I think that Flyout targets a subset of the audience in SP and it does it really well. What would take months to do in SP can be done in a few days on Flyout, and look a lot better too. Is there less flexibility? In some ways yes and other ways no, but as stated they are different games and that is a good thing. Whilst I agree that FT and logic control are far more developed on SP, I’m almost certain that such a feature will arrive to Flyout some day, given it’s only early days.
.
So in the end, are SPs days numbered? Unfortunately probably, I think it would be naive to think not, especially given the end of its (very long and well supported) development cycle. I don’t really think I (or many other builders) want to return back to tedious fuselage panelling, nor do I even have the time nowadays, and that’s a dealbreaker for me. Whilst SP has been a great game, I’m happy to hang up my boots now that Flyout is here.
Incredible build, some really smart techniques with some of the instruments and more impressively such a smooth and stable FBW (very jealous). Could honestly spend hours just messing with this build alone. Amazing interior and exterior as well, with so few parts as well, gotta be one of the best builds to date!
Hmm, it should always move up when you press it cause that’s literally all it does. Are you sure your not pressing the push to talk button on the left? Here’s an image for reference. If it still doesn’t work after this then I really don’t know what’s going on
@ThomasHeuisler
You need to press the button on the handle, don’t pull it up using a mouse etc. Its exact location is outlined in the throttle handle page of the cockpit section in the manual
@ThomasHeuisler
Hmm, I guess just make sure throttle is at 0% position (but still in idle), and maybe try keeping the inertial starter on for a bit longer?
@ThomasHeuisler
I would love too, that challenge is pretty much my style of building, but at the same time I don’t know if I could finish in time given how this one took me 2 years from start to end. @FalconDynamic
Highly appreciate the feedback, @ollielebananiaCFSP. The moving of the entire craft could probably be fixed by placing another rotator to cancel out the torque from the camera rotation, and i’ll adjust the suspension slightly to make it softer. (Edit: Has been updated) The main view is already centred on the gunsight, so i thought the default zoom feature was sufficient, but if a fixed gunsight camera is nicer then that can be added. I’ll also update the manual with some images to show where things are as well (also updated as of 1.1)
Please read manual before asking questions. Highly recommend using mouse as joystick to avoid stalling due to excessive AoA. Feedback is highly appreciated as changes are likely to occur in future so stay tuned to this post.
Video tutorial/guide to startup for those who are a bit confused is here
Reduced parts version is available here
AI/Arcade version is available here
UPDATE: V1.3 (see change log for list of all changes)
Usually those solutions work fine if you compensate for their inaccuracy with a larger explosive radius, and they are much easier and more convenient to implement so they work alright. But SenSkysh’s formula becomes more inaccurate the further away the target is. You can test this by spawning a tanker plane and firing a cannon at it using SenSkyshs formula and you’ll see quickly that at longer distances it undershoots the target whereas mine does not because it solves the actual ballistic equation. The neat side affect of this is that mine is also able to compensate for a targets acceleration.
@ReinMcDeer
I hate to plug my own stuff but most (if not all) standard auto-aims don’t work very well with cannons because they don’t account for the ballistics. My most recent build does but it is a bit more complicated to setup.
I think the way i did it was to have another rotator that set it back to the zero position after start up, you’d have to try different things tho because you might want a different behaviour @Sergio666
Unfortunately most auto-aims doesn't work with AI because the AI won't fire the cannons unless the target is in front of the cockpit. @UmbrellaCorporation
I would think that this type of overhaul could constitute an entirely new game, in other words, having freeform modelling is a huge effort and would not be feasible in the current game
I believe he wants it so in order to start the engine the throttle has to be at 10%, and then it turns on so to speak.
