Hmmm, I don’t think anyone can just keep placing parts and make it look good, there is still definitely a lot of skill required there. There are pros and cons to building with few parts and with lots of parts, neither is inherently better than the other if done well either way. @Dathcha
Hmm, i guess that makes sense, but you can still do the same thing with the new feature by just cutting the fusalages into smaller pieces. It’s cleaner and wayyyy faster @MrShenanigans
Will not be a battleship that is for sure. Will definitely also not be mobile friendly. Looking more at Cold War era ships potentially. @Bismarcksurvivor100
They are manually aimed, see the control above. As for the anchor thing, that’s an interesting feature I hadn’t thought about, but would be quite difficult to pull off due to the amount of parts needed to make it look good. @Bismarcksurvivor100
Upon thinking about it, I think a really easy way to do the timer now would to have variable like "EngineON" and then have the input be "EngineON + clamp01(Activate1)". Then in the engine, have an expression that checks if the variable is greater than say 1000 (so EngineOn > 1000). Then you could also check if Activate1 is turned off set EngineOn = 0, with a higher priority. That way it resets each time you turn off the inertial starter or whatever.
@Soardivision160th
Im using a turbofan engine for the wind up sound, and that essentially turns on when the button is pressed and turns off when the button is not pressed (using variables). As for the actual timer, that's a bit more in depth, let me know if you want to know more about that @Soardivision160th
Yea it’s a funky trees formula. Essentially it starts a counter when you activate the internal starter, when you pull it out it checks if the counter is above a certain value, if it is the engine starts, if it isn’t it doesn’t. @Sergio666
Used a single text part on top of a generic cockpit dial face and the just spaced the text around accordingly. Couldn’t change the actual increments tho, that’s set by the dial faces. @marcox43
Right now just under 1800. I could get that lower by reworking certain areas of the fuselage/wings with the new pieces though, possibly. @MrShenanigans
Big fan of the new variables. Out of interest though, if we assign a variable to a control base with a cylinder grip on it, will the game take inputs from the VR grip? If so, how will this effect the variable, especially when there are other variables in it as well, will the game simply add or subtract the VR input?
Well that’s partially due to a lack of significant updates, but I think your underestimating what is achievable with these new parts. It may become easier for a beginner to plop a bunch of dials on their plane, but the better players will be building better wings, fuselages, fully fledged cockpits and more. It’s naive to say that this the beginning of the end. @FlyingPatriot
They plan to give these parts an output function like the Heli rotar part, so you will be able to map the switches to the new variables in an upcoming update (presumably the next beta release)
I actually think the opposite is true, this update opens the doors for so many new techniques and builds. Whilst overall building standards will increase, the better builders will use the new tools in interesting ways that will make their crafts better than ever. This isn’t a plateau, but a new horizon.
The wasp offers an insight into what is possible to players who might not want to download crafts. There are still many very simplistic stock aircraft available, but there should be something a bit more complex just so new players know what is possible. Otherwise they might go on thinking that the Helleska is the most advanced thing they can build, which is what happened to me until I downloaded other crafts.
I think its a current limitation of how the label part works, cause the letters don't actually curve when you do curve the label. Maybe they can work around it somehow, but I wouldn't put my money on it. @jamesPLANESii
For the joystick control bases parts, are the axis set globally? Makes it difficult to get them to rotate on an angle, which would be solved if the axis where based locally. But maybe this might cause issues with VR idk?
Pretty sure those flaps are radiator flaps and not just maintenance, the pilot can control those in the cockpit @Sparky6004
+1It says 1984 refit in the name of the craft. @Bismarcksurvivor100
Hmmm, I don’t think anyone can just keep placing parts and make it look good, there is still definitely a lot of skill required there. There are pros and cons to building with few parts and with lots of parts, neither is inherently better than the other if done well either way. @Dathcha
+2Depends what you want, tag me on an unlisted
@MrShenanigansSP
That would be impossible unless i stripped parts from the cockpit, the body and wings alone are around 1000 parts @Llamma
+1Less lag, if only it was that easy lol
+5Could just use funky trees to manually code a camera to track a selected target
+1it’s MisterT’s unreleased normandy map @Karmen
+1I think that could be possible, I will probably make a few different reduced part versions as well @DerVito
I think slightly above 6000ish
@DerVito
Very useful for camos, saves a bunch of time doing manual calculations
+7Ahh right ok
+1@MrShenanigans
Hmm, i guess that makes sense, but you can still do the same thing with the new feature by just cutting the fusalages into smaller pieces. It’s cleaner and wayyyy faster @MrShenanigans
Why are you panelling the fuselage, could easily use hollow fuselages and cut them out to save so many parts, and looks cleaner.
