Here you go! Wonderful little build :)
All the details are included in the description for you; this is an Unlisted upload so be sure to bookmark it. (unless you want me to publish it?) Enjoy!
@F104Deathtrap True, but I meant in terms of shooting, period. Anything that misses the target at close range, would have an exacerbated down-range area of impact due to this. I suppose my error in worded was by using "inaccurate", since that does seem to imply that you would be aiming and firing at something beyond your gun's effective range.
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As I ended with last time, I'm sure in reality (at those speeds, and altitudes, other variables), what I'm thinking might've been a concern, likely isn't.
In other words: Internal dialogue that I externalized, and probably didn't need to! LOL
@F104Deathtrap Yea I knew about the X aiming you're referring to. But that configuration wouldn't complicate the gyro-assisted crosshair?
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It's also rather interesting, to my ignorant mind (although I love WWII period, it's not an obsession; I have factoids but not necessarily 'knowledge'), that they would go for that convergence system instead of firing straight ahead. Or at least, to have them converge at such a close distance (relatively, at 750ft), when the tradeoff is having your rounds beyond that distance be insanely inaccurate. To the point that it makes me wonder how many stray rounds may have dinged friendlies that weren't in technically in LoS/LoF but ended up being due to the inward-aimed gun making bullets at extreme range straying far wider. Alas, I'm sure it didn't, at all, work out as I'm thinking... which is a good thing lol
In case any other new players read that, figure since this is a "help" thread in a sense, I could at least explain the code from below...
First one's breakdown: Activate3? Throttle : Throttle - 0.33
1) Activate3 is in itself a 'question' asked to the game and will return either True or False (behind the scenes), which asks whether "Activation Group 3" (aka AG3) is enabled.
2) The ? now is what starts to turn this into a bit of 'code', as it forms the beginning of an IF statement, which is formatted as x? y : z. This is probably a poor way to look at it BUT, I like to think of it as IF? THEN : ELSE. Because if "X" = True, then it will Input "Y", elsewise (otherwise) it will Input "Y".
3) Throttle is a placeholder that automagically gets substituted with whatever % of Throttle you have applied, but as a decimal. For example: 0% Throttle (engine off) = 0.00, 58% is 0.58, and 100% is 1.00
4) Throttle - 0.33 is a bit of simple math which will apply whatever value Throttle you've set, subtracts 0.33 from it. and inputs that value instead.
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That all 'translates' to meaning... Is *Action Group 3* enabled?
If it IS, then use *Whatever Amount of Throttle You Have Applied*.
Or else if it is NOT, then instead use "Whatever Amount of Throttle You Have Applied -MINUS- 0.33*.
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Real world scenario:
Since I am using that code for my Engine's "Input" field...
When AG3 is Disabled, if I apply Full Throttle (100%), it secretly is only really using 66% Throttle.
When AG3 is Enabled, if I apply Full Throttle, it really IS applying 100%.
In other words, I'm using this as cheap "throttle stop" to prevent going faster.
ALTERNATIVELY, you could give your engine EXCESS power, say a Jet Engine with a power value of 2 (instead of 1), and if you used Throttle / 2 in place of Throttle - 0.33, when you activate AG3 it's like applying an Afterburner, :P (Note: If you're smarter than me, you could even code it further so that it needs the AG enabled and Throttle to be 100% before it will engage the "afterburner".)
Quicker summary of the second: Activate3? 0 : 1
That's used on a Beacon light.
Translates to: IF AG3 is enabled, THEN turn Beacon OFF (0 = off/disable/false/no), OTHERWISE turn Beacon ON (1 = on/enable/true/yes)
. [Code obtained from a plane of Astro12's. Everything else was learned from reading Snowflake's handy guide for all this stuff.]
@F104Deathtrap Yep closest I've come is adding a gun sight to my aforementioned plane's turret. That took me far less time to sight-in than I thought it would. 2 tries to get the crosshairs to show up on that camera's view, then 4 more to zero it in :D
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Otherwise I've indeed not considered that one, though it does sound nice.
Though to be honest, I was under the impression that's what the A-to-A dynamic crosshair affixed to each target basically was; a "Shoot Here to Sufficiently Lead The Target" sort of smart-reticle . However, I have also found that it's noooot exactly where one should aim, either. (In hindsight, that could be due to what my original post was about,... lol)
I imagine that would be ideal for fuselage mounted (centerline) guns, and not ones well into the wings since that'd require twice the gyros and even MORE math that I already wouldn't be able to calculate! lol
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Hell, today's my first attempt at even doing any sort of "real cockpit" sort of stuff, which amazingly has worked as I wanted it to right from the start (well... after I removed the attachments that mysteriously were created between my 'gauge needle' and the dial's face, preventing the needle from moving... lol). In fairness, though, I didn't do anything complex, and on top of it, yoinked that Input code someone else already made -- simple in its own right anyhow, but was beyond my capability. Activate3? Throttle : Throttle - 0.33
Which I was already using a form of it on my engines (albeit set to only subtract 0.175, so that my plane wouldn't exceed a challenge's max speed. Added it to AG3 so that I could still provide its full power and deem it as "WEP" :D So the 'gauge' I made is just a faux "Engine Temp" gauge, which once ""WEP"" is activated, it sweeps into a red zone. It also has a courtesy blinking Red light to indicate that "WEP" is enabled, and a Green (maybe Blue) to signify normal operation. (Provided I can figure out how to set it up so that when AG3 is on, the "Green" indicator turns off, and when AG3 is off, it turns "Green" back on... Tis gonna need more research, as my trial-and-error attempt hasn't bore fruit yet lol) EDIT: Well that was easier/quicker than I anticipated...
