ahahah Here I am, thinking "Hey! I can reduce the parts on this thing by like 200 or more!!"
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So I replace those ~25 parts-per-hub wheel outer-rings, with a single Hollow Fuselage of the correct size. Did just the back idler wheels first (whatever they're called, opposite of the sprocketed drive wheel). Get those two done (4 rings total), part count is down to 1026, nnnoice! "I'll go test it now, see how it goes..."
..... -_- Thanks, Jundroo, for making the defaults-to-curved-shape Fuselage have a -SQUARE- hitbox/collision box!!! *sigh*
I mean, it works fine, doesn't technically impede anything mechanically that I can tell, but VISUALLY... That's another story. Visually it is such a facepalm moment, as the tracks pass over those in a derpy square pattern overtop the round ("circular") fuselage part.... T_T
Teh Moar U Kno! _,-`*
At least I only burned 30mins on it :P
:O I'm with @jaynnie071621 on this... how is there only so few pieces?! lol I feel like it'd take me 200 just to make the amazing lighting that you pulled off, @Sayboye12!!
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Seriously, that night shot is very inspiring!
:thinking:
*I bet he made the beacons wide so that 1 could replace 4 or 5* ...downloads build to not only admire...................but unlock its secreetttsss...
EDIT: *blinks* W..what the what...?! lmao
It doesn't use beacons to make those bits glow... <_0
Not sure I've unlocked any secrets yet, just more impressed bewilderment. Either it has beacons and you'e scaled them to be invisibru, or Glass Fuselage at certain size and color/transparency, just.... somehow emits light at night??? *scratches head*
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I've always liked my ability to think outside the box and make something look like something else, or use this to enhance that, but, damn. You are on a whole other level and I have MUCH to learn/figure out!!! o_o
Well hot damn. Wasn't quite expecting anyone would be able to single-handedly answer them all... So many thanks, @edensk :D :D
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EDIT: Yea, I can see how the SimpleCheats guide is out of date, as some of it is different now, but also some of it isn't exactly accurate. (Though that could just be due to author's choice in wording; "Numbers" being inclusive of Whole or Decimal can be confusing since not all support Decimal, and some that do will only allow changing/setting it in 10ths)
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I wish I would've thought about setting the Hinge Rotator to 1+<input> (or minus) hah That immediately sounded like it'd indeed do the trick! :)
And of course, I can't wait to try out that clamp for things. I feel like that's going to make my life much easier AND more interesting! <3
@edensk Forgive me, I have come down with a slight case of The Dumb, can you provide a couple examples where people may want to use this? (either as a replacement for everyday builds instead of a standard way of doing it, or also maybe even a fringe example that may not be used by many but provides insight into the range of applications it has...)
The nose is interesting heh
On the schematic shots the website provides, the cross between a Predator drone and an SR-71, your nose looks like how I'd envision that mashup to appear like :P
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I dig the entire design though, nice job!
@Clutch
Here is my updated version to address a few problems I missed on my original, and tweak it (add air brakes primarily) so you actually had a chance of landing with it...
I could be wrong, but landing seemed rather important... hahah
@Clutch Tag, you're still it!
103 parts, much better :P This was my first build, but I wasn't entirely sure if my engine arrangement qualified (hence my question last week) and so I made the Raven just in case.
@Clutch TAG, you're it!
Apologies for going over the 300 parts limit. I didn't realize it since in my head I was thinking each of the V8s I made was 1 part... but duh... no it's not, it's like 40 parts... and there's 4 lol *facepalm*
This is old, but so cool lol
Love how the silly stuff in SP ends up being so well behaved while flying.... -_-
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@MrVaultech One thing I noticed though, is you really stumbled across something rather interesting -- at least in this current version of SP as I'm not sure if it behaves the same as it did at the time of release. In that you can actually create a "Zero Power" challenge using this kind of design...
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How? Because this thing, as long as you enter the water at a high enough speed, turns into a... very strange fish, of sorts.
Seems as though if you enter at >250-300MPH speed, that then the water physics --even with a 0% throttle, hence the "zero power", which I later tested with engines set to have 0HP-- somehow cause the rotational energy that the air imparted on the propellers ("turbines wheels") gets amplified, rocketing you to 650MPH!
NOT ONLY THAT... but your flying wing design allows for actual underwater control, albeit rather labored, yet sufficient enough to let you sustain level "flight" underwater OR to breach and MAINTAIN your speed!
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In other words, you're a literal Flying Fish and if you've ever seen a video of how they swim and fly, it's just like that (except your plane can use that to achieve roughly 6000ft of altitude after breaching the surface). It has such a wonderful glide profile that it can travel significant distance using only that water-imparted speed...
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Furthermore, just to make a long-ass-comment even longer... If you scale the Chord size up on all of them, it significantly increases the speed boost the water gives you. EXAMPLE: With your design as downloaded, under full power and submerging the plane, you're boosted to 850-900MPH. However, with the blade width (chord) set to 3.0x, under the same conditions you are boosted to >1400MPH, WHILE UNDER WATER... Even though the max air speed it can achieve is only 758MPH at sea level!
Using this, I managed to 0% throttle glide/dive-fly from Krakatoaa, make a loop around the volcano (flying through the canyon pass with heavy banking), make it back to Wright with a couple 'speed boosts', bank around its mountain, travel under water @ 1400mph for awhile, breach the surface and glide to Myamar, before finally losing too much speed and crashing in the small 4ft deep pond near the ocean lol (didn't expect to be that shallow...)
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TL:DR - Man this thing is fun when improperly using it to swim like a dolphin!!
Here you go, give this a shot? Took me a few hours but it SEEMS to be better, at least for me....
https://www.simpleplanes.com/a/G6S3fL/Proyect-CK-2-Thrust-Vectoring
What exactly is "unstable" about it? (Besides when toggling Auto Pilot)
For me, it flies better than the majority. There was a slight wobble during take-off, but after that only minimal automatic roll with a little bit of pitch-up while in flight. Both of which are lower than a lot of the planes I make, which I then have a lot of tweaking to do afterwards lol
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BTW out of curiosity, what was your intention with that Rotator in the back? It's only connected to the Fuselage around the engine, and wouldn't do anything from what I can tell... If you were trying to add Thrust Vectoring for the engine, I can try to add that for ya.
