@Everyone keep your eyes open for my next forum post in a few minutes. Especially mobile users. I have solved the problem of the hydrophobic camera simply and without installing mods.
@Graingy Is living art. I managed to take something with constant Variables and create a beautiful system that produces as true to random outcomes as feasible.
@DeeganishCountryball totally safe. Promise. It's just fun to watch. I spent an hour watching it before I realized what was going on. I have another version that I'm going to release with pretty lights.
@OrangeConnor2 it's been on and off probably since somewhere around the time the game came out. I wasn't into pushing limits for a while but now that I'm older, well....
@OrangeConnor2 sorry. I know we were on a different subject but I had a side thought and wondered if the water surface or density was enough to explode a bomb on impact. Testing whether or not the torpedoes and dummy bombs were similar.
Testing: I strapped 4 jet engines to a Torpedo and separately to a dummy bomb. Fired them both full throttle from 15k alt. Into water surface. No reaction from either.
@OrangeConnor2 to see if there is a force factor due to density on the water surface. Like how water is like concrete if you jump from high enough. I've had planes skip like rocks on the surface. So I wonder if it can activate the impact based bombs.
@OrangeConnor2 by what I've been able to tell at the surface level of the xml, it doesn't seem to resemble them. It seems more akin to a dummybomb that has a subsurface depth limit.
I wonder if it has a sheer contact explosion point. I'm going to strap some jets on a Torpedo and dummy and fire them hard and fast into the water surface.
@OrangeConnor2 yes I frequently have simple cheats open on my other device while playing and I have a gemini model trained on all sp docs I could find, that helps me write expressions and modify xml.
@OrangeConnor2 I checked Overload and there wasn't any way to extend the fuel cap. Most likely a hard file edit would yield a further detail of parameters. Not something I plan to pursue, just had a random wonder.
@jamesPLANESii yes that is true which I have done, but the fuel depletion unbalance factor doesn't happen and there is no drag calculated on the mass and you can have billions of gallons. Lastly, if you set multiple aircraft to different activation groups then you can fly each separately and share one fuel source.
@OrangeConnor2 I would love to if someone would use the markdown ignore syntax to actually show me the proper way to format it. Just using it like that is either a mass oversight or the funniest ongoing joke that has gone way past being funny anymore because it won't show the format the way that you and others have tried to explain this.
I have a xml modified primary wing that changes dynamically in game based on IAS. This could potentially be useful for what you are doing here. I would just need to get spec dimensions for the sizing you need and what input it needs and I'll have to adjust the code a lil to fit the purpose. They currently adjust base thickness, sweep, tip offset, and length based on different speeds of IAS.
Would it be possible to add a way to bump posted crafts? Things i have posted didn't get alot of notice and i would like to be able to bump them to relist in the main feed atleast 2 additional times at minimum. I would be ok with a waiting period implemented between bumps of the same post. @AndrewGarrison
@V That's what I was aiming for in a very quick but effective sense. However, I did create a truly randomized patterning from fixed input data so that's a pretty cool thing to consider building off of.
@JBPAviation im well aware sweet heart. This was more of an open ended, thought provoking question for novice flyers and creators to look at and think about.
Like have you given my single rotor drone concept a test flight? I try to not use gyros in my builds.
@UltravioletBlood if it was not meant to fly then why did you mention if someone could make it fly. Put the Hstab in front of the main wing or below it(still in the hidden space). Setting the engines to that FT code is literally the same thing you had the engines set to but without needing excess fuel when not necessary. *Your engines power multi = 30. I suggested reduce to 10 with a 3x Ab spike when necessary. 10 * 3 = 30. Exact same. *
Without the engines requiring as much air constantly, the need for extra inlets wouldn't be as much. I'm sure the original craft didn't have them stuffed inside so there goes the attention to detail for the replica stand point. And everything that has mass has a weight factor value unless it was edited to reflect 0 mass which I didn't bother checking since i planned to remove them. Especially with as scaled up as they were in size, even though the mass scale shows 1 the scale up value is still a multiplicative factor of the original mass if not altered. I don't claim to be a pro, my friend, but i constantly work on theoretical designs which take alot of patience to dial in and make fly properly without using gyros.
U need to learn to use the Col(center of lift) Cot(center of thrust) Com(center of mass). Your design needs to have horizontal stabilizers with large flap surfaces added. A vertical Stabilizer wing. Pull all of the fuel out of the wings. Reduce the fuel block to 10k gal. Move the fuel block towards the center of the plane length wise. Set your engine power multi to 10 and set the input to "Throttle = 1 ? (Throttle + 3) : Throttle" on all four. Add Landing gear to take off.