I had the right idea, just the wrong input. That Activate# I figured could perhaps also function as the 'toggle', depending on how it was utilized. Alas, it's only use to read, and based stuff on. So for that Green beacon alls I needed to do was change my kludged attempt of Activate3? Activate9 : Deactivate9 (feel free to laugh, it's appropriate lol), to simply be Activate3? 0 : 1 and presto!
When "WEP" is engaged (AG3), Green turns off, and when disengaged it turns back on ^_^
@Astro12 Bummer, alright.
No I'm not referring to a dive. :(
Sea Level to 1550m alt, it tops out at around 800kph
It gets a little faster until the 3650m air-density change at which point it can basically hit the 1000kph limit.
However, at 6100-6700m, it's able to blow well beyond, achieving 1200kph :(
I mean, TECHNICALLY speaking I could """exempt""" myself from that by writing it off as a real life thing that planes were equipped with and claim that the pilot requires authorization to exceed a certain throttle level, :}
War Emergency Power (WEP) is an American term for a throttle setting on some World War II military aircraft engines. For use in emergency situations, it produced more than 100% of the engine's normal rated power for a limited amount of time, often about five minutes.
*thinking* . . . If I can get an Input script to work, I might be able to make that a real function... And I might know just where to find it... *sheepish grin* lol
@F104Deathtrap Coincidentally, I'm trying to make a plane turret that has its own gyro for rotation and it... could be better LOL It's just an inertia pendulum while flying, spinning around as it pleases since its input isn't active by default (though, TIL as well, that a Gyro's Control Inputs being inactive does not mean that the Gyro is disabled! heh Thankfully on that plane, the minimal effect it's transferring to the plane is actually helpful given how gentle it is.)
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I'm not sure if the oddity I ALSO experienced, happens to be what you're referring to though... I suspect it isn't, but..
My plane has cannons as well, and so it has its own dedicated pip sight as we know. One of the cannons is facing aft, and occasionally the pip sight will drift around the screen, seemingly towards a target or to indicate... something, I dunno. My gut was telling me it was only doing that because I was traveling in a direction other than the direction that weapon system points. As it seemed like this also happened after spawning in w/o engaging engines, and the recoil from testing the front-facing cannons gave me some reverse momentum, at which time their piper started drifting. (Admittedly, that could've been due to the rear cannons that happen to be in that firing sequence, but are basically just 'dummy' guns that I'm using for a totally different reason mwahaha)
But yes... SP / Unity Engine quirks are a hoot to deal with/discover! :( lol
@Astro12 What altitude will you be conducting the tests at? (So I know how far off from your 1000kph max I am. [edit: lol why do I keep typing 'kmh'?!? forgive me, I'm a dumb imperial user!])
I'm pretty certain I'm going to be well over the limit, but as I have it designed now, I like how it performs too much and lowering the power will impact that too drastically. :\
I could adjust the prop blades' profile, but that kinda kills the aggressive appearance I was going for... and I think that would also impact performance negatively. There's probably a way around this all, I just am too inexperienced to know how to code the Throttle Input to act as an automated speed governor.
@ThomasRoderick @woodypan666
I don't know if this at all pertains to the aiming being off that was being discussed, but I just personally discovered that the Primary cockpit's orientation determines where the on-screen crosshairs point at.
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I had my primary set at X +5deg (355 in Fine Tuner), which in turn caused my Machineguns to shoot "low", since they were at 0deg. Rotating that cockpit back to 0 solved that.
I was using Cockpit-4 aka "Cockpit Block", the angled one that is 4th down in the list. Just in case it happens to be at all specific to only that cockpit variant, as I've yet to test whether it's also the case on any of the other types...
Oh hell.... Winterro's already seen this.... lmao
.... Welp .......
Maybe if I make it super silly and derpy, that'll overshadow how bad mine operates? :}
[I apologize if this should be a forum post, I'll happily delete it and move it, if so...]
@ThomasRoderick Is there a way to set up cannons so that they can be "paired" together and fire at the same time? I've tried setting the time between shots, but currently it's acting more like three guns instead of 4, where the two that are set to minimal time (0.01) fire at the same time, but the other two guns fire separately --correctly-- at their 1.0s intervals.
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I even tried making it so the Part IDs were in sequence, hoping maybe that had something to do with it.
Although using far more than the 4 cannons in my example above, my own "Cerberus" upload (it was a complete coincidence, despite the shocking similarities) can be looked at for what I'm talking about.
Each railgun has 7 cannons: 1 that fires an actual projectile, and 6 that just are being used for their Barrel Flash visual.
They don't always fire the same 6 that are tied to that actual railgun, where 5 might with 1 from a different one also goes off, ruining the visual effect. :(
THANKS!
NOTE: I'm a complete noob to FunkyTrees and a non-coder on top of that (though not a complete idiot, thankfully lol), so IF there is a solution to this, ideally the completed code will offer me the most help since I learn better by reverse-engineering than having to try and create it myself.
*beep-berp-berp* "9-1-1, what's your emergency?"
I'd like to report a noise complaint. "Ok, where's the noise coming from, sir?"
From your damn helicopter that's hovering 4 miles away!! It's been 10 minutes and they haven't even moved. Tell them to Land, or RTB. It's 2AM!
*rage-taps theEnd Call button*
I DO like the simple, but visually perfect, cockpit/nose.
Smart :P
For the record, I was using this NASA tool... which the accuracy for airplanes may be questionable since the category it's under is "Rockets" heh
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If 1000kmh (~2290mph) is the max speed, suddenly my 720ish mph top speed seems... slow T_T lol
But yea I smell lots of loopholes one could exploit, due to the rules being a slight bit vague.