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EDIT: Aah ok, I think I see where you're coming from now... At insanely high speeds, under "constant-input-control" (aka, Mouse, or a touchscreen in your case), it gets a horrible case of the Speed-Wobbles. Particularly when in lower altitudes with denser atmosphere.
The real solution, there, is simple: Don't use such an absurd Throttle setting as "sum(Throttle*9+sum(0)" lol
I don't quite see the purpose of it anyhow, besides......... I assume..... giving infinite "Max" throttle, and thus unlimited speed. The downside I'm seeing, is when used on a jet-engine, it's not allowing you to throttle down, and leaves you stuck at max-throttle.
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I removed all the fuel (and Deadweight) from the body panels, restored their Scale to 1, and added a "Fuel Tank" block, then modified its capacity to 3x what you had, changed its Mass scale to be the same as what it had been... and now it can fly much much longer! :P (I also added rear landing gear, but that was mostly so I could take off trouble free.)
@EternalDarkness Rumor has it... That's from multiple bird strikes during the delivery flight, the day before its press-unveiling event, and here was simply no time to fix it nods
:}
@11qazxc Given SP is a Unity powered game (unfortunately), it's really finicky in terms of processing power. I think if it's primary processing thread on the backend gets too taxed by physics, it crashes. So the better computer you have, the more it can handle w/o crashing, be it part counts, explosion, size, or zero-mass. One person's 200 Explosion Scale 'nuke' crashes his game, but mine handles it no problem. Similarly, it seems mine doesn't have issue with this craft being 0lbs, as I just tested that. (Although the craft just gets sent forward somersaulting through the air since the thrust has nothing to actually "move" heh).
Definitely fun to find the limitations though! I'm sure with a zero-mass on a higher part count vehicle, it may cause mine to crash.
lol Diiiid I just get trolled? ;) ;)
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EDIT: Ok, Started at E32, and no crash, but any throttle causes aircraft to be literally frozen in the sky. It stays there until engines produce no more thrust, and then it resumes falling. It does this for all values down to E24.
From there I jumped down to E20. That one actually worked.
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1E+20 is not Warp Drive though, it's some sort of quantum tunneling....
The screen goes black, the speed becomes: 223,694,000,000,000,000mph... which is 333564648.11399627x faster than the SoL (according to Google). I use 'tunneling' tongue-in-cheek though heh Because before I went back into the Designer, my altitude was at some -1.4million Feet. So it had caused me to literally tunnel through the Earth. :P
@Hedero I cracked lightspeed. Though... not without the obvious caveat.
Changed the engines to 1E+12 and the results are.... Well, basically what one would expect would happen: reality becomes completely distorted.
https://cdn.discordapp.com/attachments/765012057807781888/853709811422068786/unknown.png
As least, when traveling at 74x Lightspeed... <_<
Most of the view angles are actually just a couple geometric shapes displayed in a glitchy intermittent way. lol That was, after a minute of precision mouse movements, the best view I could achieve where everything happened to produce a recognizable result.
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I'm sure 1E+10 would've likely been a little bit saner of a next step, and might've achieved your goal of "only" 10x SoL :]
@Hedero
Hed Solo: "She'll make point-five past lightspeed. She may not look like much, but she's got it where it counts, kid. I've added some special modifications myself."
. shrug This seemed quite fitting, given the context!
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As to not spam, I'll just edit this comment with my observations...
1. At 1% throttle, the engine audibly spooled up 'normally', albeit very slow. HOWEVER, after leveling the craft out, I increased it to 100% and... then the engine's audio seemed to imply it was spooling /down/? Poor SP, its probably thinking "How to do sound for engines with power set at 1E+08?!?" :P
2. Warp-drive, indeed! From 0 to Max Speed instantly, even at... well lets call "1% Throttle" Warp-1?? heh
3. It did eventually level out and stop spinning, whether that something it manages to do on its own, or if my countering it with the opposite roll/yaw inputs had any impact... I dunno.
4. You mentioned the clouds. While in flight I noticed... that is besides the obvious fact that they are zipping by ""Fast AF""... is even their texturing is LITERALLY getting warped! haha
https://cdn.discordapp.com/attachments/765012057807781888/853692186867531806/unknown.png
5. My guess is that speed is a hard limit (sadly only 0.11183264285 of lightspeed) and is due to SP never being ported over to 64bit Unity...?
At least on Windows that is. As my understanding was all MacOS/iOS software was required to be 64bit as of ~2yrs ago, so I imagine that means yours isn't 32bit. If that's the case, is your max speed higher than what I achieved?
@Kerrak Just in case you are like me, and wondering about "How are people able to format their plane descriptions when SP's upload box doesn't allow it?"...
You do it via the site here on this page, but it's poorly designed in my opinion, as the option to "Edit" is squirreled away in that [ ▼ ] to the right of "Download".
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Just thought I'd mention that since even though I knew back when I originally played, I'd forgotten after coming back to the game, only re-discovering it last week. So just in case you wanted to actually list what AG2 does in the description, you actually can :D Oh and of course, editing via the site also allows you to add in the line breaks (new lines by hitting 'enter'), since in game doesn't.
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The only other handy thing I'd figured out so far, is that using # on a new line in front of the text, creates a "Header" (aka font re-sizing) to let you make categories. I'm sure this is all documented somewhere, I just haven't bothered to check lol But I digress, for example, typing in "#Action Groups:" (w/o quotes) on a new line in the description will produce:
I don't want to upload this as Public as to not steal your thunder, so if you'd like to implement these fixes/changes, I would download my fix from the link included, CTRL+S and save it with whatever name. Then go in and open that .xml file, and copy out everything except the top few lines (which would properly remove me from being credit) and paste it into YOUR "V5" .xml
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Save the changes to your file, load the plane, and re-upload, which I think should take care of it. :P
(Or I can re-up it as public if you'd prefer; just didn't feel right for me to do it so soon after you shared it! heh)
https://www.simpleplanes.com/a/7i8gBh/Stout-2021-V5-2f-Handling-Fix
1) "AG2 controls somethin."