+1The best solution to this problem is to just build your own planes.
+2I just paused the game and panned my camera around, was the easiest shot by far lol
@FeatherWing
I believe so @WolfHunter9111
+1Will not be a battleship that is for sure. Will definitely also not be mobile friendly. Looking more at Cold War era ships potentially. @Bismarcksurvivor100
Unlikely for this build, but maybe for a future one. @Bismarcksurvivor100
They are manually aimed, see the control above. As for the anchor thing, that’s an interesting feature I hadn’t thought about, but would be quite difficult to pull off due to the amount of parts needed to make it look good. @Bismarcksurvivor100
Because that was easier for me before they introduced FT. You can easily change it yourself. @AlexsandrSenaviev
But surely you know how to read descriptions...
@ShinyGemsBro
If I have time and the inspiration, I may come back to this build
+1@YuryVendiktov @Blaze77gunYT
Might be due to the square collider of fuselage blocks (even if they are circular) on the wheels
+4Incredible work, absolutely in love with the cold engine start up! Camera views are also incredibly well done, very enjoyable to play around with.
+2Very busy nowadays, will probably have more time in the following months
@BUILDERDUDE
Sure
@RiversUnkowN
Upon thinking about it, I think a really easy way to do the timer now would to have variable like "EngineON" and then have the input be "EngineON + clamp01(Activate1)". Then in the engine, have an expression that checks if the variable is greater than say 1000 (so EngineOn > 1000). Then you could also check if Activate1 is turned off set EngineOn = 0, with a higher priority. That way it resets each time you turn off the inertial starter or whatever.
@Soardivision160th
You can use the emission property to get the same results
Im using a turbofan engine for the wind up sound, and that essentially turns on when the button is pressed and turns off when the button is not pressed (using variables). As for the actual timer, that's a bit more in depth, let me know if you want to know more about that @Soardivision160th
Yea it’s a funky trees formula. Essentially it starts a counter when you activate the internal starter, when you pull it out it checks if the counter is above a certain value, if it is the engine starts, if it isn’t it doesn’t. @Sergio666
+1It is like the old way, but only takes 2 parts, compared to like 20 the old way. I can offer some help if you like @marcox43
Not VR, that hasn’t been released yet. But right now all the buttons and switches are interactable
@CaptainSkylark
Used a single text part on top of a generic cockpit dial face and the just spaced the text around accordingly. Couldn’t change the actual increments tho, that’s set by the dial faces. @marcox43
That would be too generous haha
+3@BogdanX
Right now just under 1800. I could get that lower by reworking certain areas of the fuselage/wings with the new pieces though, possibly. @MrShenanigans
No fancy edits, just footage of me starting up the Fw-190. Procedure is based upon real life, but still needs some refinement.
Big fan of the new variables. Out of interest though, if we assign a variable to a control base with a cylinder grip on it, will the game take inputs from the VR grip? If so, how will this effect the variable, especially when there are other variables in it as well, will the game simply add or subtract the VR input?
Possibly, given the new update and how easy it’ll be to make the fuselage I might look into it later. @Mainthedevil
You realise how ridiculous you sound? @LotusCarsSub
+2Well I currently don’t wish to spend my time removing parts sorry. @Saddam
Well that’s partially due to a lack of significant updates, but I think your underestimating what is achievable with these new parts. It may become easier for a beginner to plop a bunch of dials on their plane, but the better players will be building better wings, fuselages, fully fledged cockpits and more. It’s naive to say that this the beginning of the end. @FlyingPatriot
They plan to give these parts an output function like the Heli rotar part, so you will be able to map the switches to the new variables in an upcoming update (presumably the next beta release)
+4I actually think the opposite is true, this update opens the doors for so many new techniques and builds. Whilst overall building standards will increase, the better builders will use the new tools in interesting ways that will make their crafts better than ever. This isn’t a plateau, but a new horizon.
+8The wasp offers an insight into what is possible to players who might not want to download crafts. There are still many very simplistic stock aircraft available, but there should be something a bit more complex just so new players know what is possible. Otherwise they might go on thinking that the Helleska is the most advanced thing they can build, which is what happened to me until I downloaded other crafts.
+5Never, it’s simply far too big to ever make mobile friendly. @Saddam
+1Ah shame, sounds very cool however
@Kennneth
What is that engine sound for the APU, is it a mod or something?
I think its a current limitation of how the label part works, cause the letters don't actually curve when you do curve the label. Maybe they can work around it somehow, but I wouldn't put my money on it. @jamesPLANESii
+3For the joystick control bases parts, are the axis set globally? Makes it difficult to get them to rotate on an angle, which would be solved if the axis where based locally. But maybe this might cause issues with VR idk?