Such as whether Propfans qualify (ultra-high bypass fans), who are external propellers, but also seem to still produce some amount of thrust from their turbine. So with no definition of "nothing turbine powered", a person could easily say it's a propfan engine but edit the turbine ""powering"" it, to have enough thrust to easily achieve 1000kmh.
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Or, whether using VTOL RCS/Thruster for insane maneuverability is within the scope of the rules, since it's not for thrust, but you now totally change the stall speeds of any given aircraft.
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Astro you're going to be swamped with testing work to judge everything if stuff like that is allowed :P
To add on, it is a Propfan aircraft, which is TECHNICALLY a turboprop.
Propfans were originally designed to be able to go up to Mach 0.86
On the one hand, he makes a good point, @Astro12 :P
....However...
MPH or KMH vs Mach are like comparing Fahrenheit to Celsius. Depending on the temperature, Fahrenheit has the higher number, but, once you get down to around -40C they are the exact same temp and after that Fahrenheit begins to have the LOWER number!
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My point, is that 1000mph or kmh is a hard number compared to Mach, because the speed of sound differs depending on air density (altitude and temperature), so Mach 0.86 at sea level and at +40K ft (12.2Km) altitude are totally different air speeds :}
Even then... HOLY CRAP...
1000kmh at 40K/ft is Mach 3.338! lol
Granted that's higher than "fighting" altitude (depending on the era, but if we're talking WWII it is 2x higher), so if we go with a more reasonable 15000/ft, then 1000kmh is.... Well, it's still Mach 3.01! lmao
I tried making him function more quadruped, instead of a.... uh... quadrupogo? I... like... guess that's accurate?
Anyways, tried being the key word. It didn't do anything like what I wanted, as everything somehow STILL managed to operate in sync with each other, despite being configured the complete opposite.
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What? Noo...!
My user modifications are NOT why he exploded, and I still want my money back!!
Granted, that's fair!
Though, to completely avoid any chance of confusion or mix-up, wouldn't it be better to make the change in the original text, as well as doing as you have been by including it in a pinned comment as a "Change-Log" and to highlight the change. [/Forms 2 Cents]
@Astro12 You know you can edit your post's text? Click the ▼ next to the number of downloads.
Then you don't have to pin your comments, and can add those changes directly to the main info ;) (EDIT: You might have to view the page as "Desktop Site", since you're on Android... I'm not sure.)
Good news, they've added Hollow Fuselage parts, so you can finally replaced all your ring segments with a single, large, Hollow Fuselage part!
Not that I think you're still around, but just sayin' :P
Looks like a suitable Mk.II of what @JaphetSkie's made which gets towed behind a P-51 lol
These are rather inventive, I think. Crude, sure, but effective! (in SP at least heh)
#InB4TheLock
I mean, what...? >_>
Obviously it's a minimalist dinner of various types of beans with a strip of mayonnaise, and a little pile of salt. *nods* 👍
My condolences on having lost your other chopstick.
@PaperPlaneHasDream Like, after setting up control surfaces, to convert it to a non-physics wing?
(If that's the case, I could just set wingPhysics=false since AFAIK that's the only difference, but, I could certainly try both and see if it matters to SP.)
Thanks.
@surajsahu I've tried that T_T lol
And actually, on my QueSST plane, after having attachments out the wazoo, I went and did Auto Attachments on all the wing segments, and the flex was considerably less than it was with lots of attachments.
I found that highly annoying, given the amount of time I spent adding all those attachments in the first place! lol
Reality:If you approach problems logically, more often than not your solution will work out as you intended. Simple Planes:Ppfpfhahahahahah. Logic. I only deal in Fuzzy Logic! Simple Planes:You give me a zero, I give you 0.001284. Simple Planes:You want more attachment points on your wings to stiffen it up? I'll give you noodle-wings!
:P
@KGcheater How do you overcome wing flex? That's been my bane, my reoccurring nemesis. Though I have noticed that if a wing doesn't have any control surface(s), that it in turn doesn't flex when maneuvering.
So is that the solution... to only use hinge-powered control surfaces, thereby letting them 'absorb' all the torque/force that otherwise would've been applied directly to the wing; thus, prevents flexing?
I went absolutely all-out on making it a real frog... lol I love it, I can't stop playing with it. Will be uploading it in a minute. EDIT: Heee's hhheeeerrreeeeeee!. I love that orange idiot, he's so fun. Those stupid floppy arms are brilliant (and the tongue), so I kept them! *(I say 'stupid' in a good way, don't worry lol)
Oooh PHOOEY...
I had to do a last second "Undo" due to a mis-click, which seems to have also undone the Attachment action of the 'Wright Flyer wing' part. :( EDIT: Also removed me having set the bottom rotor to AG1, which is literally no concern, I'll remove that from the Controls entry.
You strive for perfection, and the simplest of game bugs bites you in the butt. At least it's nothing severe.
. EDIT #2: Yep, it bothered me that much... lmao Here's a fixed version for anyone that doesn't feel like zooming in and attaching it. (just in case attaching it another way causes the rotors to go haywire like the LiDAR lenses did...) NASA's Mars ''Ingenuity'' Helicopter [Wright Flyer Fix]
Thanks @uptightjumbo, @tucan, @Cereal, @DDVC, @Clutch, @scratch, @Suqingqing, and @V !! (heh I hope each edit doesn't re-ping everyone else listed... let me know if it does plz!)
@Sadboye12 hah Nopers. Huax had kindly answered (and solved) my question that I --albeit mistakenly-- thought was similar to his own... So I wanted to return the favor by trying to find some folk who may be able to answer their question... ^_^
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Hopefully, then, your A ? B = C comment is indeed in relation to Huax's situation and not mine. lol
Thanks for responding!