Classic! haha
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2) "Predecessor: Lockheed SR-71A Blackbird" lmao
I mean, I get why, but it still caught me off guard reading that :P
@Kerrak I did everything I could, short of adding servos to give it thrust vectoring, or changing wing/engine angles. :\
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It at least flies now in a kinda-sorta stable way, so long as you don't look at it too funny... But hoo-boy does it have considerable nose-down (in part due to having a couple dead sumo wrestlers packed into the nose-cone...). which I just couldn't rectumfry unfortunately :(
https://www.simpleplanes.com/a/1V5rD0/Kerraks-Ship-Mk-ICXVII-f
@KalubMcCoy Crap, there IS a name for this sort of thing.... clickety-clack
Google says it's "Biomimicry" (Biomimetics), and although that wasn't the word I had in mind, I'm not going to dispute the definition of a word but assume that whatever I had in mind wasn't correct anyhow :P
https://en.wikipedia.org/wiki/Biomimetics
(I believe the ME-262 qualifies as an example, being that its body was inspired by the shape of a shark; which one specifically it was, I cannot recall, unfortunately)
What I'm finding is that it mainly has too low of a lifting area.
I've added internal (mostly hidden completely from view) wings and it flies now, but it is oh-so-horribly sluggish to respond, and under just the turbo-fans, barely wants to go anywhere.
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It also seems to have quite a high stall speed, which makes any serious attempts at climbing rather difficult...
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I'm just trying to work out the responsiveness at the moment though.
I DO have a really nifty visual glitch happening with my designer view, which sadly doesn't get captured in a screenshot. It's basically like X-Ray Mode except everything is colored (so it looks really cool) paired with a "Clipping" effect (which ruins the coolness of the x-ray heh).
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EDIT: Oh... derp. The turbofans aren't the ones that are enabled by default... hahah GG me :} That sure does explain why changing their power scalar isn't impacting speed at all!
TWO HUNDRED
and SIXTY EIGHT
BILLION
Gallons of fuel?!?!? lmao
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That's some impressive Quantum Storage fuel tanks you've got goin on, given it only ends up weighing 35,500lbs!
Anyways I'm no expert but having just gone through all that with what I uploaded last night, I'll see if I can figure something out heh If not through normal UI accessible stuff, then with using Overload mod... fingers crossed
""some type of watercraft""
Yea, that definitely is accurate, given it's a Gator/Croc! hahah
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Looks good though, and I approve of such crazy thinking! :P
Primary paint color is what I initially thought, but then I compared the specs... Whatever they did, involved adding 5 parts lol
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Which seems to have:
INcreased the Empty Weight by 30kg
DEcreased the Loaded Weight by 30kg
thus Improving the Power/Weight Ratio by 0.052
but Adding 90 more Drag Points.
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I'll load them both in Notepad++ and run a comparison, just... cuz I'm also curious haha
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EDIT: Ok @Astro12 here's what I'm seeing...
Engine Power INcreased by +1000
Added +1 Propeller Blades (has 4 now)
Changed Chord Scale to to 3.0
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Part ID 184 (hollow fuselage) is showing difference in drag for... SOME reasons. Bug between iOS and Android versions maybe?? (every single part is also moved by about 0.000001 on Z axis, but I'm pretty sure that's a rounding error on Unity Engine's part)
YOURS:
drag="0.003, 0.003, 0, 0, 0.02691771, 0.002961559"
THEIRS:
drag="0.001, 0.001 , 0, 0, 0.07314558, 0.0009961354"
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Similar behavior on Part 188
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Part 273 (normal fuselage part) was rotated a bit... but by thousands of a decimal, nothing substantial. (a bug as well??)
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Changed 2 or 3 Connection Points...
That's it! Which, makes things more confusing since SP thinks that translated into parts being ADDED??
Granted, I scrolled through a lot because every single part had one change highlight due to the rounding-error difference in iOS and Android, so I could've missed something... HOWEVER, both yours and his each have a total a 300 Part IDs, so I'm thinking that might be a legitimate bug on the website's end. shrug Color me confused lol
I wish I knew more to contribute. However, currently, there are most definitely lots of missing stuff, such as that the bombs/missiles/rockets can have their explosive power changed. Cannons have various bullet types, and also can themselves be set to explosive or not.
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Though I was coming here, hoping to find some info on Action Groups, so I could assign a weapon to be Air-to-Air only (thereby not showing up in the Air-to-Ground hud...)
Oh well heh
I still can't upvote, so... Thanks for having originally made the guide!
Well, it didn't crash my game, but it DID send my cockpit flying at escape velocity :D
(full disclaimer: I didn't actually use yours, but changed my own design's explosive size to the same as yours, figuring that's what's implied as the reason it crashes the game lol)
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EDIT: Apparently it did not send me at escape velocity! I tabbed back to the game and to my amazement, my cockpit had splashed down!
@Mixx I might've worded my message poorly (it was also long so... skimming is understandable hah). What I meant was, the "Connections" don't mirror correctly. If I go through and do a lot of Auto Connect, which gain additional (new) connections... when I mirror the entire engine pod -- by selecting the big silver cylinder arms off the main hull and pressing Tab -- those same mirrored parts do not retain those new connections.
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If I want to ensure everything has the same connections on both sides, then I have to do Auto Connect on both sides myself.
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HOWEVER, simply removing one side's pod and mirroring the other, doesn't SEEM to mess up too much, at least in my minimal testing heh The main thing I notice is it Yaws Right (vs a very very minor Yaw Left normally, likely due to the Gyro), and that the Air Brakes control inputs remained in sync with the side mirrored from. Roll-turning left/right and braking or hovering all seemed ok otherwise.
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But yea, the mirroring of Pods that I mentioned was solely to point out that it wasn't a viable option unfortunately, due to the Connections not getting accurately mirrored. (but also for the reasons you mentioned)
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I too tried to add a "bumper", which actually worked decent...ish. I used a Resizable Wheel, placed at the same 15deg angle, only slightly exposed out of the engine pod's front bottom curve. I then added an angled Shock (scaled to be longer) with a tiny piece of fuselage to act as a 90deg flange, to connect the shock to the wheel. Then I connected (manually Add Connection) the shock to the bottom side of the pod's front bulkhead, right above the third jet engine.
