I played with the music on for long enough that it's a source of nostalgia for me, but nowadays I generally just have Spotify running in the background.
Custom switches are pretty simple, actually. Just set the inputId of the switch to something (Engine1, for example), and then set the activation group for the engine's throttle input to the same thing. Alternatively, you could set the engine's throttle input to something like (Engine1*0.05)+(Throttle*0.95) to have the engine idle at 5% thrust when the switch is on and throttle is at 0.
Custom engine startup is quite a bit more complicated and requires custom variables, so even though I know of a way to do it, I'll let someone more qualified explain that.
@SilverStar Updated slightly to be a little more metallic. I chose not to go fully mirror-finish to keep the difference from the labels (in particular the race numbers) from being too large.
Since the labels don't (currently) support reflections or metallic finishes, the difference between the reflectivity of the labels and the fuselage color becomes rather annoyingly noticeable when the fuselage is closer to a full mirror-finish.
If you want it to not do that, try changing the maxHeadingAngleAdjustmentRate in Overload (or add it if it's not there by default). I believe that this controls how fast the missile can turn (so when it tries to come around again, it can't turn fast enough to do so).
Hmmm... not sure I'll have time to enter this, but I have a few questions.
1. Does the vehicle need to be 100% original, or can it be based on someone else's (with appropriate credit, of course)?
2. Are wheels mandatory?
3. Does the vehicle have to be in full contact with the ground? (E.g., would a hovercraft or something be considered a "ground vehicle")
@ReinMcDeer Good idea, though right now I'm focusing more on stock-ish Mustangs since they can all have pretty much the same flight characteristics and therefore be kind of competitive against each other (plus I'm still working on figuring out how to do the modified canopy and turtledeck of some of the less-stock racers yet). I'll definitely keep it in mind though!
I'm not entirely sure whether you're talking about single player or multiplayer, but...
For single player, you can disable AI aircraft spawns in the game settings (Game Settings -> AI Air Traffic -> None), and for multiplayer, I'd suggest checking out this.
@realSavageMan Here's a quick explanation of how to control the guns with a camera. The camera has "Look Pitch" and "Look Yaw" variable output options, so you set those to something (maybe "Pitch1" and "Yaw1" or something). Then, you set the gun's rotator inputs to those variables.
Two important things to note, though. You'll need to mess with the rotator speed, range, and input limits (to keep them from trying to turn all the way around and through things), and the camera can't really be attached to the gun itself, which is why this type of control generally works better for turrets than door guns.
@SheriffHackdogMCPE I don't think it was specifically Jundroo. Hando also had a hand in shutting down development on a HandoJet project for FlightGear several years back, I believe.
I used to do a funky dark teal (probably five years ago now), but I've since switched to either some base color with blue accents or white/silver/red for most of mine.
@ColonelCanada A brilliant, but flawed, deduction. In the course of your reasoning, you have overlooked the fact that there are, in fact, two convoys, one on Krakabloa and one on Maywar, a fact that you could not have known as you do not have Maywar yourself. This would result in a total of five targets, rather than the four that were specified. More thinking is required.
If you have an AircraftDesigns folder inside /Jundroo/SimplePlanes, you should* be able to manually download and then copy/paste downloaded aircraft there.
Theoretically you could do the same with mods but in the Mods folder instead of AircraftDesigns.
Disclaimer: I do not use Linux and have never tried this before, so I really have no idea if this will work or not.
There's a few ways to do this, but the simplest would be Brake|Activate5 (that's the vertical bar character, not a lowercase L). clamp01(Brake + Activate5) is another way to do this, but it behaves a little differently.
Try changing the input min/max for the engine from -1 and 1 to -0.1 and 0.1, respectively. Then multiply the engine power by 10.
Should give you pretty much the same engine response, but a bit quieter (since the engine is only revving up to 10% instead of 100%). Also works on jet engines.