There's more to it than this, and I don't have the knowledge yet to fully address what you're experiencing; however, I have been able to solve this in my own builds by adjusting the CoM (red dot). On jets with CoT at the rear, seems that having the CoM a bit forward of the CoL is ideal (a "bubble" in length in front of seems sufficient).
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But too much weight towards the front, or too far to the front, will cause it to oscillate (wiggle) like that.
Another cheap trick is to make two small "canards", but then hide them INSIDE the plane somewhere near the nose. I had to do that on my "QueSST" plane in order to get it to fly better.
Hiding them inside the body won't ruin the looks, but will help counteract some of SP's physics issues.
@Huax Either I'm a complete idiot, or the Input entry was definitely NOT there when I originally added them... O_O
I went to add your code just now, and lo and behold, there was "Input" already there, with None set....
I feel like I'm losing my mind lol
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Either way... Thank you! :)
@Skyplayz @HadesHadestheWeeb To clarify, I believe Hades means "need 100" points (number to the left of our names), not 100 followers. :)
As I can say for certain that you don't need that many followers, since people with only 5 followers has been able to spotlight something of mine. heh
*grumbles* Note to Self: do not upvote before submitting comments, as said typed text will be lost due to the page freshing... :\
This kind of sounds like the question I was asking myself yesterday!
In my case I was needing to have it so performing an action would toggle a Beacon. Specifically, if the Landing Gear is down the beacon is On, and if the gear is up the beacon is Off. (whether it's relevant, I was specifically using LandingGear input, not GearUp or GearDown since that's beyond me currently.)
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My only worry is that FunkyTrees may not even be able to define whether an AG is Enabled or Disabled... <_>
Here I was, thinking you were asking about the Nose Cone and I'm like... *facepalm*
Then I read what KoR said and was like... "Aaah, that pointy thing!" Then I realized, that I thought it was to help reduce the bow shock when breaking the sound barrier, and was like *facepalm at myself* :( lol
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...TIL... :D
"Quite literally, yes. Pirating is still very much not legal and morally wrong, especially when you are stealing from an indie studio."
Pirating is stealing with the intention to redistribute and somehow profit from (either trade what you have or outright exchange for money). Conventionally speaking, this involves hijacking and direct harm of one or more innocent individuals (ie holding up a semi truck driver and stealing his goods, or a cargo vessel at sea, etc).
However...
Downloading something that you have to buy, for your own use, but without paying for it, is only theft/stealing. It's still wrong, and still very illegal, subjecting you to whatever your countries criminal codes are, same as if you took something physically from a retail store.
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Granted, in the digital age that last part about Piracy is thankfully not exactly an issue anymore, though one could still easily say it is by pointing out the times when people have managed to obtain copies of something early because of a human error (either a slip up that allowed access for just-long-enough, or a system that has crappy security [firewall, logins, etc; missing critical patches, or software is deprecated entirely] which was simple to bypass), which such a situation could indeed cost them their job all because of digital pirate's actions.
I am NOT saying I condone it. Nor am I making excuses for anyone. Simply that the media has mislabeled it and it's kinda like labeling a person that stole a Blu-Ray Player the same as someone that stole someone's Child.
One is a person with questionable morals who has done something wrong, able to come back from the path they've strayed down...
The other, is a person with either no morals or they're completely twisted, who has done something very bad, crossing a line you cannot come back from.
(admittedly, that's a very extreme comparison, since I'd argue you could come back to the right side after a single act of piracy so long as you didn't irreparably harm anyone)
... "Well, that escalated quickly..." :}
TL;DR -
Don't steal SimplePlanes! It's worth the money to buy it, even in 2021, even with its remaining bugs and shortcomings/annoyances!
Thanks @MarbleXLazuli :)
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Thanks @pbirb You'll have to slap yours on and see how well it works (You'll probably want to mark the CoM first, just in case, as I imagine the weight difference between our engines will be rather different and in turn may alter its flight characteristics if it shifts too much.)
I mirror @CDRxavier 's sentiments lol I can get the map to load once, maybe twice, but every time the poor thing explodes. Even with its fuselage (ie the great pyramid) health set to 100E+20 :(
BTW the "once or twice", after that, SP is like "Go home, you're drunk. C'mon... give me your keys, we're not doing this anymore." :P (This is on a more than capable PC, too!)
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I mean geeze... All I wanted to do was attach a matching scale 50,50,1 jet with an absurd amount of power to the bottom of that nice orange circle and make the pretty pyramid fly.... *takes his ball and goes home* ... stupid Unity engine... never lets me have any fun... all the real game engines let the other kids do absurd things, like Gary's Mod or <lacks another example>.... I WISH THEY WERE MY GAME ENGINE!! *sniff*
I must say, you nailed the likeness again.
If you happen to have a 1950s, or even 1960s Corvette made already, that'd save me a bunch of time since I wouldn't have to make that, for an absurd Flying Vette Fighter I was wanting to create... lol
Here you go! Wonderful little build :)
All the details are included in the description for you; this is an Unlisted upload so be sure to bookmark it. (unless you want me to publish it?)
Enjoy!
@F104Deathtrap True, but I meant in terms of shooting, period. Anything that misses the target at close range, would have an exacerbated down-range area of impact due to this. I suppose my error in worded was by using "inaccurate", since that does seem to imply that you would be aiming and firing at something beyond your gun's effective range.
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As I ended with last time, I'm sure in reality (at those speeds, and altitudes, other variables), what I'm thinking might've been a concern, likely isn't.