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Colored that wheel the same reflective silver and scaled it to be juuust a bit bigger than the pod's natural curve. Could barely tell it was there after :D Then I disabled "Aircraft Collision" on the wheel (via Overload) and changed its Drag and Traction modifiers to 0.0, which then overall did help out like I hoped by letting me run into stuff a little faster... Albeit, not to an appreciable amount lol I only really tested it up to 65mph, which survived, whereas before it'd do considerable damage at only 45-50mph. Problem with that was, despite changing traction to 0, it still had CONSIDERABLE 'grip' and wouldn't deflect how I expected by rolling (perhaps DUE to setting traction to 0). Instead it just bounced back and induced an uncontrolled hover-flip/spin lol
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Adding the additional Connections to stuff ended up allowing me to hit t
I know this might not lead to anything getting fixed, buuut... Here's my Bug Report @MOPCKOEDNISHE :P (Not sure how to determine my game version hah Latest at time of posting though)
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1) Input Controls for the (quality) engine's thrust vectoring do not seem to work for "Roll". Roll-Left results are identical to Pitch Down; Roll-Right results are identical to Pitch Up. Pitch and Yaw seem to work fine, though.
1b) Enabling the Wing's Input Control to Roll does not do anything. Pitch works (didn't try Yaw). Changing that Input from Pitch to Roll did not solve it, so it seems maybe it's a core Roll problem?
2) In Designer, after changing the engine's "Scale" (using Fine Tuner) the Engine Flaps are properly sized... BUT any time you return to the Designer, just the Engine Flaps are returned to their full-size and do not match the Engine's scale. (Note: They are displayed correctly while playing, so this is only a minor Designer bug)
3) Setting Sliders: Seems that any of them that can do + or - with 0 in the middle, have an issue getting back to "0" and instead want to have it set to values "-0.0999999995" or "0.049999999". This is a problem since we don't have the ability to type in the value. (I've been using Overload to go in each time and manually set it so they're 0 again)
4) Bug? Request? There's no "...OffsetZ" or "...OffsetScaleZ" for a number of things, which left me unable to distort the part how I needed/wanted. :(
@Mixx @TheFlyingPiano @titandeathgripper123 Looks like you can make it less fragile by fixing a lot of the part's Connections. Running "AutoConnect" on quite a lot of them will increase their connections considerably. HOWEVER, it's hard to say which ones to use it on is tough to say (though just about everything on each engine nacelle will benefit greatly from doing this), because doing it on some actually causes it to lose some connection points, others to lose LOTS of them, and others to lose important ones that cause them to cease being part of the craft! lol
Ones NOT to do it to: All of the Air Brakes, the very middle part of 'ornamental belt' under the orange "glass" (causes the entire 'belt' to disconnect from the craft).
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One example of "Things to Do or Not Do": was that on the three-engine circular "shoulder" assemblies at the left and right corners... where you start and finish is REALLY tricky. Because when you AutoConnect some, after others, they'll lose a lot of their connections.
Like, the actual 3 jet engines you see sticking out you should do the AutoConnect on them LAST. I did the three big silver rings first, then the gray curved blocks after (but NOT the last one on the very top!), then the 3 engine cowlings, and finally the 3 engines inside (hard to click on some stuff, so be careful).
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I'd upload mine, but unfortunately it seems that since not all of the Connections get Mirrored along with their parts, it means that doing the exact same stuff between both sides yielded something that was different. As such, the craft developed a bad yaw-right pull and so it wouldn't be right (I felt) to share it since the original flew straight.
Might be outside the scope of this mod, but... any chance you'd be willing to add in a speed readout and altimeter to it as well?
Reasoning is that it'd be nice to be able to keep the Action Groups open and still know my speed and altitude :} (this takes care of the throttle level, which is what I was also needing!)
@Leftybar Better late than never.... heh
Try clicking each Wing and then opening the Configuration for it. (Gear on the right side of the screen)
Change any VERTICALLY ALIGNED wing on the car so that they are now configured as "Symmetrical".
(vertically aligned, such as any being used as a body panel or vertical stabilizer; the Tail Fin parts are set to Symmetrical by default for this reason.)
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My GUESS as to why you're pulling to the right is because they're "Semi-Symmetrical" by default and due to how you installed some of them, they may all be "facing" the same way.
So if my guess is correct, as a result, the "Lift" being produced by the vertically aligned wings was to the left-side of them all, causing it to push you to the right. Changing it to Symmetrical then produces equal force on both sides, negating the 'pull'.
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ALTERNATIVELY... It might be a simple derp by SimplePlanes during any Mirror action. Sometimes I experience that where a part I've modified (specifically with Fine Tuner mod) has been mirrored but not attached at the same snap point as the other side. As a result it causes my craft to be Asymmetrical and has more Drag on one side, making it have a constant yaw|pitch|roll (case dependent) while in operation.
(In those scenarios the solution is that I have to manually do everything I did on the one side, to the other. Placing whatever it may be on the same original snap point, then moving it with Fine Tuner over to where it was when mirrored.)
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Hope that helps you, or, someone else at least... heh
(edit: oof, parsing multiple carriage returns sure does breaks my rambling heart! lol)
@RamboJutter Do we have any idea why it uses a V-12, despite having what appears to be some sort of thruster at the back? That's what I found to be the most curious aspect of the artwork :P
Consider this my upvote, since I lack the 30-points requirement :)
ahahah Here I am, thinking "Hey! I can reduce the parts on this thing by like 200 or more!!"
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So I replace those ~25 parts-per-hub wheel outer-rings, with a single Hollow Fuselage of the correct size. Did just the back idler wheels first (whatever they're called, opposite of the sprocketed drive wheel). Get those two done (4 rings total), part count is down to 1026, nnnoice!
"I'll go test it now, see how it goes..."
..... -_-
Thanks, Jundroo, for making the defaults-to-curved-shape Fuselage have a -SQUARE- hitbox/collision box!!! *sigh*
I mean, it works fine, doesn't technically impede anything mechanically that I can tell, but VISUALLY... That's another story. Visually it is such a facepalm moment, as the tracks pass over those in a derpy square pattern overtop the round ("circular") fuselage part.... T_T
Teh Moar U Kno! _,-`*
+1At least I only burned 30mins on it :P
:O I'm with @jaynnie071621 on this... how is there only so few pieces?! lol I feel like it'd take me 200 just to make the amazing lighting that you pulled off, @Sayboye12!!
