I'm not sure 1:1 is the proper ratio, but I support the idea of getting points for downloads. It would also add another layer of depth to points tracking.
The wing mechanism is great, and sturdier than I expected. Couldn't get it to break even from wiggling it around while pulling out of a dive at full throttle. Well done.
@PuhBuhGuh You could send a boat with a large fuel capacity away from the island in a straight line. If the world is a sphere, the boat will arrive back at the same island eventually. Or you could read up on the Unity engine and learn why it's not feasible for the world to actually be round.
@PuhBuhGuh That's the game rendering the world in a sphere around the cockpit. The curve you see is not the curve of the earth, but rather the rendering "horizon." The game world itself has no curvature.
We could finally prove that the world is flat! Really though I'm not sure it's feasible. May run into issues in terms of the scale. It would be pretty cool if there were a custom map with a rocky lunar landscape and moon gravity, but I have a feeling that removing the atmosphere and changing the gravity would wreak havoc on the flight physics.
@XVIindustries Are you seriously trying to tell me what I should and shouldn't build? Also, there is no separation between the two rear seats, hence why the 'hole' is larger.
I was impressed when I saw the gear doors, and then I was absolutely floored when I saw the moving dial in the cockpit view. And the shimmer off the faceted wings is one of the prettiest things I've ever seen in SP.
@PhilipTarpley It may have been something I misinterpreted, in which case I apologize profusely. In the context of my question I understood it to mean that weapons were eventually going to be added. I also didn't mean to imply that they were coming any time soon, simply that they were under development. https://www.reddit.com/r/SimplePlanes/comments/3g66bs/simpleplanes_super_awesome_beta_tons_of_new/cu2bk5q?context=3
Weapons are a confirmed addition, as far as I know. I'm hoping for machine guns, bombs, and dumb-fire rockets at least. I'm sure making them work is quite a challenge, but to be completely honest I'd be happy with a machine gun that just made a muzzle flash and went 'rat-tat-tat'.
Looks fantastic! This is the exact kind mod that lots of people have been asking for.
I would suggest subcategories of decals. Since I'm guessing that custom decals aren't feasible with the current mod tools, I would suggest making a large library of decals to choose from. There is an AMAZING number of decals in .SVG or .PNG format here: https://en.wikipedia.org/wiki/Military_aircraft_insignia
That was a wonderfully fast rollout! You guys have really been knocking things out the last couple weeks.
Couple things: it seems like markdown doesn't work in comments, and there doesn't seem to be any way to remove or edit a comment once it's posted.
I agree with @LordofLego on the lights.
I would also like to see either customizable or smaller rotators, large or custom wheel pieces (fuselage block wheels are nifty, but can't cut it at high speeds) and lifting bodies.
I've also been mulling over the idea of an "advanced" building mode, which would replace the existing height/width/length/rise/run/etc fields with text boxes allow fine input for fuselage blocks, rotators, wings, engines and other pieces. It would very much simplify XML editing and make custom pieces more accessible to the general userbase.
@JShay Thanks! Yes, it's quite sluggish on the ground, and tops out about 100mph shy of the top speed of the real plane. I'm hoping for some serious performance tweaks (and an inverted Auto pitch setting) to the new prop engines in the next beta update.
@Stingray My apologies to you and other mobile users.
Perhaps we should request that the devs create a tag or something of that sort for aircraft that are too big for mobile devices? Or remove the hard limit and return to just a simple warning system?
@nassassin I forgot to mention, the roll controls become inverted when the wing is at a high AoA. Roll inputs should be reversed for takeoff. And you've got to be hard back on the stick. This thing is heavy and has a lot of drag in the water due to the pieces below the surface.
@jquinn88 Torpedoes are even easier! I was going to have both, but I wanted to keep the complexity down for performance reasons. I'll work on a torpedo sub soon though.
@MissileMaker24 I can always try! If I can get the looks close enough on a smaller airframe I'll release one. I've been meaning to try the hatch mechanism on a smaller airplane anyways.
@WeeBabySeamus I flew it on a low-spec PC and it ran just fine.
Got it in the air and just kinda puttered around the mountains to the left of the runway. Eventually built up too much momentum and entered a kind of 'tank slapper' from RCN maneuvering, rolled hard left and crashed sideways into the mountain. But that's really just because I was screwing around with it.
I'm not sure 1:1 is the proper ratio, but I support the idea of getting points for downloads. It would also add another layer of depth to points tracking.
The wing mechanism is great, and sturdier than I expected. Couldn't get it to break even from wiggling it around while pulling out of a dive at full throttle. Well done.
Very impressive interior.