Try making it a bit heavier. I added some weight to the bottom of the fuselage to make the helicopter weigh about 1,700 pounds, and it reaches up to 60 knots at only 10 degrees of pitch.
@Mrcooldude
I'm a terrible benchmark because my computer is actually under the minimum recommended specs on paper but can also run things it seemingly shouldn't be able to (Fallout 4 on lowish settings, for example) for reasons which I still haven't been able to figure out. (Ryzen 5 4500u with 512MB integrated graphics, if you're curious.)
SP2 is more demanding than SP1, but not excessively so. If you can run SP1 at a good framerate, you'll probably be able to run SP2 at a playable framerate or better.
I played with the music on for long enough that it's a source of nostalgia for me, but nowadays I generally just have Spotify running in the background.
+2Custom switches are pretty simple, actually. Just set the
inputId
of the switch to something (Engine1
, for example), and then set the activation group for the engine's throttle input to the same thing. Alternatively, you could set the engine's throttle input to something like(Engine1*0.05)+(Throttle*0.95)
to have the engine idle at 5% thrust when the switch is on and throttle is at 0.Custom engine startup is quite a bit more complicated and requires custom variables, so even though I know of a way to do it, I'll let someone more qualified explain that.
+2@SilverStar Updated slightly to be a little more metallic. I chose not to go fully mirror-finish to keep the difference from the labels (in particular the race numbers) from being too large.
Since the labels don't (currently) support reflections or metallic finishes, the difference between the reflectivity of the labels and the fuselage color becomes rather annoyingly noticeable when the fuselage is closer to a full mirror-finish.
+2@Anthony747800 Already working on a few different versions of it, I'll post them when I get back in a few weeks.
+2@BeastHunter -. . ...- . .-. --. --- -. -. .- .-.. . - -.-- --- ..- -.. --- .-- -.
+2If you want it to not do that, try changing the
+2maxHeadingAngleAdjustmentRate
in Overload (or add it if it's not there by default). I believe that this controls how fast the missile can turn (so when it tries to come around again, it can't turn fast enough to do so).It's like
the same
except it's all hecked up
+2Hmmm... not sure I'll have time to enter this, but I have a few questions.
+21. Does the vehicle need to be 100% original, or can it be based on someone else's (with appropriate credit, of course)?
2. Are wheels mandatory?
3. Does the vehicle have to be in full contact with the ground? (E.g., would a hovercraft or something be considered a "ground vehicle")
T
+2hee hee hoo hoo here we go again
+2Very nice!
Which map are you using, by the way?
+2Wait, we can see other peoples' labels now? Awesome!
+2@ReinMcDeer Good idea, though right now I'm focusing more on stock-ish Mustangs since they can all have pretty much the same flight characteristics and therefore be kind of competitive against each other (plus I'm still working on figuring out how to do the modified canopy and turtledeck of some of the less-stock racers yet). I'll definitely keep it in mind though!
+2@DerVito Ah, so it is! Thanks!
+2Glad to hear it!
+2@MrCarrot Can't say I have, no.
@BeastHunter Hol up you stick our cute little rovers in the refrigerator?
+2I mean... do you want it to glow in the dark?
+2@OnlyRealCarrot ._.
+2@SheriffHackdogMCPE It goes skiing
+2@MikeL32 Awesome! Glad I was able to help!
+2Try something like
((SelectWeapon = Weapon 1) ? FireWeapons : 0)
.That should make it so that if Weapon 1 is selected, the door will be blown off when it is fired.
+2Try setting the mass of everything connected to the piston (e.g. the moving part of the canopy) to 0. Should help at least somewhat.
+2You can also set the prop pitch input to
+2ActivateX
(and then invert it if necessary)@Clarinet Interesting, I don't seem to have any problems with it (regardless of speed or physics setting). Try removing the refuel drogue, perhaps?
+2I'm not entirely sure whether you're talking about single player or multiplayer, but...