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Seriously, that night shot is very inspiring!
:thinking:
*I bet he made the beacons wide so that 1 could replace 4 or 5*
...downloads build to not only admire...................
but unlock its secreetttsss...
EDIT: *blinks* W..what the what...?! lmao
+1It doesn't use beacons to make those bits glow... <_0
Not sure I've unlocked any secrets yet, just more impressed bewilderment. Either it has beacons and you'e scaled them to be invisibru, or Glass Fuselage at certain size and color/transparency, just.... somehow emits light at night???
*scratches head*
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I've always liked my ability to think outside the box and make something look like something else, or use this to enhance that, but, damn. You are on a whole other level and I have MUCH to learn/figure out!!! o_o
Well since this seems acceptable... lol
!Test link #1 to this page
And now, bold??
!Test link #1 to this page
EDIT: @EternalDarkness it seems that the ! is no longer required for creating links?
+1May be handy to edit the OP to reflect that. [/2cents]
Well hot damn. Wasn't quite expecting anyone would be able to single-handedly answer them all... So many thanks, @edensk :D :D
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EDIT: Yea, I can see how the SimpleCheats guide is out of date, as some of it is different now, but also some of it isn't exactly accurate. (Though that could just be due to author's choice in wording; "Numbers" being inclusive of Whole or Decimal can be confusing since not all support Decimal, and some that do will only allow changing/setting it in 10ths)
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I wish I would've thought about setting the Hinge Rotator to
1+<input>
(or minus) hah That immediately sounded like it'd indeed do the trick! :)And of course, I can't wait to try out that
clamp
for things. I feel like that's going to make my life much easier AND more interesting! <3I make a nifty looking Supercharged V8... and then there's this. LOL
+1.
Damn is that impressive! :D
@edensk Forgive me, I have come down with a slight case of The Dumb, can you provide a couple examples where people may want to use this?
(either as a replacement for everyday builds instead of a standard way of doing it, or also maybe even a fringe example that may not be used by many but provides insight into the range of applications it has...)
The nose is interesting heh
+2On the schematic shots the website provides, the cross between a Predator drone and an SR-71, your nose looks like how I'd envision that mashup to appear like :P
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I dig the entire design though, nice job!
@Clutch
Here is my updated version to address a few problems I missed on my original, and tweak it (add air brakes primarily) so you actually had a chance of landing with it...
I could be wrong, but landing seemed rather important... hahah
@Clutch Tag, you're still it!
103 parts, much better :P This was my first build, but I wasn't entirely sure if my engine arrangement qualified (hence my question last week) and so I made the Raven just in case.
@Clutch TAG, you're it!
Apologies for going over the 300 parts limit. I didn't realize it since in my head I was thinking each of the V8s I made was 1 part... but duh... no it's not, it's like 40 parts... and there's 4 lol *facepalm*
This is old, but so cool lol
Love how the silly stuff in SP ends up being so well behaved while flying.... -_-
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@MrVaultech One thing I noticed though, is you really stumbled across something rather interesting -- at least in this current version of SP as I'm not sure if it behaves the same as it did at the time of release. In that you can actually create a "Zero Power" challenge using this kind of design...
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How? Because this thing, as long as you enter the water at a high enough speed, turns into a... very strange fish, of sorts.
Seems as though if you enter at >250-300MPH speed, that then the water physics --even with a 0% throttle, hence the "zero power", which I later tested with engines set to have 0HP-- somehow cause the rotational energy that the air imparted on the propellers ("turbines wheels") gets amplified, rocketing you to 650MPH!
NOT ONLY THAT... but your flying wing design allows for actual underwater control, albeit rather labored, yet sufficient enough to let you sustain level "flight" underwater OR to breach and MAINTAIN your speed!
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In other words, you're a literal Flying Fish and if you've ever seen a video of how they swim and fly, it's just like that (except your plane can use that to achieve roughly 6000ft of altitude after breaching the surface). It has such a wonderful glide profile that it can travel significant distance using only that water-imparted speed...
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Furthermore, just to make a long-ass-comment even longer... If you scale the Chord size up on all of them, it significantly increases the speed boost the water gives you.
EXAMPLE: With your design as downloaded, under full power and submerging the plane, you're boosted to 850-900MPH. However, with the blade width (chord) set to 3.0x, under the same conditions you are boosted to >1400MPH, WHILE UNDER WATER... Even though the max air speed it can achieve is only 758MPH at sea level!
Using this, I managed to 0% throttle glide/dive-fly from Krakatoaa, make a loop around the volcano (flying through the canyon pass with heavy banking), make it back to Wright with a couple 'speed boosts', bank around its mountain, travel under water @ 1400mph for awhile, breach the surface and glide to Myamar, before finally losing too much speed and crashing in the small 4ft deep pond near the ocean lol (didn't expect to be that shallow...)
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TL:DR - Man this thing is fun when improperly using it to swim like a dolphin!!
Here you go, give this a shot? Took me a few hours but it SEEMS to be better, at least for me....
https://www.simpleplanes.com/a/G6S3fL/Proyect-CK-2-Thrust-Vectoring
What exactly is "unstable" about it? (Besides when toggling Auto Pilot)
+1For me, it flies better than the majority. There was a slight wobble during take-off, but after that only minimal automatic roll with a little bit of pitch-up while in flight. Both of which are lower than a lot of the planes I make, which I then have a lot of tweaking to do afterwards lol
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BTW out of curiosity, what was your intention with that Rotator in the back? It's only connected to the Fuselage around the engine, and wouldn't do anything from what I can tell... If you were trying to add Thrust Vectoring for the engine, I can try to add that for ya.
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EDIT: Aah ok, I think I see where you're coming from now... At insanely high speeds, under "constant-input-control" (aka, Mouse, or a touchscreen in your case), it gets a horrible case of the Speed-Wobbles. Particularly when in lower altitudes with denser atmosphere.
The real solution, there, is simple: Don't use such an absurd Throttle setting as "sum(Throttle*9+sum(0)" lol
I don't quite see the purpose of it anyhow, besides......... I assume..... giving infinite "Max" throttle, and thus unlimited speed. The downside I'm seeing, is when used on a jet-engine, it's not allowing you to throttle down, and leaves you stuck at max-throttle.
