@BaconAircrafts I hope you're not afraid to hear that I am currently working on making your design more scale. Especially the windows and the landing gear will be way more accurate when I'm finished. I might also get my hands on the cockpit, making the chokes work more like real ones and giving each seat a seperate set of rudder pedals.
Also I've done small adjustments on the front.
Here's how it looks like after half a day of work: 1, 2, 3
@Flightsonic You probably have semi-symmetric or flat-bottom wings somewhere in the front? They gain lift from speed. So at higher speed, the lift in the front will become higher.
Couldn't get lower than 1:35? That's sad, it looks so great. My designs started at 1:15. I think going below 1:10 comes with too much risk in crashing, but I'm still testing.
@Mod I meant in reality, as they are heavier, can't take as much load and are wobbly. Without the structural strength you need more material. For some weird reason they made them lighter than the structural wings in SP, which makes no sense. :D Well, those RC planes made out of styrofoam/EPP use wings made out of solid material, but the material itself contains air and is structural.
@Mod I've tested the idea of putting several rotators on top of each other. It doesn't work, the rotation speed is still exactly the same. It's weird, I expected the rotation speeds to add up.
@Destroyerz117 @kikasshes Why on earth are you looking at this? It's like from the stone age. o.O And I actually dropped it, as the canards were pretty unstable as you might notice on my WIP version.
@Tully2001 Yes, otherwise it would've been banned. This is what the actual rules say: "XML modding includes modifying fuel tanks, engines, part scale, mass scale, or power scale attributes in the XML outside of ranges that are permissible in the designer."
I only changed the exhaustStartColorOverridePrimary and the exhaustScale, nothing that plays with the performance. :)
@Chevygmoney You're right, it's saying "Don't make alternate accounts to upvote your own stuff.", but he is circumventing a ban (which is what most alt accounts are used for).
@AndrewGarrison For some reason the throttle on the second (right) position is not set to 100%. It seems more like 50-70%, heavily slowing the planes down.
A button to close the game would also come in handy. Some users might get stuck in the game for years in fullscreen, if they don't know the keyboard commands. @AndrewGarrison
@Destroyerz117 She's just telling others to comply to the rules and stop insulting other users. It became ridiculously common in the last few weeks and so it's no suprise that people get angry about that.
@foxythegamer12 Then both accounts have to be banned. It's forbidden to have more than one account anyway and making a second account to prevent the main account from getting banned makes it even worse.
First you place a fuselage part that is thin and somewhat high, ~3 units is a good height that will work, but the height you would want also depends on the size of your wheels. Now you place two hinges that can rotate up and down freely, one at the top of the fuselage part and one on the bottom. Those are the hinges where the lower and upper suspension arms will connect to. Those suspension arms also have to be connected to hinges rotating up and down freely on your chassis or car body. Now after setting up the suspension arms, you place a hinge facing upwards on the lower suspension arm (preferably close to the wheel) and put a shock on it. On top of the shock you place another hinge and connect it to your chassis/car body. The wheel has to be placed onto the thin fuselage part created at the beginning. Done, that's how you make a true independent suspension. You can also replace hinges with small rotators if you feel like it or your design requires it. Those can involve a few bugs when mirroring though, causing them to get stuck.
You can also take a look at my latest builds, which are mainly cars, to get some ideas. I have made crawler suspensions aswell as independent suspensions for off- and onroad vehicles already. :)
Don't forget chaff to break the lock of radar-homing missiles. And countermeasures prevent an attacker from locking for a few seconds, but one box can only carry 128 containers. You can then choose how many of those are chaff and how many are flares. Chaff would be a cloud of shiny grey metal particles and flares would be small orange-red glowing balls falling slowly to the ground and producing a small smoke trail.
@Gg1234 That's not what I meant. He asked "when will they update macs" and the truth is that macs will never be updated. :D Doesn't relate to updating the mac version of the game.
@aircraftarsenal123 I heard that even the crappiest phones manage to run creations with way more parts, so it probably doesn't need a mobile friendly version. I'm just wondering how that mesh in the front was made. :D
Meh, it was too long and I am not going to rewrite all of that. The outcome is that the pipper has to be placed 2.83° above the center of view in order to show where the estimated impact point is. Also the calculations are very easy for a computer, the hardest part would be the square root when calculating the time to impact, but even that is no problem. You can run large formulas in a script with several square roots without degrading performance noticeably.
Basically you can really forget about drag and just calculate with altitude, airspeed, angle of attack and gravitation. I've read that's also how real attack aircrafts calculate the impact point.
First you calculate the current vertical velocity (Vy) by multiplying airspeed with the sine of the current angle of attack and multiply the outcome by (-1), if AoA is below 0°, as the outcome would otherwise be negative when flying downwards (below 0° AoA) and we want flying downwards to result in a positive value, just like flying upwards. Flying level at 0° AoA results in 0 vertical velocity at all airspeeds.
As an example I'll take 450 m/s (~1006 MPH) airspeed at -30° AoA, which results in 225 m/s vertical velocity.