@PlaneFlightX
If that's the case, you can simply have a conditional like
clamp01(Throttle > 0.1)
Yea, previous auto-aim systems calculated the target velocity just fine, so you should be able to transfer that code over for your applications
@ollielebananiaCFSP
Everyone posts crap when they first start, gate keeping and acting like your better than that is hypocritical and elitist. I wouldn’t exactly call your builds from 5 years ago art…
Yea, I realised that the bomb should’ve been removed about halfway into making this, but by that point I didn’t really feel like refilming all of it again @BogdanX
Huh, this one stumped me for a bit, but the turret seems to work again if you rename the engine RPM variable to RPM or something instead of Rpm1. I don’t know why this would cause issues though but seems to get it working again…
**Edit: Actually I think I know why Rpm1 breaks the turret, I believe Rpm1 is a legacy variable name that the game used to store the RPM data of engines, so essentially it’s a reserved variable name and is probably why the game doesn’t like it when you try to overwrite it again. Basically don’t name anything Rpm1 or Rpm2 etc.
Yes i know the entire panel can come off to access the centreline MGs. And yes, those flaps are definitely cooling flaps (not radiator flaps my bad). Your point? @Sparky6004
I think that Flyout targets a subset of the audience in SP and it does it really well. What would take months to do in SP can be done in a few days on Flyout, and look a lot better too. Is there less flexibility? In some ways yes and other ways no, but as stated they are different games and that is a good thing. Whilst I agree that FT and logic control are far more developed on SP, I’m almost certain that such a feature will arrive to Flyout some day, given it’s only early days.
+3.
So in the end, are SPs days numbered? Unfortunately probably, I think it would be naive to think not, especially given the end of its (very long and well supported) development cycle. I don’t really think I (or many other builders) want to return back to tedious fuselage panelling, nor do I even have the time nowadays, and that’s a dealbreaker for me. Whilst SP has been a great game, I’m happy to hang up my boots now that Flyout is here.
Incredible build, some really smart techniques with some of the instruments and more impressively such a smooth and stable FBW (very jealous). Could honestly spend hours just messing with this build alone. Amazing interior and exterior as well, with so few parts as well, gotta be one of the best builds to date!
In the pinned comment there is an arcade version which has no complicated procedures. @JoJoSans1
Feel free, no need to credit if it's just something small.
@Auroren13
Wow, very cool stuff!
+1I didn’t, I made most of it on PC, just uploaded from iOS @TheCaper
Hmm, it should always move up when you press it cause that’s literally all it does. Are you sure your not pressing the push to talk button on the left? Here’s an image for reference. If it still doesn’t work after this then I really don’t know what’s going on
+1@ThomasHeuisler
You need to press the button on the handle, don’t pull it up using a mouse etc. Its exact location is outlined in the throttle handle page of the cockpit section in the manual
@ThomasHeuisler
There is a video now showing start up procedure. @ThomasHeuisler @tismanastofabia
A simple video showing how to start up the FW-190A-8.
Link to original plane
Hmm, I guess just make sure throttle is at 0% position (but still in idle), and maybe try keeping the inertial starter on for a bit longer?
@ThomasHeuisler
Thanks for the kind words, there’s lots of stuff here so feel free to unpack and use any of it. @Sergio666
+1I mean I’ll try, do you hear the winch when you press the inertial starter? @ThomasHeuisler
It actually started even earlier @alexJgameYTukraine000000
2.1 years ago
Ahh yep they are, this is a bit dumb of me, i should be able to fix this and update the XML tonight (edit fixed)
@Default4
Did you try priming the fuel pump (big yellow button) a few more times after releasing the starter? @ThomasHeuisler
Here’s a link to the Arcade version which the AI can use here
@RicardoAs1515
I would love too, that challenge is pretty much my style of building, but at the same time I don’t know if I could finish in time given how this one took me 2 years from start to end. @FalconDynamic
+1Highly appreciate the feedback, @ollielebananiaCFSP. The moving of the entire craft could probably be fixed by placing another rotator to cancel out the torque from the camera rotation, and i’ll adjust the suspension slightly to make it softer. (Edit: Has been updated) The main view is already centred on the gunsight, so i thought the default zoom feature was sufficient, but if a fixed gunsight camera is nicer then that can be added. I’ll also update the manual with some images to show where things are as well (also updated as of 1.1)
+2Yea I’ll try and get an AI and a mobile version out sometime this week or next week
+1@RicardoAs1515
Link to plane: Here
Please read manual before asking questions. Highly recommend using mouse as joystick to avoid stalling due to excessive AoA. Feedback is highly appreciated as changes are likely to occur in future so stay tuned to this post.