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I removed all the fuel (and Deadweight) from the body panels, restored their Scale to 1, and added a "Fuel Tank" block, then modified its capacity to 3x what you had, changed its Mass scale to be the same as what it had been... and now it can fly much much longer! :P (I also added rear landing gear, but that was mostly so I could take off trouble free.)
In a future where the DoD selects John Deere as a contractor for a Mobile Gun Carriage....... lol
Ah, twin gatling guns, good.
+1So this dragon can indeed breathe fire! :P
@EternalDarkness Rumor has it... That's from multiple bird strikes during the delivery flight, the day before its press-unveiling event, and here was simply no time to fix it nods
:}
@11qazxc Given SP is a Unity powered game (unfortunately), it's really finicky in terms of processing power. I think if it's primary processing thread on the backend gets too taxed by physics, it crashes. So the better computer you have, the more it can handle w/o crashing, be it part counts, explosion, size, or zero-mass. One person's 200 Explosion Scale 'nuke' crashes his game, but mine handles it no problem. Similarly, it seems mine doesn't have issue with this craft being 0lbs, as I just tested that. (Although the craft just gets sent forward somersaulting through the air since the thrust has nothing to actually "move" heh).
Definitely fun to find the limitations though! I'm sure with a zero-mass on a higher part count vehicle, it may cause mine to crash.
@Nerfaddict As soon as I hit Shift...
"SimplePlanes.exe has stopped working."
lol Diiiid I just get trolled? ;) ;)
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EDIT: Ok, Started at E32, and no crash, but any throttle causes aircraft to be literally frozen in the sky. It stays there until engines produce no more thrust, and then it resumes falling. It does this for all values down to E24.
From there I jumped down to E20. That one actually worked.
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1E+20 is not Warp Drive though, it's some sort of quantum tunneling....
The screen goes black, the speed becomes: 223,694,000,000,000,000mph... which is 333564648.11399627x faster than the SoL (according to Google). I use 'tunneling' tongue-in-cheek though heh Because before I went back into the Designer, my altitude was at some -1.4million Feet. So it had caused me to literally tunnel through the Earth. :P
@Hedero I cracked lightspeed. Though... not without the obvious caveat.
Changed the engines to 1E+12 and the results are.... Well, basically what one would expect would happen: reality becomes completely distorted.
https://cdn.discordapp.com/attachments/765012057807781888/853709811422068786/unknown.png
As least, when traveling at 74x Lightspeed... <_<
Most of the view angles are actually just a couple geometric shapes displayed in a glitchy intermittent way. lol That was, after a minute of precision mouse movements, the best view I could achieve where everything happened to produce a recognizable result.
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I'm sure 1E+10 would've likely been a little bit saner of a next step, and might've achieved your goal of "only" 10x SoL :]
@Hedero
+1Hed Solo: "She'll make point-five past lightspeed. She may not look like much, but she's got it where it counts, kid. I've added some special modifications myself."
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shrug This seemed quite fitting, given the context!
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As to not spam, I'll just edit this comment with my observations...
1. At 1% throttle, the engine audibly spooled up 'normally', albeit very slow. HOWEVER, after leveling the craft out, I increased it to 100% and... then the engine's audio seemed to imply it was spooling /down/? Poor SP, its probably thinking "How to do sound for engines with power set at 1E+08?!?" :P
2. Warp-drive, indeed! From 0 to Max Speed instantly, even at... well lets call "1% Throttle" Warp-1?? heh
3. It did eventually level out and stop spinning, whether that something it manages to do on its own, or if my countering it with the opposite roll/yaw inputs had any impact... I dunno.
4. You mentioned the clouds. While in flight I noticed... that is besides the obvious fact that they are zipping by ""Fast AF""... is even their texturing is LITERALLY getting warped! haha
https://cdn.discordapp.com/attachments/765012057807781888/853692186867531806/unknown.png
5. My guess is that speed is a hard limit (sadly only 0.11183264285 of lightspeed) and is due to SP never being ported over to 64bit Unity...?
At least on Windows that is. As my understanding was all MacOS/iOS software was required to be 64bit as of ~2yrs ago, so I imagine that means yours isn't 32bit. If that's the case, is your max speed higher than what I achieved?
@11qazxc Actually... Yes... :}
But unfortunately SP doesn't let you set "Mass Scale -1" :( lol
Now that I can FINALLY upvote stuff, 3 years after I downloaded this beautiful space-bird....
+2.... clicks
@Kerrak Just in case you are like me, and wondering about "How are people able to format their plane descriptions when SP's upload box doesn't allow it?"...
You do it via the site here on this page, but it's poorly designed in my opinion, as the option to "Edit" is squirreled away in that [ ▼ ] to the right of "Download".
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Just thought I'd mention that since even though I knew back when I originally played, I'd forgotten after coming back to the game, only re-discovering it last week. So just in case you wanted to actually list what AG2 does in the description, you actually can :D Oh and of course, editing via the site also allows you to add in the line breaks (new lines by hitting 'enter'), since in game doesn't.
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The only other handy thing I'd figured out so far, is that using # on a new line in front of the text, creates a "Header" (aka font re-sizing) to let you make categories. I'm sure this is all documented somewhere, I just haven't bothered to check lol But I digress, for example, typing in "#Action Groups:" (w/o quotes) on a new line in the description will produce:
Action Groups:
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Tadaa! :P
Anyways...
[/rambling]
Star Wars stuff??
Instant upvotes and downloads from me! ;)
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Aah, just repaints. Still, looks good, deserves the updoot!
I do not require to be credited for this!
I don't want to upload this as Public as to not steal your thunder, so if you'd like to implement these fixes/changes, I would download my fix from the link included, CTRL+S and save it with whatever name. Then go in and open that .xml file, and copy out everything except the top few lines (which would properly remove me from being credit) and paste it into YOUR "V5" .xml
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Save the changes to your file, load the plane, and re-upload, which I think should take care of it. :P
(Or I can re-up it as public if you'd prefer; just didn't feel right for me to do it so soon after you shared it! heh)
https://www.simpleplanes.com/a/7i8gBh/Stout-2021-V5-2f-Handling-Fix
It looked beautiful as it is....