If those changes don't get you off of the ground at least then change the 'massScale' from 1 to 0.1 on every part.
Also your engines are exposed fully so you can most likely delete all of those heavy inlets that are smashed into the front end. They will not work inside of a hollow fuselage. The game mode doesn't see it as a vacant space inside. It sees it the same as a normal fus. This is stated in the simple cheats 2 guide.
@Graingy very much agreed. I could always run my keyboard and mouse on the device but for some reason the editor mode doesn't seem to see my mouse clicks on majority of the interface and I haven't practiced enough in ages to attempt making use of key board short cuts quickly enough to be proficient for this project. I decided that if I'm ever going to be serious about a nicely done replica, then this would be the one with help or not. It's super unique. It's the RV F.L.I.P. 1962 US NAVY
@JBPAviation I play on two devices and get are both pretty high performance. I don't have issues running full pc models. I would do the pc part myself but they don't have a version for my Hololens 2.
@Graingy because the Part placing and sizing is easier on pc version, the Mobley version has a horrible depth of field snap to function that makes small part placement very difficult and tedious, plus experienced builders should have a bit of sub assemblies already together. I want to see this build finished quickly bc it hasn't been done on here yet. I've gotten the hull finished, the functionality complete and I'm working on centering the weight of the bridge so that it stays upright. after that it is decorate and paint.
@Everyone keep your eyes open for my next forum post in a few minutes. Especially mobile users. I have solved the problem of the hydrophobic camera simply and without installing mods.
Here is part two
@Graingy Is living art. I managed to take something with constant Variables and create a beautiful system that produces as true to random outcomes as feasible.
@Graingy I thought we weren't allowed to post our names here.
@DeeganishCountryball totally safe. Promise. It's just fun to watch. I spent an hour watching it before I realized what was going on. I have another version that I'm going to release with pretty lights.
@Graingy ps. Thanks for tagging others. Did you happen to see the reflection behind my exo plane to MWAMG's intake challenge?
@Graingy It is trained to kill only if your name starts with a G and ends with a Y... but that only happens every other Thursday of every other month.
@DeeganishCountryball It is simply randomness based on a constant. I have a lot more to come like this. Thank you for the <<spotlight!>>
@OrangeConnor2 check out some of my wild ideas I've posted on this account.
@OrangeConnor2 it's been on and off probably since somewhere around the time the game came out. I wasn't into pushing limits for a while but now that I'm older, well....
@OrangeConnor2 sorry. I know we were on a different subject but I had a side thought and wondered if the water surface or density was enough to explode a bomb on impact. Testing whether or not the torpedoes and dummy bombs were similar.
Testing: I strapped 4 jet engines to a Torpedo and separately to a dummy bomb. Fired them both full throttle from 15k alt. Into water surface. No reaction from either.
@OrangeConnor2 to see if there is a force factor due to density on the water surface. Like how water is like concrete if you jump from high enough. I've had planes skip like rocks on the surface. So I wonder if it can activate the impact based bombs.
@OrangeConnor2 by what I've been able to tell at the surface level of the xml, it doesn't seem to resemble them. It seems more akin to a dummybomb that has a subsurface depth limit.
I wonder if it has a sheer contact explosion point. I'm going to strap some jets on a Torpedo and dummy and fire them hard and fast into the water surface.
@OrangeConnor2 yes I frequently have simple cheats open on my other device while playing and I have a gemini model trained on all sp docs I could find, that helps me write expressions and modify xml.
@Solent thank you for the summary. :)
My main goal rn is trying to find the option in the dev console to allow the camera to go subsurface when underwater.
@OrangeConnor2 I checked Overload and there wasn't any way to extend the fuel cap. Most likely a hard file edit would yield a further detail of parameters. Not something I plan to pursue, just had a random wonder.
I also learned that there is no distance cutoff for the satellite fuel tank.
@jamesPLANESii yes that is true which I have done, but the fuel depletion unbalance factor doesn't happen and there is no drag calculated on the mass and you can have billions of gallons. Lastly, if you set multiple aircraft to different activation groups then you can fly each separately and share one fuel source.
@OrangeConnor2 I would love to if someone would use the markdown ignore syntax to actually show me the proper way to format it. Just using it like that is either a mass oversight or the funniest ongoing joke that has gone way past being funny anymore because it won't show the format the way that you and others have tried to explain this.
Idk what it does yet.
I have a xml modified primary wing that changes dynamically in game based on IAS. This could potentially be useful for what you are doing here. I would just need to get spec dimensions for the sizing you need and what input it needs and I'll have to adjust the code a lil to fit the purpose. They currently adjust base thickness, sweep, tip offset, and length based on different speeds of IAS.
Not one person?