In other words: Internal dialogue that I externalized, and probably didn't need to! LOL
@F104Deathtrap Yea I knew about the X aiming you're referring to. But that configuration wouldn't complicate the gyro-assisted crosshair?
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It's also rather interesting, to my ignorant mind (although I love WWII period, it's not an obsession; I have factoids but not necessarily 'knowledge'), that they would go for that convergence system instead of firing straight ahead. Or at least, to have them converge at such a close distance (relatively, at 750ft), when the tradeoff is having your rounds beyond that distance be insanely inaccurate. To the point that it makes me wonder how many stray rounds may have dinged friendlies that weren't in technically in LoS/LoF but ended up being due to the inward-aimed gun making bullets at extreme range straying far wider. Alas, I'm sure it didn't, at all, work out as I'm thinking... which is a good thing lol
Nice camo work :D
In case any other new players read that, figure since this is a "help" thread in a sense, I could at least explain the code from below...
First one's breakdown:
Activate3? Throttle : Throttle - 0.33
1) Activate3 is in itself a 'question' asked to the game and will return either True or False (behind the scenes), which asks whether "Activation Group 3" (aka AG3) is enabled.
2) The ? now is what starts to turn this into a bit of 'code', as it forms the beginning of an IF statement, which is formatted as
x? y : z
. This is probably a poor way to look at it BUT, I like to think of it asIF? THEN : ELSE
. Because if "X" = True, then it will Input "Y", elsewise (otherwise) it will Input "Y".3) Throttle is a placeholder that automagically gets substituted with whatever % of Throttle you have applied, but as a decimal. For example: 0% Throttle (engine off) = 0.00, 58% is 0.58, and 100% is 1.00
4) Throttle - 0.33 is a bit of simple math which will apply whatever value Throttle you've set, subtracts 0.33 from it. and inputs that value instead.
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That all 'translates' to meaning...
Is *Action Group 3* enabled?
If it IS, then use *Whatever Amount of Throttle You Have Applied*.
Or else if it is NOT, then instead use "Whatever Amount of Throttle You Have Applied -MINUS- 0.33*.
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Real world scenario:
Since I am using that code for my Engine's "Input" field...
When AG3 is Disabled, if I apply Full Throttle (100%), it secretly is only really using 66% Throttle.
When AG3 is Enabled, if I apply Full Throttle, it really IS applying 100%.
In other words, I'm using this as cheap "throttle stop" to prevent going faster.
ALTERNATIVELY, you could give your engine EXCESS power, say a Jet Engine with a power value of 2 (instead of 1), and if you used
Throttle / 2
in place ofThrottle - 0.33
, when you activate AG3 it's like applying an Afterburner, :P (Note: If you're smarter than me, you could even code it further so that it needs the AG enabled and Throttle to be 100% before it will engage the "afterburner".)Quicker summary of the second:
Activate3? 0 : 1
That's used on a Beacon light.
Translates to: IF AG3 is enabled, THEN turn Beacon OFF (0 = off/disable/false/no), OTHERWISE turn Beacon ON (1 = on/enable/true/yes)
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[Code obtained from a plane of Astro12's. Everything else was learned from reading Snowflake's handy guide for all this stuff.]
@F104Deathtrap Yep closest I've come is adding a gun sight to my aforementioned plane's turret. That took me far less time to sight-in than I thought it would. 2 tries to get the crosshairs to show up on that camera's view, then 4 more to zero it in :D
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Otherwise I've indeed not considered that one, though it does sound nice.
Though to be honest, I was under the impression that's what the A-to-A dynamic crosshair affixed to each target basically was; a "Shoot Here to Sufficiently Lead The Target" sort of smart-reticle . However, I have also found that it's noooot exactly where one should aim, either. (In hindsight, that could be due to what my original post was about,... lol)
I imagine that would be ideal for fuselage mounted (centerline) guns, and not ones well into the wings since that'd require twice the gyros and even MORE math that I already wouldn't be able to calculate! lol
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Hell, today's my first attempt at even doing any sort of "real cockpit" sort of stuff, which amazingly has worked as I wanted it to right from the start (well... after I removed the attachments that mysteriously were created between my 'gauge needle' and the dial's face, preventing the needle from moving... lol). In fairness, though, I didn't do anything complex, and on top of it, yoinked that Input code someone else already made -- simple in its own right anyhow, but was beyond my capability.
Activate3? Throttle : Throttle - 0.33
Which I was already using a form of it on my engines (albeit set to only subtract 0.175, so that my plane wouldn't exceed a challenge's max speed. Added it to AG3 so that I could still provide its full power and deem it as "WEP" :D So the 'gauge' I made is just a faux "Engine Temp" gauge, which once ""WEP"" is activated, it sweeps into a red zone. It also has a courtesy blinking Red light to indicate that "WEP" is enabled, and a Green (maybe Blue) to signify normal operation. (Provided I can figure out how to set it up so that when AG3 is on, the "Green" indicator turns off, and when AG3 is off, it turns "Green" back on... Tis gonna need more research, as my trial-and-error attempt hasn't bore fruit yet lol)
EDIT: Well that was easier/quicker than I anticipated...
I had the right idea, just the wrong input. That
Activate#
I figured could perhaps also function as the 'toggle', depending on how it was utilized. Alas, it's only use to read, and based stuff on. So for that Green beacon alls I needed to do was change my kludged attempt ofActivate3? Activate9 : Deactivate9
(feel free to laugh, it's appropriate lol), to simply beActivate3? 0 : 1
and presto!When "WEP" is engaged (AG3), Green turns off, and when disengaged it turns back on ^_^
@Astro12 Bummer, alright.