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But then I enabled Smooth Surfaces on all the fuselage parts, and it melted my monitor! :D
1) "AG2 controls somethin."
Classic! haha
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2) "Predecessor: Lockheed SR-71A Blackbird" lmao
I mean, I get why, but it still caught me off guard reading that :P
@Kerrak I did everything I could, short of adding servos to give it thrust vectoring, or changing wing/engine angles. :\
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It at least flies now in a kinda-sorta stable way, so long as you don't look at it too funny... But hoo-boy does it have considerable nose-down (in part due to having a couple dead sumo wrestlers packed into the nose-cone...). which I just couldn't rectumfry unfortunately :(
https://www.simpleplanes.com/a/1V5rD0/Kerraks-Ship-Mk-ICXVII-f
@KalubMcCoy Crap, there IS a name for this sort of thing....
+1clickety-clack
Google says it's "Biomimicry" (Biomimetics), and although that wasn't the word I had in mind, I'm not going to dispute the definition of a word but assume that whatever I had in mind wasn't correct anyhow :P
https://en.wikipedia.org/wiki/Biomimetics
(I believe the ME-262 qualifies as an example, being that its body was inspired by the shape of a shark; which one specifically it was, I cannot recall, unfortunately)
What I'm finding is that it mainly has too low of a lifting area.
I've added internal (mostly hidden completely from view) wings and it flies now, but it is oh-so-horribly sluggish to respond, and under just the turbo-fans, barely wants to go anywhere.
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It also seems to have quite a high stall speed, which makes any serious attempts at climbing rather difficult...
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I'm just trying to work out the responsiveness at the moment though.
I DO have a really nifty visual glitch happening with my designer view, which sadly doesn't get captured in a screenshot. It's basically like X-Ray Mode except everything is colored (so it looks really cool) paired with a "Clipping" effect (which ruins the coolness of the x-ray heh).
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EDIT: Oh... derp. The turbofans aren't the ones that are enabled by default... hahah GG me :} That sure does explain why changing their power scalar isn't impacting speed at all!
TWO HUNDRED
and SIXTY EIGHT
BILLION
Gallons of fuel?!?!? lmao
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That's some impressive Quantum Storage fuel tanks you've got goin on, given it only ends up weighing 35,500lbs!
Anyways I'm no expert but having just gone through all that with what I uploaded last night, I'll see if I can figure something out heh If not through normal UI accessible stuff, then with using Overload mod... fingers crossed
""some type of watercraft""
+1Yea, that definitely is accurate, given it's a Gator/Croc! hahah
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Looks good though, and I approve of such crazy thinking! :P
Upvote for the laugh, on account of:
"Lightweight upholstery creates almost no splinters ."
:P
Primary paint color is what I initially thought, but then I compared the specs... Whatever they did, involved adding 5 parts lol
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Which seems to have:
INcreased the Empty Weight by 30kg
DEcreased the Loaded Weight by 30kg
thus Improving the Power/Weight Ratio by 0.052
but Adding 90 more Drag Points.
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I'll load them both in Notepad++ and run a comparison, just... cuz I'm also curious haha
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EDIT: Ok @Astro12 here's what I'm seeing...
Engine Power INcreased by +1000
Added +1 Propeller Blades (has 4 now)
Changed Chord Scale to to 3.0
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Part ID 184 (hollow fuselage) is showing difference in drag for... SOME reasons. Bug between iOS and Android versions maybe?? (every single part is also moved by about 0.000001 on Z axis, but I'm pretty sure that's a rounding error on Unity Engine's part)
YOURS:
drag="0.003, 0.003, 0, 0, 0.02691771, 0.002961559"
THEIRS:
drag="0.001, 0.001 , 0, 0, 0.07314558, 0.0009961354"
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Similar behavior on Part 188
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Part 273 (normal fuselage part) was rotated a bit... but by thousands of a decimal, nothing substantial. (a bug as well??)
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Changed 2 or 3 Connection Points...
That's it! Which, makes things more confusing since SP thinks that translated into parts being ADDED??
Granted, I scrolled through a lot because every single part had one change highlight due to the rounding-error difference in iOS and Android, so I could've missed something... HOWEVER, both yours and his each have a total a 300 Part IDs, so I'm thinking that might be a legitimate bug on the website's end. shrug Color me confused lol
I wish I knew more to contribute. However, currently, there are most definitely lots of missing stuff, such as that the bombs/missiles/rockets can have their explosive power changed. Cannons have various bullet types, and also can themselves be set to explosive or not.
+2.
Though I was coming here, hoping to find some info on Action Groups, so I could assign a weapon to be Air-to-Air only (thereby not showing up in the Air-to-Ground hud...)
Oh well heh
I still can't upvote, so... Thanks for having originally made the guide!
Well, it didn't crash my game, but it DID send my cockpit flying at escape velocity :D
(full disclaimer: I didn't actually use yours, but changed my own design's explosive size to the same as yours, figuring that's what's implied as the reason it crashes the game lol)
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EDIT: Apparently it did not send me at escape velocity! I tabbed back to the game and to my amazement, my cockpit had splashed down!
Yea that's indeed what I was afraid of :( Bummer.
Thanks for letting me know! :)
@Mixx I might've worded my message poorly (it was also long so... skimming is understandable hah). What I meant was, the "Connections" don't mirror correctly. If I go through and do a lot of Auto Connect, which gain additional (new) connections... when I mirror the entire engine pod -- by selecting the big silver cylinder arms off the main hull and pressing Tab -- those same mirrored parts do not retain those new connections.
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If I want to ensure everything has the same connections on both sides, then I have to do Auto Connect on both sides myself.
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HOWEVER, simply removing one side's pod and mirroring the other, doesn't SEEM to mess up too much, at least in my minimal testing heh The main thing I notice is it Yaws Right (vs a very very minor Yaw Left normally, likely due to the Gyro), and that the Air Brakes control inputs remained in sync with the side mirrored from. Roll-turning left/right and braking or hovering all seemed ok otherwise.