Would it be possible to add a way to bump posted crafts? Things i have posted didn't get alot of notice and i would like to be able to bump them to relist in the main feed atleast 2 additional times at minimum. I would be ok with a waiting period implemented between bumps of the same post. @AndrewGarrison
@V That's what I was aiming for in a very quick but effective sense. However, I did create a truly randomized patterning from fixed input data so that's a pretty cool thing to consider building off of.
@Randomplayer same. I'm really digging the unveiling of sp2 rollout
Nice
@StopBreathingMyAir unless I have something to say about it....
@Randomplayer it seems like they may have updated the color key for the blue across the site. It does seem more vibrant.
@V I'm from USA but i just had a strange need to build one of these this morning. :}
@StopBreathingMyAir ah. What times is it usually up? Hr & Tz plz.
@humbertolorenadeandrade i don't know how to make it clickable... Just copy and paste into URL bar.
@JBPAviation im well aware sweet heart. This was more of an open ended, thought provoking question for novice flyers and creators to look at and think about.
Like have you given my single rotor drone concept a test flight? I try to not use gyros in my builds.
I'll try to connect in at some point.
https://www.simpleplanes.com/a/077Jjf/737-fuselagem
Here you go fam. Added a few personal touches.
@Graingy right. No one does yet. Bet yet, will come.
@UltravioletBlood if it was not meant to fly then why did you mention if someone could make it fly. Put the Hstab in front of the main wing or below it(still in the hidden space). Setting the engines to that FT code is literally the same thing you had the engines set to but without needing excess fuel when not necessary. *Your engines power multi = 30. I suggested reduce to 10 with a 3x Ab spike when necessary. 10 * 3 = 30. Exact same. *
Without the engines requiring as much air constantly, the need for extra inlets wouldn't be as much. I'm sure the original craft didn't have them stuffed inside so there goes the attention to detail for the replica stand point. And everything that has mass has a weight factor value unless it was edited to reflect 0 mass which I didn't bother checking since i planned to remove them. Especially with as scaled up as they were in size, even though the mass scale shows 1 the scale up value is still a multiplicative factor of the original mass if not altered. I don't claim to be a pro, my friend, but i constantly work on theoretical designs which take alot of patience to dial in and make fly properly without using gyros.
I did a full edit and lost it in the game crash.
U need to learn to use the Col(center of lift) Cot(center of thrust) Com(center of mass). Your design needs to have horizontal stabilizers with large flap surfaces added. A vertical Stabilizer wing. Pull all of the fuel out of the wings. Reduce the fuel block to 10k gal. Move the fuel block towards the center of the plane length wise. Set your engine power multi to 10 and set the input to "Throttle = 1 ? (Throttle + 3) : Throttle" on all four. Add Landing gear to take off.
If those changes don't get you off of the ground at least then change the 'massScale' from 1 to 0.1 on every part.
Also your engines are exposed fully so you can most likely delete all of those heavy inlets that are smashed into the front end. They will not work inside of a hollow fuselage. The game mode doesn't see it as a vacant space inside. It sees it the same as a normal fus. This is stated in the simple cheats 2 guide.
Guys go check my recent uploads. CHINESE TAKEOUT is great.
@Graingy better question is why not?
@Graingy bc I wanted to see what the holodeck from star trek was like.
@Graingy Microsoft Hololens 2. YouTube that. I have the developer edition.
@Graingy yes. Very easily. Just lazy and don't have a good device holder other then my hand or lap. I really wish I could play on my Hololens.
@Graingy very much agreed. I could always run my keyboard and mouse on the device but for some reason the editor mode doesn't seem to see my mouse clicks on majority of the interface and I haven't practiced enough in ages to attempt making use of key board short cuts quickly enough to be proficient for this project. I decided that if I'm ever going to be serious about a nicely done replica, then this would be the one with help or not. It's super unique. It's the RV F.L.I.P. 1962 US NAVY
@JBPAviation I don't but I can. You're able to see unlisted posts via the link?
@JBPAviation I play on two devices and get are both pretty high performance. I don't have issues running full pc models. I would do the pc part myself but they don't have a version for my Hololens 2.
@Graingy because the Part placing and sizing is easier on pc version, the Mobley version has a horrible depth of field snap to function that makes small part placement very difficult and tedious, plus experienced builders should have a bit of sub assemblies already together. I want to see this build finished quickly bc it hasn't been done on here yet. I've gotten the hull finished, the functionality complete and I'm working on centering the weight of the bridge so that it stays upright. after that it is decorate and paint.
@JBPAviation how do we DM?
@JBPAviation lol. Not a place for that discussion.
@StopBreathingMyAir i think if i delete my unlisted one it should take precedence.