No I'm not referring to a dive. :(
Sea Level to 1550m alt, it tops out at around 800kph
It gets a little faster until the 3650m air-density change at which point it can basically hit the 1000kph limit.
However, at 6100-6700m, it's able to blow well beyond, achieving 1200kph :(
I mean, TECHNICALLY speaking I could """exempt""" myself from that by writing it off as a real life thing that planes were equipped with and claim that the pilot requires authorization to exceed a certain throttle level, :}
*thinking*
. . . If I can get an Input script to work, I might be able to make that a real function... And I might know just where to find it... *sheepish grin* lol@F104Deathtrap Coincidentally, I'm trying to make a plane turret that has its own gyro for rotation and it... could be better LOL It's just an inertia pendulum while flying, spinning around as it pleases since its input isn't active by default (though, TIL as well, that a Gyro's Control Inputs being inactive does not mean that the Gyro is disabled! heh Thankfully on that plane, the minimal effect it's transferring to the plane is actually helpful given how gentle it is.)
.
I'm not sure if the oddity I ALSO experienced, happens to be what you're referring to though... I suspect it isn't, but..
My plane has cannons as well, and so it has its own dedicated pip sight as we know. One of the cannons is facing aft, and occasionally the pip sight will drift around the screen, seemingly towards a target or to indicate... something, I dunno. My gut was telling me it was only doing that because I was traveling in a direction other than the direction that weapon system points. As it seemed like this also happened after spawning in w/o engaging engines, and the recoil from testing the front-facing cannons gave me some reverse momentum, at which time their piper started drifting.
(Admittedly, that could've been due to the rear cannons that happen to be in that firing sequence, but are basically just 'dummy' guns that I'm using for a totally different reason mwahaha)
But yes... SP / Unity Engine quirks are a hoot to deal with/discover! :( lol
@Astro12 What altitude will you be conducting the tests at? (So I know how far off from your 1000kph max I am. [edit: lol why do I keep typing 'kmh'?!? forgive me, I'm a dumb imperial user!])
I'm pretty certain I'm going to be well over the limit, but as I have it designed now, I like how it performs too much and lowering the power will impact that too drastically. :\
I could adjust the prop blades' profile, but that kinda kills the aggressive appearance I was going for... and I think that would also impact performance negatively. There's probably a way around this all, I just am too inexperienced to know how to code the Throttle Input to act as an automated speed governor.
@ThomasRoderick @woodypan666
I don't know if this at all pertains to the aiming being off that was being discussed, but I just personally discovered that the Primary cockpit's orientation determines where the on-screen crosshairs point at.
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I had my primary set at X +5deg (355 in Fine Tuner), which in turn caused my Machineguns to shoot "low", since they were at 0deg. Rotating that cockpit back to 0 solved that.
I was using
Cockpit-4
aka "Cockpit Block", the angled one that is 4th down in the list. Just in case it happens to be at all specific to only that cockpit variant, as I've yet to test whether it's also the case on any of the other types...Oh hell.... Winterro's already seen this.... lmao
.... Welp .......
Maybe if I make it super silly and derpy, that'll overshadow how bad mine operates? :}
[I apologize if this should be a forum post, I'll happily delete it and move it, if so...]
@ThomasRoderick Is there a way to set up cannons so that they can be "paired" together and fire at the same time? I've tried setting the time between shots, but currently it's acting more like three guns instead of 4, where the two that are set to minimal time (0.01) fire at the same time, but the other two guns fire separately --correctly-- at their 1.0s intervals.
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I even tried making it so the Part IDs were in sequence, hoping maybe that had something to do with it.
Although using far more than the 4 cannons in my example above, my own "Cerberus" upload (it was a complete coincidence, despite the shocking similarities) can be looked at for what I'm talking about.
Each railgun has 7 cannons: 1 that fires an actual projectile, and 6 that just are being used for their Barrel Flash visual.
They don't always fire the same 6 that are tied to that actual railgun, where 5 might with 1 from a different one also goes off, ruining the visual effect. :(
THANKS!
NOTE: I'm a complete noob to FunkyTrees and a non-coder on top of that (though not a complete idiot, thankfully lol), so IF there is a solution to this, ideally the completed code will offer me the most help since I learn better by reverse-engineering than having to try and create it myself.
*beep-berp-berp*
"9-1-1, what's your emergency?"
I'd like to report a noise complaint.
"Ok, where's the noise coming from, sir?"
From your damn helicopter that's hovering 4 miles away!! It's been 10 minutes and they haven't even moved. Tell them to Land, or RTB. It's 2AM!
*rage-taps the
End Call
button*I DO like the simple, but visually perfect, cockpit/nose.
Smart :P
For the record, I was using this NASA tool... which the accuracy for airplanes may be questionable since the category it's under is "Rockets" heh
.
If 1000kmh (~2290mph) is the max speed, suddenly my 720ish mph top speed seems... slow T_T lol
But yea I smell lots of loopholes one could exploit, due to the rules being a slight bit vague.
Such as whether Propfans qualify (ultra-high bypass fans), who are external propellers, but also seem to still produce some amount of thrust from their turbine. So with no definition of "nothing turbine powered", a person could easily say it's a propfan engine but edit the turbine ""powering"" it, to have enough thrust to easily achieve 1000kmh.
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Or, whether using VTOL RCS/Thruster for insane maneuverability is within the scope of the rules, since it's not for thrust, but you now totally change the stall speeds of any given aircraft.
.
Astro you're going to be swamped with testing work to judge everything if stuff like that is allowed :P
@LieutenantSOT
On the one hand, he makes a good point, @Astro12 :P
....However...