Now we also need the height and vertical acceleration to calculate the time the projectile needs to hit the ground. In the first calculation we can only use the actual altitude of the aircraft, in further calculation we can use the height deviation between the aircraft and the ground height on the previous impact point for better accuracy (if the game engine allows reading out the ground height at any point of the map). Vertical acceleration is always 9.81 m/s².
Based on the angle of attack we need to use the right formula.
For 0° AoA it's just the square root of 2 x height divided by vertical acceleration.
In the example that would be ~5 seconds at 1000 m altitude.
With the time we can estimate the impact point distance after calculating the horizontal velocity (Vx) of the aircraft by just multiplying the airspeed by the cosine of the angle of attack. At 450 m/s and -30° AoA that is 389.7 m/s horizontal velocity.
In 5 seconds the projectile would travel 1948.5 m, so the impact point is 1000 m below us and 1948.5 m ahead of us. You could now just put a marker on the ground there, but I would rather like a pipper on the HUD, so we also need the angle between the line from the aircraft to impact point and the direction the aircraft is facing to. The angle between height and distance of 90° gives us a right angled triangle together with the line between aircraft and impact point. For that we first have to know the angle of the line between aircraft and impact point compared to a straight l
@BaconAircrafts I hope you're not afraid to hear that I am currently working on making your design more scale. Especially the windows and the landing gear will be way more accurate when I'm finished. I might also get my hands on the cockpit, making the chokes work more like real ones and giving each seat a seperate set of rudder pedals.
Also I've done small adjustments on the front.
Here's how it looks like after half a day of work:
1, 2, 3
I hope you appreciate it. :)
What kind of glitch is it? I think I haven't seen it yet.
@Flightsonic Hmm, lift should stay equal when they are all flat bottom. Weird.
@Flightsonic You probably have semi-symmetric or flat-bottom wings somewhere in the front? They gain lift from speed. So at higher speed, the lift in the front will become higher.
@Flightsonic My design with VTOL and J50 beats my design with one or two BFE300. :D
Couldn't get lower than 1:35? That's sad, it looks so great. My designs started at 1:15. I think going below 1:10 comes with too much risk in crashing, but I'm still testing.
@Mod I meant in reality, as they are heavier, can't take as much load and are wobbly. Without the structural strength you need more material. For some weird reason they made them lighter than the structural wings in SP, which makes no sense. :D Well, those RC planes made out of styrofoam/EPP use wings made out of solid material, but the material itself contains air and is structural.
@Mod I've tested the idea of putting several rotators on top of each other. It doesn't work, the rotation speed is still exactly the same. It's weird, I expected the rotation speeds to add up.
@Destroyerz117 @kikasshes Why on earth are you looking at this? It's like from the stone age. o.O And I actually dropped it, as the canards were pretty unstable as you might notice on my WIP version.
@Mod Makes sense, but it's just a workaround. And very inconvenient.
@Liquidfox Just to repeat it here: nope
@GrumpyRacing @Quintasoarus @SpiraXD @hopotumon @Goblix @SCplanes @Liquidfox @JShay
@Tully2001 Yes, otherwise it would've been banned. This is what the actual rules say: "XML modding includes modifying fuel tanks, engines, part scale, mass scale, or power scale attributes in the XML outside of ranges that are permissible in the designer."
I only changed the exhaustStartColorOverridePrimary and the exhaustScale, nothing that plays with the performance. :)
@Seeras Das lese ich jetzt erst :D
@Tully2001 Sure :)
@Generalkeath2 and @Generalkeath
It couldn't be more obvious...
Oh, it actually can.
Generalkeath2 was created right at the time when Generalkeath was banned...
@Chevygmoney You're right, it's saying "Don't make alternate accounts to upvote your own stuff.", but he is circumventing a ban (which is what most alt accounts are used for).
@Generalkeath2 Making a second account is against the rules.
@AndrewGarrison For some reason the throttle on the second (right) position is not set to 100%. It seems more like 50-70%, heavily slowing the planes down.
@Shino lies :<
@Shino <3 U 2 :)
@Shmexysmpilot It was directly displaying the appropriate distance before the update though.
@Brields95 Others have it aswell without the mod. It seems to be 100% reproducable in the base game. It basically happens several times in one fight.
Wow, didn't think the cockpit would look any good on a plane just by upscaling it.
SimplePlanes multiplayer confirmed. :D
A button to close the game would also come in handy. Some users might get stuck in the game for years in fullscreen, if they don't know the keyboard commands. @AndrewGarrison
@Destroyerz117 She's just telling others to comply to the rules and stop insulting other users. It became ridiculously common in the last few weeks and so it's no suprise that people get angry about that.
@foxythegamer12 Then both accounts have to be banned. It's forbidden to have more than one account anyway and making a second account to prevent the main account from getting banned makes it even worse.
You made that account 7 minutes ago and have no uploads. Sense?
@Destroyerz117 You two have been hassling the website, but that's none of my business.
