@lemoose also btw drag calculation is a noticeable portion of lag generated from builds, id recommend only enabling calculateDrag on a select few parts (all wings and one or a few 0 aoa drag parts), or better yet simulate drag using airbrake parts & ft
handling & maneuvering is p good, probably the closest to it ive seen on the site though it cant go any faster than 440 kias on the deck (sac charts say top speed for the A is 794 kias at sea level, 792 for 4sp x 4sw loadout
the best way imo is to take output variables of the actual lift forces, GForce is from any direction (VerticalG is better for this) though you'd have some weird flexing happening when you land (if more vertical g makes the wings flex up then the wings will flex up when you touch down)
@Graingy yeah i was always disappointed by how less of a challenge it was to trap because of how much larger the ship is, this mod has one thats around 330m (not sure how to measure it
0.72 scale and 0.1 scale carrier (with some extra stuff dotted around the map) will likely be released as a mod sometime soon
music playing:
carpenter brut - hang 'em all
muse - thought contagion
muse - pressure
#question does the switch part with the pivot style have an xml attribute to stop the animation/rotation of the part? the whole purpose of these types of switches is to select more than two options, and there is a way to make it do that with a little bit of ft (i could work around the rotation but i just want to know if this is a thing. thanks)
the variation in lever/switch models is a really nice addition, im also really glad to hear compiling a mod of a small terrain chunk and a windsock wont be 1.6gb anymore
remove limits for fuselage block values if possible
make text boxes for fuselage slicing values in the part options menu
(will add more to this comment as i think of them)
beware the pipeline
+2what what the freak
HELP HELP HELP ME HELP
+1the original builder is Toscio56 not shaan
get up[ and VOTE
+1@lemoose also btw drag calculation is a noticeable portion of lag generated from builds, id recommend only enabling
calculateDrag
on a select few parts (all wings and one or a few 0 aoa drag parts), or better yet simulate drag using airbrake parts & ftno
+1@lemoose looks like none of the parts have drag disabled, the 8600 drag points would be your issue lol
handling & maneuvering is p good, probably the closest to it ive seen on the site though it cant go any faster than 440 kias on the deck (sac charts say top speed for the A is 794 kias at sea level, 792 for 4sp x 4sw loadout
the landing i have ever seen
@ShinyGemsBro so an air to ground missile
from post
use the report function you gnarp gnap
+2@Mal0ne jes
+2yep
+1@ColonelRelford oh yeah well one mans lamp is another mans frog howbout you Think about that one mister
+2thems the breaks
+4@NAFASIRO go to a flight school and learn how to fly there (they teach you how to do that)
if you know what youre doing you can make something realistic
+4@NAGO i do that for my own builds already and i dont rlly care lol
@NAGO i did once semi recently (last year)
the best way imo is to take output variables of the actual lift forces, GForce is from any direction (VerticalG is better for this) though you'd have some weird flexing happening when you land (if more vertical g makes the wings flex up then the wings will flex up when you touch down)
+3camp dooky stayn will never be the same
+1I have 11,530 hours in this game on steam, it's a good game
+3BaconEggs
+1@MrSilverWolf please fix T
vine boom
+13
sp comuniy when the sp don't updates no more
+11@Graingy yeah i was always disappointed by how less of a challenge it was to trap because of how much larger the ship is, this mod has one thats around 330m (not sure how to measure it
+1hejy baking heds how does layer I terain laier
+7then EEP what are you doing making a FROM POST
+10.72 scale and 0.1 scale carrier (with some extra stuff dotted around the map) will likely be released as a mod sometime soon
music playing:
carpenter brut - hang 'em all
muse - thought contagion
muse - pressure
what in the world lmao
+1ga airplan
+3ga airplan
+5@AndrewGarrison my build works now
there are some parts that aren't red
+3
+3#bug
i am really not sure how to explain this one man@MrSilverWolf
+2
+2#question
does the switch part with the pivot style have an xml attribute to stop the animation/rotation of the part? the whole purpose of these types of switches is to select more than two options, and there is a way to make it do that with a little bit of ft (i could work around the rotation but i just want to know if this is a thing. thanks)the variation in lever/switch models is a really nice addition, im also really glad to hear compiling a mod of a small terrain chunk and a windsock wont be 1.6gb anymore
+3@StockPlanesRemastered i dont think that is the reason
+1bogdan was rude and weird and his builds were awkward
+6flat bottom and nacaprop airfoils, keep center of lift slightly behind center of gravity *depending on the configuration
+1remove limits for fuselage block values if possible
+3make text boxes for fuselage slicing values in the part options menu
(will add more to this comment as i think of them)
@Yeetusyeee if I ever decide to do the ng series (would mean remaking a majority of the build) then yes but I don't think I will any time soon
THEY HIT THE HEXAGON
+9isabelle animal crosings
YARD SARD
+3