Use sum("control that you use")
If that's not fast enough multiply the control inside the collum
sum(ctrl*x)
ctrl is the control that you will use
x is the multiplication number
Increase the speed of the rotator to 1000 with overload too
@ToeTips
That was the damage model. If you look at the predecessor, the first one, all the wing part is glass. So when you hit a wall too hard it will break and reduce the downforce therefore making the handling worse. Unfortunately text part always render at the back of the glass part, making it invisible. So I change the part where its necessary.
For the wheel its for the spark effect. The wheel is connected with a suspension that have output when compressed. If the car hit something below the floor or the car lowered because of the downforce, it will activate the big light inside the car. Best look from side tho.
@MASTERMEMES , thank you for the information :-)
@ElectricVehicle , Untuk alasan yang tak diketahui, setelah meng-upload TG-1, saat ingin log in di website, katanya username atau password tidak valid. Jadi sekarang update hanya di DIKA2 :-)
@LunarEclipseSP After some testing in-game, unfortunately I did not find any answer for your question. But I found something that still within the FineTuner scale tool. If you scale up part and the drag is still on and the Calculated Mass box is uncheck, it will resulted on a buggier part when playing. The part will shake and making the speedometer reading 4000km/h. But when the Calculated Mass box is checked with the drag still calculated, it will make the part behaving just fine and just feels heavier. My guess is there is some kinda dampening of physics when the part is heavier. When the drag is disabled however its kinda behaving the same. Its not clear if that's affect the performance or not.
Sorry if that's not the answer that you're looking for.
@LunarEclipseSP The drag calculation for all part is already disabled, so its not affecting performance so much than the big mesh itself. It also run in my Android so I think it will work on any devices.
@Scratchoza , when I spawn a vehicle It's spawn clipping to the track, but It's not consistent. Some are do, some don't, do you have any solution to this? Is it the part connection or something else?
Don't connect one bomb to another. Try connecting the bomb below to the Fuselage center. When I try your plane and detach the bomb that connected to another bomb the bomb works again. Also there is unconnected half circle fuselage in the rear of the bomb bay
SimpleFPS™
+7I wonder if its gonna lag in mobile
"Wasp, Gator 2, Kicking Fish, Bush Plane, Vertigo all updated. P-51 updated with two variants, P-51 Mustang and P-51-B."
Sad Hellkeska noise
+6@Joey22 thanks, do you activate the afterburner already?
+5@ACEPILOT109 Thank you
+4Panzer-34 Sherman
+4@bilibilixd666 目前,SimplePlanes 上的文字不支持中文(如果使用机器翻译有书写错误请见谅)
+3Tags Are Requested
+3@Scratchoza
Still less powerfull than MS-1
+3The ship fleet always blaming me for anything ai does.
+3I won't that happen.
@scratch alright thank you, i hope it Will fit. It also use your lock on coupler system.
+3Better AI. AI that can detect if it's flying a fighter Jets, an airliner, a helicopter, or even land and sea vehicle.
+2Use sum("control that you use")
+2If that's not fast enough multiply the control inside the collum
sum(ctrl*x)
ctrl is the control that you will use
x is the multiplication number
Increase the speed of the rotator to 1000 with overload too
@ToeTips
That was the damage model. If you look at the predecessor, the first one, all the wing part is glass. So when you hit a wall too hard it will break and reduce the downforce therefore making the handling worse. Unfortunately text part always render at the back of the glass part, making it invisible. So I change the part where its necessary.
For the wheel its for the spark effect. The wheel is connected with a suspension that have output when compressed. If the car hit something below the floor or the car lowered because of the downforce, it will activate the big light inside the car. Best look from side tho.
+2@USSArizona yes, activate 1
+2@IceCraftGaming i was thinking about people on SPVR with steering wheel of the car might get confused when they use the car
+2@MRM19 thank you
+2@JakiTheIndoAviationKid
+2@KangBasoSoeharto
@ThatOneRoadTrainBuilder19
Thummish
+2This is beautiful!
@X99STRIKER
+2@BeastHunter
@Aviator01
@JDR30494 yes
+2@BeastHunter
+2@CarrotSlicingCompanyCat
@TheTrainMakerBois987
@Cookiespy thanks
+2@Random04 thanks
+2How many mod does VR support?
+2Good old day when you don't know what you doing but still have fun somehow
+2Tron moment
+2@BryanO5
+2@BeastHunter
ok
You can, mobile is not an obstacle for you to make realistic planes. There is no different for making plane on PC, and Mobile.
+2@UltraLight Yeah, i already testing Chroma Key for long time actually
+2@Kennneth Thank you, btw That's was a wall paint.
+2@UltraLight Thank you
+2@AuroraPolaris Indeed, it's a shame the show doesn't have season 2. But the show already end beautifully.
+2When is the deadline?
+2@minigolfer yes, more precisely anime, but it should be written 日常.
+2@Abdiyanov Thank you ;-)
+2@MASTERMEMES , thank you for the information :-)
+2@ElectricVehicle , Untuk alasan yang tak diketahui, setelah meng-upload TG-1, saat ingin log in di website, katanya username atau password tidak valid. Jadi sekarang update hanya di DIKA2 :-)
@LunarEclipseSP After some testing in-game, unfortunately I did not find any answer for your question. But I found something that still within the FineTuner scale tool. If you scale up part and the drag is still on and the Calculated Mass box is uncheck, it will resulted on a buggier part when playing. The part will shake and making the speedometer reading 4000km/h. But when the Calculated Mass box is checked with the drag still calculated, it will make the part behaving just fine and just feels heavier. My guess is there is some kinda dampening of physics when the part is heavier. When the drag is disabled however its kinda behaving the same. Its not clear if that's affect the performance or not.
Sorry if that's not the answer that you're looking for.
+1@LunarEclipseSP I'll look into it, I will tell you if I found something
+1@LunarEclipseSP The drag calculation for all part is already disabled, so its not affecting performance so much than the big mesh itself. It also run in my Android so I think it will work on any devices.
+1@LockheedAviation Hope you like it!
+1@LockheedAviation sure
+1@Scratchoza , when I spawn a vehicle It's spawn clipping to the track, but It's not consistent. Some are do, some don't, do you have any solution to this? Is it the part connection or something else?
+1@DatTrainAndCarGuy19 pas klik videonya layarnya gimana?
+1@MrCOPTY thank you!
+1@TalonTheCRTguy sure!
+1@DatMaluchGuy19 actually one out of 4 wheels keep clipping into the ground. I might not continuing this circuit
+1@DatMaluchGuy19 since the map mod is broken I don't think i will make train anymore until there is solution available and tested.
+1@Majakalona yes
+1@RepublicOfCursedPlanes Yoo that's cool! Will it loop or there will be end on both ends? Either way, thats really cool!
+1Don't connect one bomb to another. Try connecting the bomb below to the Fuselage center. When I try your plane and detach the bomb that connected to another bomb the bomb works again. Also there is unconnected half circle fuselage in the rear of the bomb bay
+1