Ayyy, better search for my WiFi-cable to get onto the LAN WiFi-Network...
@JaySto XML-editing lights and engine exhaust. :)
@bjac0 It seems that 1 unit is actually 0.5 m.
@bjac0
@bjac0 So 1.25x height and length, 2x width?
@Seeras Lila, Orange und Schwarz ist halt so eine standard Farbkombi. :D Das Lila gibt einen schönen Kontrast und einen gewissen 80er Look.
@Liquidfox 214, it says that on the bottom left under "Specifications". :)
@Djjam Sure! :)
Weren't enough entries for a proper competition though. Only three of them are even valid. @Blueshadow
@Liquidfox I just hope people are actually going to use this one. :D
First you place a fuselage part that is thin and somewhat high, ~3 units is a good height that will work, but the height you would want also depends on the size of your wheels. Now you place two hinges that can rotate up and down freely, one at the top of the fuselage part and one on the bottom. Those are the hinges where the lower and upper suspension arms will connect to. Those suspension arms also have to be connected to hinges rotating up and down freely on your chassis or car body. Now after setting up the suspension arms, you place a hinge facing upwards on the lower suspension arm (preferably close to the wheel) and put a shock on it. On top of the shock you place another hinge and connect it to your chassis/car body. The wheel has to be placed onto the thin fuselage part created at the beginning. Done, that's how you make a true independent suspension. You can also replace hinges with small rotators if you feel like it or your design requires it. Those can involve a few bugs when mirroring though, causing them to get stuck.
You can also take a look at my latest builds, which are mainly cars, to get some ideas. I have made crawler suspensions aswell as independent suspensions for off- and onroad vehicles already. :)
@OminousGloom I hope you can make good use of it. :)
You mean antipasti :D
Loaded Weight 4,734,385lbs (2,147,483kg)
I wonder how you even did that and how your front tires don't explode. :D
Don't forget chaff to break the lock of radar-homing missiles. And countermeasures prevent an attacker from locking for a few seconds, but one box can only carry 128 containers. You can then choose how many of those are chaff and how many are flares. Chaff would be a cloud of shiny grey metal particles and flares would be small orange-red glowing balls falling slowly to the ground and producing a small smoke trail.
@Xogo No problem, very nice and smooth design. You could make the car models for Fallout. :D
@Gg1234 That's not what I meant. He asked "when will they update macs" and the truth is that macs will never be updated. :D Doesn't relate to updating the mac version of the game.
@Hudson05 Apple will never update Macs hehe.
@aircraftarsenal123 I heard that even the crappiest phones manage to run creations with way more parts, so it probably doesn't need a mobile friendly version. I'm just wondering how that mesh in the front was made. :D
Meh, it was too long and I am not going to rewrite all of that. The outcome is that the pipper has to be placed 2.83° above the center of view in order to show where the estimated impact point is. Also the calculations are very easy for a computer, the hardest part would be the square root when calculating the time to impact, but even that is no problem. You can run large formulas in a script with several square roots without degrading performance noticeably.
Also here is a nice paint sketch:
Basically you can really forget about drag and just calculate with altitude, airspeed, angle of attack and gravitation. I've read that's also how real attack aircrafts calculate the impact point.
First you calculate the current vertical velocity (Vy) by multiplying airspeed with the sine of the current angle of attack and multiply the outcome by (-1), if AoA is below 0°, as the outcome would otherwise be negative when flying downwards (below 0° AoA) and we want flying downwards to result in a positive value, just like flying upwards. Flying level at 0° AoA results in 0 vertical velocity at all airspeeds.
As an example I'll take 450 m/s (~1006 MPH) airspeed at -30° AoA, which results in 225 m/s vertical velocity.
Now we also need the height and vertical acceleration to calculate the time the projectile needs to hit the ground. In the first calculation we can only use the actual altitude of the aircraft, in further calculation we can use the height deviation between the aircraft and the ground height on the previous impact point for better accuracy (if the game engine allows reading out the ground height at any point of the map). Vertical acceleration is always 9.81 m/s².
Based on the angle of attack we need to use the right formula.
For 0° AoA it's just the square root of 2 x height divided by vertical acceleration.
This is for negative AoA
This is for positive AoA
In the example that would be ~5 seconds at 1000 m altitude.
With the time we can estimate the impact point distance after calculating the horizontal velocity (Vx) of the aircraft by just multiplying the airspeed by the cosine of the angle of attack. At 450 m/s and -30° AoA that is 389.7 m/s horizontal velocity.
In 5 seconds the projectile would travel 1948.5 m, so the impact point is 1000 m below us and 1948.5 m ahead of us. You could now just put a marker on the ground there, but I would rather like a pipper on the HUD, so we also need the angle between the line from the aircraft to impact point and the direction the aircraft is facing to. The angle between height and distance of 90° gives us a right angled triangle together with the line between aircraft and impact point. For that we first have to know the angle of the line between aircraft and impact point compared to a straight l
+1