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But yea, the mirroring of Pods that I mentioned was solely to point out that it wasn't a viable option unfortunately, due to the Connections not getting accurately mirrored. (but also for the reasons you mentioned)
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I too tried to add a "bumper", which actually worked decent...ish. I used a Resizable Wheel, placed at the same 15deg angle, only slightly exposed out of the engine pod's front bottom curve. I then added an angled Shock (scaled to be longer) with a tiny piece of fuselage to act as a 90deg flange, to connect the shock to the wheel. Then I connected (manually Add Connection) the shock to the bottom side of the pod's front bulkhead, right above the third jet engine.
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Colored that wheel the same reflective silver and scaled it to be juuust a bit bigger than the pod's natural curve. Could barely tell it was there after :D Then I disabled "Aircraft Collision" on the wheel (via Overload) and changed its Drag and Traction modifiers to 0.0, which then overall did help out like I hoped by letting me run into stuff a little faster... Albeit, not to an appreciable amount lol I only really tested it up to 65mph, which survived, whereas before it'd do considerable damage at only 45-50mph. Problem with that was, despite changing traction to 0, it still had CONSIDERABLE 'grip' and wouldn't deflect how I expected by rolling (perhaps DUE to setting traction to 0). Instead it just bounced back and induced an uncontrolled hover-flip/spin lol
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Adding the additional Connections to stuff ended up allowing me to hit t
I know this might not lead to anything getting fixed, buuut... Here's my Bug Report @MOPCKOEDNISHE :P (Not sure how to determine my game version hah Latest at time of posting though)
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1) Input Controls for the (quality) engine's thrust vectoring do not seem to work for "Roll". Roll-Left results are identical to Pitch Down; Roll-Right results are identical to Pitch Up. Pitch and Yaw seem to work fine, though.
1b) Enabling the Wing's Input Control to Roll does not do anything. Pitch works (didn't try Yaw). Changing that Input from Pitch to Roll did not solve it, so it seems maybe it's a core Roll problem?
2) In Designer, after changing the engine's "Scale" (using Fine Tuner) the Engine Flaps are properly sized... BUT any time you return to the Designer, just the Engine Flaps are returned to their full-size and do not match the Engine's scale. (Note: They are displayed correctly while playing, so this is only a minor Designer bug)
3) Setting Sliders: Seems that any of them that can do + or - with 0 in the middle, have an issue getting back to "0" and instead want to have it set to values "-0.0999999995" or "0.049999999". This is a problem since we don't have the ability to type in the value. (I've been using Overload to go in each time and manually set it so they're 0 again)
4) Bug? Request? There's no "...OffsetZ" or "...OffsetScaleZ" for a number of things, which left me unable to distort the part how I needed/wanted. :(
@Mixx @TheFlyingPiano @titandeathgripper123 Looks like you can make it less fragile by fixing a lot of the part's Connections. Running "AutoConnect" on quite a lot of them will increase their connections considerably. HOWEVER, it's hard to say which ones to use it on is tough to say (though just about everything on each engine nacelle will benefit greatly from doing this), because doing it on some actually causes it to lose some connection points, others to lose LOTS of them, and others to lose important ones that cause them to cease being part of the craft! lol
+1Ones NOT to do it to: All of the Air Brakes, the very middle part of 'ornamental belt' under the orange "glass" (causes the entire 'belt' to disconnect from the craft).
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One example of "Things to Do or Not Do": was that on the three-engine circular "shoulder" assemblies at the left and right corners... where you start and finish is REALLY tricky. Because when you AutoConnect some, after others, they'll lose a lot of their connections.
Like, the actual 3 jet engines you see sticking out you should do the AutoConnect on them LAST. I did the three big silver rings first, then the gray curved blocks after (but NOT the last one on the very top!), then the 3 engine cowlings, and finally the 3 engines inside (hard to click on some stuff, so be careful).
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I'd upload mine, but unfortunately it seems that since not all of the Connections get Mirrored along with their parts, it means that doing the exact same stuff between both sides yielded something that was different. As such, the craft developed a bad yaw-right pull and so it wouldn't be right (I felt) to share it since the original flew straight.
Might be outside the scope of this mod, but... any chance you'd be willing to add in a speed readout and altimeter to it as well?
Reasoning is that it'd be nice to be able to keep the Action Groups open and still know my speed and altitude :} (this takes care of the throttle level, which is what I was also needing!)
Thanks either way!
@Leftybar Better late than never.... heh
Try clicking each Wing and then opening the Configuration for it. (Gear on the right side of the screen)
Change any VERTICALLY ALIGNED wing on the car so that they are now configured as "Symmetrical".
(vertically aligned, such as any being used as a body panel or vertical stabilizer; the Tail Fin parts are set to Symmetrical by default for this reason.)
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My GUESS as to why you're pulling to the right is because they're "Semi-Symmetrical" by default and due to how you installed some of them, they may all be "facing" the same way.
So if my guess is correct, as a result, the "Lift" being produced by the vertically aligned wings was to the left-side of them all, causing it to push you to the right. Changing it to Symmetrical then produces equal force on both sides, negating the 'pull'.
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ALTERNATIVELY... It might be a simple derp by SimplePlanes during any Mirror action. Sometimes I experience that where a part I've modified (specifically with Fine Tuner mod) has been mirrored but not attached at the same snap point as the other side. As a result it causes my craft to be Asymmetrical and has more Drag on one side, making it have a constant yaw|pitch|roll (case dependent) while in operation.
(In those scenarios the solution is that I have to manually do everything I did on the one side, to the other. Placing whatever it may be on the same original snap point, then moving it with Fine Tuner over to where it was when mirrored.)
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Hope that helps you, or, someone else at least... heh
(edit: oof, parsing multiple carriage returns sure does breaks my rambling heart! lol)
The "Download: Mod Settings" link directs you to the 'No Ocean' version of the mod instead. (possible copy-paste oopsie?)
@RamboJutter Do we have any idea why it uses a V-12, despite having what appears to be some sort of thruster at the back? That's what I found to be the most curious aspect of the artwork :P
Consider this my upvote, since I lack the 30-points requirement :)
+1Well fudge... lol There goes my plan of trying to make a curious/unique mid-engined propeller craft :P Very well done! If I could upvote it I would!
Gets my vote just for ingenuity! Sadly I can't upvote, but... words speak louder, right? :D