@PuhBuhGuh You could send a boat with a large fuel capacity away from the island in a straight line. If the world is a sphere, the boat will arrive back at the same island eventually. Or you could read up on the Unity engine and learn why it's not feasible for the world to actually be round.
Dude, these are awesome!
@PuhBuhGuh That's the game rendering the world in a sphere around the cockpit. The curve you see is not the curve of the earth, but rather the rendering "horizon." The game world itself has no curvature.
We could finally prove that the world is flat! Really though I'm not sure it's feasible. May run into issues in terms of the scale. It would be pretty cool if there were a custom map with a rocky lunar landscape and moon gravity, but I have a feeling that removing the atmosphere and changing the gravity would wreak havoc on the flight physics.
Denver, CO.
@XVIindustries Are you seriously trying to tell me what I should and shouldn't build? Also, there is no separation between the two rear seats, hence why the 'hole' is larger.
I was impressed when I saw the gear doors, and then I was absolutely floored when I saw the moving dial in the cockpit view. And the shimmer off the faceted wings is one of the prettiest things I've ever seen in SP.
+3@PhilipTarpley It may have been something I misinterpreted, in which case I apologize profusely. In the context of my question I understood it to mean that weapons were eventually going to be added. I also didn't mean to imply that they were coming any time soon, simply that they were under development. https://www.reddit.com/r/SimplePlanes/comments/3g66bs/simpleplanes_super_awesome_beta_tons_of_new/cu2bk5q?context=3
Weapons are a confirmed addition, as far as I know. I'm hoping for machine guns, bombs, and dumb-fire rockets at least. I'm sure making them work is quite a challenge, but to be completely honest I'd be happy with a machine gun that just made a muzzle flash and went 'rat-tat-tat'.
+8Also it would be great if the decals were scalable, or if that's too difficult, available in large and small sizes.
Looks fantastic! This is the exact kind mod that lots of people have been asking for. I would suggest subcategories of decals. Since I'm guessing that custom decals aren't feasible with the current mod tools, I would suggest making a large library of decals to choose from. There is an AMAZING number of decals in .SVG or .PNG format here: https://en.wikipedia.org/wiki/Military_aircraft_insignia
That was a wonderfully fast rollout! You guys have really been knocking things out the last couple weeks. Couple things: it seems like markdown doesn't work in comments, and there doesn't seem to be any way to remove or edit a comment once it's posted.
I agree with @LordofLego on the lights. I would also like to see either customizable or smaller rotators, large or custom wheel pieces (fuselage block wheels are nifty, but can't cut it at high speeds) and lifting bodies. I've also been mulling over the idea of an "advanced" building mode, which would replace the existing height/width/length/rise/run/etc fields with text boxes allow fine input for fuselage blocks, rotators, wings, engines and other pieces. It would very much simplify XML editing and make custom pieces more accessible to the general userbase.
I really enjoy the worldbuilding you've done through the background stories in this series.
Exquisite detail. I love the tail numbers!
@JShay Thanks! Yes, it's quite sluggish on the ground, and tops out about 100mph shy of the top speed of the real plane. I'm hoping for some serious performance tweaks (and an inverted Auto pitch setting) to the new prop engines in the next beta update.
Note: This seems to have vastly different performance across devices/versions, probably due to slight drag model changes.
@Authros I figure I should tag you, just in case you don't see it in your Reddit thread.
@Stingray My apologies to you and other mobile users. Perhaps we should request that the devs create a tag or something of that sort for aircraft that are too big for mobile devices? Or remove the hard limit and return to just a simple warning system?
@nassassin I forgot to mention, the roll controls become inverted when the wing is at a high AoA. Roll inputs should be reversed for takeoff. And you've got to be hard back on the stick. This thing is heavy and has a lot of drag in the water due to the pieces below the surface.
@jquinn88 Torpedoes are even easier! I was going to have both, but I wanted to keep the complexity down for performance reasons. I'll work on a torpedo sub soon though.
@MissileMaker24 I can always try! If I can get the looks close enough on a smaller airframe I'll release one. I've been meaning to try the hatch mechanism on a smaller airplane anyways.
That is a TON of engines! A little too much power for my tastes, but you definitely made it go like hell.
@timeisimaginary be my guest!
@flightguy POND racer, dumbass.
@WeeBabySeamus I flew it on a low-spec PC and it ran just fine. Got it in the air and just kinda puttered around the mountains to the left of the runway. Eventually built up too much momentum and entered a kind of 'tank slapper' from RCN maneuvering, rolled hard left and crashed sideways into the mountain. But that's really just because I was screwing around with it.
Incredibly smooth and stable, for such a large aircraft. I like the slightly larger-than-normal scale you built it at.
It doesn't seem that you have made any changes to my original design...
Very impressive!