MPH or KMH vs Mach are like comparing Fahrenheit to Celsius. Depending on the temperature, Fahrenheit has the higher number, but, once you get down to around -40C they are the exact same temp and after that Fahrenheit begins to have the LOWER number!
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My point, is that 1000mph or kmh is a hard number compared to Mach, because the speed of sound differs depending on air density (altitude and temperature), so Mach 0.86 at sea level and at +40K ft (12.2Km) altitude are totally different air speeds :}
Even then... HOLY CRAP...
1000kmh at 40K/ft is Mach 3.338! lol
Granted that's higher than "fighting" altitude (depending on the era, but if we're talking WWII it is 2x higher), so if we go with a more reasonable 15000/ft, then 1000kmh is.... Well, it's still Mach 3.01! lmao
NNOOOooo-ho-ho-ooooo!!
He-e-e bleewww uu-uppp!!!!!! T_T
I tried making him function more quadruped, instead of a.... uh... quadrupogo? I... like... guess that's accurate?
Anyways, tried being the key word. It didn't do anything like what I wanted, as everything somehow STILL managed to operate in sync with each other, despite being configured the complete opposite.
,
What?
Noo...!
My user modifications are NOT why he exploded, and I still want my money back!!
*cough*
BRRRTy McBRRRTface?
:P
Granted, that's fair!
Though, to completely avoid any chance of confusion or mix-up, wouldn't it be better to make the change in the original text, as well as doing as you have been by including it in a pinned comment as a "Change-Log" and to highlight the change.
[/Forms 2 Cents]
@Astro12 You know you can edit your post's text? Click the ▼ next to the number of downloads.
Then you don't have to pin your comments, and can add those changes directly to the main info ;)
(EDIT: You might have to view the page as "Desktop Site", since you're on Android... I'm not sure.)
@210100 OOOOOooooklllllaaaaaHOMA-OKLAHOMA-OKLAHOMA-OKLAHOMA-OKLAHOMA!!
lol Sorry. NO idea why it reminded me of that :}
Good news, they've added Hollow Fuselage parts, so you can finally replaced all your ring segments with a single, large, Hollow Fuselage part!
Not that I think you're still around, but just sayin' :P
Looks like a suitable
Mk.II
of what @JaphetSkie's made which gets towed behind a P-51 lolThese are rather inventive, I think. Crude, sure, but effective! (in SP at least heh)
SNEK BOI lol
#InB4TheLock
I mean, what...? >_>
Obviously it's a minimalist dinner of various types of beans with a strip of mayonnaise, and a little pile of salt. *nods* 👍
My condolences on having lost your other chopstick.
@PaperPlaneHasDream Like, after setting up control surfaces, to convert it to a non-physics wing?
(If that's the case, I could just set
wingPhysics=false
since AFAIK that's the only difference, but, I could certainly try both and see if it matters to SP.)Thanks.
@surajsahu I've tried that T_T lol
And actually, on my QueSST plane, after having attachments out the wazoo, I went and did Auto Attachments on all the wing segments, and the flex was considerably less than it was with lots of attachments.
I found that highly annoying, given the amount of time I spent adding all those attachments in the first place! lol
Reality: If you approach problems logically, more often than not your solution will work out as you intended.
Simple Planes: Ppfpfhahahahahah. Logic. I only deal in Fuzzy Logic!
Simple Planes: You give me a zero, I give you 0.001284.
Simple Planes: You want more attachment points on your wings to stiffen it up? I'll give you noodle-wings!
:P
@KGcheater How do you overcome wing flex? That's been my bane, my reoccurring nemesis. Though I have noticed that if a wing doesn't have any control surface(s), that it in turn doesn't flex when maneuvering.
So is that the solution... to only use hinge-powered control surfaces, thereby letting them 'absorb' all the torque/force that otherwise would've been applied directly to the wing; thus, prevents flexing?
I did the best I could :\ It's not great but it can now be flown at least. :}
If you leave the Gyro in it, launch it almost level or it'll catch itself on the Detatcher heh
https://www.simpleplanes.com/a/c68THs/Kinda-Flyable-Ballistic-Missile-KFBM
Monster Trucks + Pepe le Pew??
What's not to love?! :D
I went absolutely all-out on making it a real frog... lol I love it, I can't stop playing with it. Will be uploading it in a minute.
EDIT: Heee's hhheeeerrreeeeeee!. I love that orange idiot, he's so fun. Those stupid floppy arms are brilliant (and the tongue), so I kept them! *(I say 'stupid' in a good way, don't worry lol)
I approve of your username... ;)
The Datsun is cute, too haha
@Neenyboy My sentiments exactly!
Oooh PHOOEY...
I had to do a last second "Undo" due to a mis-click, which seems to have also undone the Attachment action of the 'Wright Flyer wing' part. :(
EDIT: Also removed me having set the bottom rotor to AG1, which is literally no concern, I'll remove that from the Controls entry.
You strive for perfection, and the simplest of game bugs bites you in the butt. At least it's nothing severe.
.
EDIT #2: Yep, it bothered me that much... lmao Here's a fixed version for anyone that doesn't feel like zooming in and attaching it. (just in case attaching it another way causes the rotors to go haywire like the LiDAR lenses did...)
NASA's Mars ''Ingenuity'' Helicopter [Wright Flyer Fix]
Thanks @uptightjumbo, @tucan, @Cereal, @DDVC, @Clutch, @scratch, @Suqingqing, and @V !!
(heh I hope each edit doesn't re-ping everyone else listed... let me know if it does plz!)
That's a BIG bird!