For single player, you can disable AI aircraft spawns in the game settings (Game Settings -> AI Air Traffic -> None), and for multiplayer, I'd suggest checking out this.
+2RIP multiplayer
+2T on the firetruck
Ayy I'm in the first picture
Kind of cursed but also weirdly cool. Nice!
+2SimplePlanes but low FOV
+2@OldBomber Not likely, as bombs generally go off if they get hit at all, regardless of their health.
+2We'll miss ya. I've loved messing around with all your builds these past several years.
+2@realSavageMan Here's a quick explanation of how to control the guns with a camera. The camera has "Look Pitch" and "Look Yaw" variable output options, so you set those to something (maybe "Pitch1" and "Yaw1" or something). Then, you set the gun's rotator inputs to those variables.
Two important things to note, though. You'll need to mess with the rotator speed, range, and input limits (to keep them from trying to turn all the way around and through things), and the camera can't really be attached to the gun itself, which is why this type of control generally works better for turrets than door guns.
+2Details? Yes
Part count? Yes
My laptop catching fire?
Yes
+2@DeveloperKorzalerke Fastest upvote in the west
+2@SheriffHackdogMCPE I don't think it was specifically Jundroo. Hando also had a hand in shutting down development on a HandoJet project for FlightGear several years back, I believe.
+2rip
+2Literally not possible unless you want the mobile device in question to turn into a small thermonuclear weapon... instantaneously.
+2You know what
T
+2I used to do a funky dark teal (probably five years ago now), but I've since switched to either some base color with blue accents or white/silver/red for most of mine.
+2The whole thing is centered at X=0.0002 for absolutely no reason whatsoever and defies all attempts to correct it
Definitely not me right now.
+2@ColonelCanada A brilliant, but flawed, deduction. In the course of your reasoning, you have overlooked the fact that there are, in fact, two convoys, one on Krakabloa and one on Maywar, a fact that you could not have known as you do not have Maywar yourself. This would result in a total of five targets, rather than the four that were specified. More thinking is required.
+2Generally the simplest way to do this is to shrink your control surfaces so they can exert less force on the aircraft.
+2If you have an AircraftDesigns folder inside /Jundroo/SimplePlanes, you should* be able to manually download and then copy/paste downloaded aircraft there.
Theoretically you could do the same with mods but in the Mods folder instead of AircraftDesigns.
Disclaimer: I do not use Linux and have never tried this before, so I really have no idea if this will work or not.
+2@Dathcha This is also true for a regular RPG
+2There's a few ways to do this, but the simplest would be
+2Brake|Activate5
(that's the vertical bar character, not a lowercase L).clamp01(Brake + Activate5)
is another way to do this, but it behaves a little differently.I had to do this just last week, actually.
smooth(yourActivationGroup,1/timeDelay)
For example,
+2smooth(Activate7,1/4)
gives a four-second delay after AG 7 is turned onTry changing the input min/max for the engine from
-1
and1
to-0.1
and0.1
, respectively. Then multiply the engine power by 10.Should give you pretty much the same engine response, but a bit quieter (since the engine is only revving up to 10% instead of 100%). Also works on jet engines.
+2[sarcastic yet witty response]
+2@IceCraftGaming It's called "Aldo the Apache". Here's a link.
I got the Jundroo logo off of the merch page
+2Try making it a bit heavier. I added some weight to the bottom of the fuselage to make the helicopter weigh about 1,700 pounds, and it reaches up to 60 knots at only 10 degrees of pitch.
+2@Mrcooldude
+1I'm a terrible benchmark because my computer is actually under the minimum recommended specs on paper but can also run things it seemingly shouldn't be able to (Fallout 4 on lowish settings, for example) for reasons which I still haven't been able to figure out. (Ryzen 5 4500u with 512MB integrated graphics, if you're curious.)
SP2 is more demanding than SP1, but not excessively so. If you can run SP1 at a good framerate, you'll probably be able to run SP2 at a playable framerate or better.