@Rb2h Have the "Calculate Drag" box un checked? If it still checked the build will crash the game to calculate its drag. See this video for guide of installation.
@LockheedAviation that's a known issue with the collision of the track (at least for me). I tried to just ignore it because I cannot find a way to fix it. I believe it's because of the nature of collision of the Fuselage part and the Wheel part. But if I find a way to fix it I'll let you know.
Thank you for the report! :D
One thing that I think J:NO wins over SP is the slider for Fuselage corners instead of just four option that SP currently have. I hope that feature will be brought to SP2.
@YarisSedan I paused the Minolta build currently because I have another project in hand. But let me cook a bit and I'll tell when it's ready, it's going to be quite a work. Assuming it isn't delayed like the Minolta.
@126 nothing bad happen, but I'm affraid what Majakalona said was right. It may even take longer. But not affraid, as long as I have the file and it do have backup I will finish this eventualy.
@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.
@hpgbproductions for this map its seems to be. I use my engine in it unmodified and it clip through the track, but when I delete the switch inside the cab it spawn on top of it.
I also use your train too and the same thing happen.
@hpgbproductions Thank you for the answer. Although apparently after testing with some other craft and looking at each one of them I found the reason AI is clipping through the ground. Switch part, It's presence somehow make AI craft didn't spawn properly on the map.
I have a question. How do you make sure the build that you make is able to spawn at the top of the track? Some of mine spawn on top of the track and some just spawn in the track clipping through the ground. Is there a part that make this happen or part to prevent this?
@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?
@L3FT2R1GHT the car doesn't work with hard physics since its designed with floppyness of the wheel for the suspension, it also didn't work with the spawnable map, but its just a simple fix. If you interested I'll edit it for you.
@Rb2h hmm, if so I don't exactly know what happen. Disabeling drag usually stop it from crash
+1@Rb2h Have the "Calculate Drag" box un checked? If it still checked the build will crash the game to calculate its drag. See this video for guide of installation.
+1This is the reason why I chose the F-13 model. Good job!
+1@LockheedAviation that's a known issue with the collision of the track (at least for me). I tried to just ignore it because I cannot find a way to fix it. I believe it's because of the nature of collision of the Fuselage part and the Wheel part. But if I find a way to fix it I'll let you know.
+1Thank you for the report! :D
@MrCOPTY that bring Joy to my eye, thank you!
+1Have no cool word for company name, so I use my name and the company's provided product
+1One thing that I think J:NO wins over SP is the slider for Fuselage corners instead of just four option that SP currently have. I hope that feature will be brought to SP2.
@LunarEclipseSP thank you!
+1@YarisSedan I paused the Minolta build currently because I have another project in hand. But let me cook a bit and I'll tell when it's ready, it's going to be quite a work. Assuming it isn't delayed like the Minolta.
@YarisSedan Ohoho...
@Inuyasha8215 thank you!
@YarisSedan Probably a one off thing though
@Willthagoat1111 Go ahead!
So cool!! :D
@126 I have less free time in college than I was in high school, thats all really.
@126 nothing bad happen, but I'm affraid what Majakalona said was right. It may even take longer. But not affraid, as long as I have the file and it do have backup I will finish this eventualy.
Better AI. AI that can detect if it's flying a fighter Jets, an airliner, a helicopter, or even land and sea vehicle.
+2@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@126 you're welcome.
@LockheedAviation Here you go
@LockheedAviation sure
+1@Kong23233333 Sure, go ahead!
@126 I hope He's doing alright
@DatFiat126Fan19 I see
@DatFiat126Fan19 I have a new laptop and it support 64 bit app unlike the old one, I already bought SP on steam so I just download it there
@hpgbproductions for this map its seems to be. I use my engine in it unmodified and it clip through the track, but when I delete the switch inside the cab it spawn on top of it.
I also use your train too and the same thing happen.
@hpgbproductions Thank you for the answer. Although apparently after testing with some other craft and looking at each one of them I found the reason AI is clipping through the ground. Switch part, It's presence somehow make AI craft didn't spawn properly on the map.
I have a question. How do you make sure the build that you make is able to spawn at the top of the track? Some of mine spawn on top of the track and some just spawn in the track clipping through the ground. Is there a part that make this happen or part to prevent this?
@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@TheMouse it works for me. I can see all the picture of your T-38.
@PlaneFlightX True, that will be nice
ANDROID LET'S GO!!!
@3639322358 the mod for the coaches is no longer work with current version of SP unfortunately
@Stealth117 I know but its annoying when the number is already there, plus you have to edit both of the fuselage instead of just one
@DatTrainAndCarGuy19 perkara sulit ini, mungkin coba lagi nanti
@DatTrainAndCarGuy19 pas klik videonya layarnya gimana?
+1@L3FT2R1GHT Here you go
@L3FT2R1GHT the car doesn't work with hard physics since its designed with floppyness of the wheel for the suspension, it also didn't work with the spawnable map, but its just a simple fix. If you interested I'll edit it for you.
@MrCOPTY thank you!
+1@TalonTheCRTguy sure!
+1T RAIN
@DatTrainGuy19 still on it, don't worry
@Cloud03
The tank that burnt is called DT-4B Huntsman
The tank that fires is called DT-7 Grasshoper
@Cloud03 Here is the tank
Mine is the same as hpgbproductions', but only one hollow fuselage. If its too big you can use fuselage cutting.
F-117
@72 Sure