I suppose, there IS still plenty of strategy involved in carpet bombing lol
@LunchBox
A giant mechanical SNEK! (snake)
With individual body segments :D
(Here's a good starting point you could base the design on)
You'll probably see it regardless, but I'll tag you just in case:
@SnoWFLakE0s
@Sadboye12 hah Nopers. Huax had kindly answered (and solved) my question that I --albeit mistakenly-- thought was similar to his own... So I wanted to return the favor by trying to find some folk who may be able to answer their question... ^_^
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Hopefully, then, your
A ? B = C
comment is indeed in relation to Huax's situation and not mine. lolThanks for responding!
There's more to it than this, and I don't have the knowledge yet to fully address what you're experiencing; however, I have been able to solve this in my own builds by adjusting the CoM (red dot). On jets with CoT at the rear, seems that having the CoM a bit forward of the CoL is ideal (a "bubble" in length in front of seems sufficient).
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But too much weight towards the front, or too far to the front, will cause it to oscillate (wiggle) like that.
Another cheap trick is to make two small "canards", but then hide them INSIDE the plane somewhere near the nose. I had to do that on my "QueSST" plane in order to get it to fly better.
Hiding them inside the body won't ruin the looks, but will help counteract some of SP's physics issues.
@Huax Either I'm a complete idiot, or the Input entry was definitely NOT there when I originally added them... O_O
I went to add your code just now, and lo and behold, there was "Input" already there, with None set....
I feel like I'm losing my mind lol
.
Either way... Thank you! :)
@CheetoPumkinEater1 Glad you liked it!
A feather in my cap :)
@Skyplayz @HadesHadestheWeeb To clarify, I believe Hades means "need 100" points (number to the left of our names), not 100 followers. :)
As I can say for certain that you don't need that many followers, since people with only 5 followers has been able to spotlight something of mine. heh
*grumbles* Note to Self: do not upvote before submitting comments, as said typed text will be lost due to the page freshing... :\
This kind of sounds like the question I was asking myself yesterday!
In my case I was needing to have it so performing an action would toggle a Beacon. Specifically, if the Landing Gear is down the beacon is On, and if the gear is up the beacon is Off. (whether it's relevant, I was specifically using
LandingGear
input, notGearUp
orGearDown
since that's beyond me currently.).
My only worry is that FunkyTrees may not even be able to define whether an AG is
Enabled
orDisabled
... <_>Here I was, thinking you were asking about the Nose Cone and I'm like... *facepalm*
Then I read what KoR said and was like... "Aaah, that pointy thing!"
Then I realized, that I thought it was to help reduce the bow shock when breaking the sound barrier, and was like *facepalm at myself* :( lol
.
...TIL... :D
@edensk Osmosis???
*
shrugging-intensifies
* lol@Walvis I'd just like to clarify a misnomer regarding your comment...
Pirating is stealing with the intention to redistribute and somehow profit from (either trade what you have or outright exchange for money). Conventionally speaking, this involves hijacking and direct harm of one or more innocent individuals (ie holding up a semi truck driver and stealing his goods, or a cargo vessel at sea, etc).
However...
Downloading something that you have to buy, for your own use, but without paying for it, is only theft/stealing. It's still wrong, and still very illegal, subjecting you to whatever your countries criminal codes are, same as if you took something physically from a retail store.
.
Granted, in the digital age that last part about Piracy is thankfully not exactly an issue anymore, though one could still easily say it is by pointing out the times when people have managed to obtain copies of something early because of a human error (either a slip up that allowed access for just-long-enough, or a system that has crappy security [firewall, logins, etc; missing critical patches, or software is deprecated entirely] which was simple to bypass), which such a situation could indeed cost them their job all because of digital pirate's actions.
I am NOT saying I condone it. Nor am I making excuses for anyone. Simply that the media has mislabeled it and it's kinda like labeling a person that stole a Blu-Ray Player the same as someone that stole someone's Child.
One is a person with questionable morals who has done something wrong, able to come back from the path they've strayed down...
The other, is a person with either no morals or they're completely twisted, who has done something very bad, crossing a line you cannot come back from.
(admittedly, that's a very extreme comparison, since I'd argue you could come back to the right side after a single act of piracy so long as you didn't irreparably harm anyone)
... "Well, that escalated quickly..." :}
TL;DR -
Don't steal SimplePlanes! It's worth the money to buy it, even in 2021, even with its remaining bugs and shortcomings/annoyances!
Any words I could think of would not do this justice, so I will not even try, and just give you the upvote you deserve instead! :)
Thanks @MarbleXLazuli :)
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Thanks @pbirb You'll have to slap yours on and see how well it works (You'll probably want to mark the CoM first, just in case, as I imagine the weight difference between our engines will be rather different and in turn may alter its flight characteristics if it shifts too much.)
Your detail work is superb on all of your builds! The skull is very impressive on this one :D
I mirror @CDRxavier 's sentiments lol I can get the map to load once, maybe twice, but every time the poor thing explodes. Even with its fuselage (ie the great pyramid) health set to 100E+20 :(
BTW the "once or twice", after that, SP is like "Go home, you're drunk. C'mon... give me your keys, we're not doing this anymore." :P (This is on a more than capable PC, too!)
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I mean geeze... All I wanted to do was attach a matching scale 50,50,1 jet with an absurd amount of power to the bottom of that nice orange circle and make the pretty pyramid fly....
*takes his ball and goes home*
... stupid Unity engine... never lets me have any fun... all the real game engines let the other kids do absurd things, like Gary's Mod or <lacks another example>.... I WISH THEY WERE MY GAME ENGINE!!
*sniff*
I must say, you nailed the likeness again.
If you happen to have a 1950s, or even 1960s Corvette made already, that'd save me a bunch of time since I wouldn't have to make that, for an absurd Flying Vette Fighter I was wanting to create... lol