a computer tbh lol
+1@SPairforce well to be fair, SimplePlanes is not exactly the most accurate representation of how planes irl fly. Plus, if you wanted to make a consistent, somewhat coherent comparison between the two in SimplePlanes, you'd need to have many more rounds than this, the player should fly both aircrafts too, in order to mitigate the advantage the player has over an Ai, and thereby a false representation of info due to the player flying only one of the two being compared. Am I taking this too seriously? Yes.
yes I am.