Video tutorial/guide to startup for those who are a bit confused is here
Reduced parts version is available here
AI/Arcade version is available here
UPDATE: V1.3 (see change log for list of all changes)
Usually those solutions work fine if you compensate for their inaccuracy with a larger explosive radius, and they are much easier and more convenient to implement so they work alright. But SenSkysh’s formula becomes more inaccurate the further away the target is. You can test this by spawning a tanker plane and firing a cannon at it using SenSkyshs formula and you’ll see quickly that at longer distances it undershoots the target whereas mine does not because it solves the actual ballistic equation. The neat side affect of this is that mine is also able to compensate for a targets acceleration.
+2@ReinMcDeer
I hate to plug my own stuff but most (if not all) standard auto-aims don’t work very well with cannons because they don’t account for the ballistics. My most recent build does but it is a bit more complicated to setup.
+1I think the way i did it was to have another rotator that set it back to the zero position after start up, you’d have to try different things tho because you might want a different behaviour @Sergio666
Hmm, maybe I’ll get round to building that rafale that i’ve always wanted to build
Unfortunately most auto-aims doesn't work with AI because the AI won't fire the cannons unless the target is in front of the cockpit. @UmbrellaCorporation
+4I would think that this type of overhaul could constitute an entirely new game, in other words, having freeform modelling is a huge effort and would not be feasible in the current game
+8I believe he wants it so in order to start the engine the throttle has to be at 10%, and then it turns on so to speak.
+1@PlaneFlightX
If that's the case, you can simply have a conditional like
clamp01(Throttle > 0.1)
Yea, previous auto-aim systems calculated the target velocity just fine, so you should be able to transfer that code over for your applications
@ollielebananiaCFSP
I believe this was always possible @ollielebananiaCFSP
Nah, I won’t do any of that, anyone will be able to use it, it was never my work originally anyways
+1@Bellcat
Everyone posts crap when they first start, gate keeping and acting like your better than that is hypocritical and elitist. I wouldn’t exactly call your builds from 5 years ago art…
+1Thanks for the kind words! Thought I should push myself to try some different camera shots this time
+2@IceCraftGaming
Yea, I realised that the bomb should’ve been removed about halfway into making this, but by that point I didn’t really feel like refilming all of it again @BogdanX
+1Thanks! Glad you appreciate those shots, they probably took the most editing to stitch together
+1@ollielebananiaCFSP
2100 @Bird6369
+1Yea the sound effects were edited in, if only SP had custom sounds
+2@Soardivision160th
Not to toot my own horn but i made this a while back which explains most of the aerofoils here
+2Should be hopefully, I think without the camo and a few other small details it might be around 1500 parts (maybe). @DerVito
+2Ooo, I look forward to seeing how that turns out, the last few updates have really made so much more possible @PlaneFlightX
+2Haha yep, that was the main source of inspiration @MrShenanigansSP
+2Ahaha, damn was looking forward to seeing yours @2Papi2Chulo
+1Lol, looks like we have some angsty, rebellious teens who think they're all edgy and cool, sit back down will ya
+17Hey @MisterT, was wondering I would be able to use the blackout-redout text piece for one of my planes, with credit ofc
+1There happens to be filter that filters out spotlight posts from posts from the people you follow…
+2@IICXLVIICDLXXXIIIDCXLVII
Check the connections, im pretty sure you’ve got something stuck (you can tell because moving the hinges doesn’t move the entire turret) @PlaneGuy01
+1Huh, this one stumped me for a bit, but the turret seems to work again if you rename the engine RPM variable to RPM or something instead of Rpm1. I don’t know why this would cause issues though but seems to get it working again…
+2**Edit: Actually I think I know why Rpm1 breaks the turret, I believe Rpm1 is a legacy variable name that the game used to store the RPM data of engines, so essentially it’s a reserved variable name and is probably why the game doesn’t like it when you try to overwrite it again. Basically don’t name anything Rpm1 or Rpm2 etc.
Started uni this year so just been too busy lately, might finish off later this year if i get time
+2@realSavageMan
Yes i know the entire panel can come off to access the centreline MGs. And yes, those flaps are definitely cooling flaps (not radiator flaps my bad). Your point? @Sparky6004
+2