@Majakalona Yeah, they sell ones that plug in to a USB port for when you need the extra storage (for games that you only play sometimes but take up a lot of space, or for files you don't need very often, or stuff like that).
I'm on a laptop too but have one of these; it works great when I need the extra storage but I can keep it in my desk when I don't need the stuff that's on it.
@ToeTips I haven't messed around with it much, but Vizzy is a block coding system instead of just straight code, so it's (allegedly) much more user-friendly.
It is a little odd to be announcing a sale for a different game on this site though...
Yes, a lot of people play both, but a lot don't. They're linked in many ways but SP and J:NO are still separate games.
The F2G had a very limited production run, so there was a lot of trial and error involved and different configurations of various components were tested. One such component that underwent multiple iterations was the carburetor air intake; the hump atop the cowling was one (especially prominent) configuration (here's an image showing the inlet itself, though a fewother configurations also were tested.
The detacher has two connection points, one on the top (the thinner end) and one on the bottom (the thicker end). When triggered with an activation group or other input, the top connection point is the one that separates, so the detacher itself stays with whatever is attached to the bottom part.
Make sure that the parts you're trying to detach are only connected to the detacher (and any other parts being detached), and not to any other part of the main fuselage. If even one part is connected somewhere else on the plane, it won't be detached because there will still be a connection point.
I mean... you can make a challenge and submit your own example entry (just either exclude it from the rankings or have someone else rank the entries so there's no bias). There's no rules against that as far as I'm aware.
Looks great! Not sure how to help with the control yoke, but for the canopy have you tried setting the mass of the detacher itself to zero? I don't know if that will fix it; they just kind of make things a little floaty.
First, there's way better places (arts and crafts forums?) to ask than the website for an indie airplane-building game, so I'm not entirely sure what you're expecting here.
Second... you received this assignment last week and waited until now - when it's due in two days - to start working on it, didn't you?
You should be able to add the selfDestructTimer parameter in Overload to set the timer in seconds. There's no XML parameters or anything to edit the color of the explosion, though.
...Why? The only thing that curation does is mark the post as being tested and proven fully functional in VR. It's not an "approval" rating or anything, just that the build works properly and can be controlled entirely from the cockpit in VR.
@FalHartIndustries See this comment for directions. It's a long way (and I do mean a long way) out, and it moves extremely quickly, so you'll need something fast (like, a few thousand miles per hour fast).
#bug: The USS Beast's blueish wake effects are rendered too visibly (perhaps multiple times over?) and become extremely laggy to look directly at. It's also much larger than before, and appears distorted. Here's an image.
In the designer, if you place a switch and then cycle through the different types, the position of the "basic" switch changes from Off (when first placed) to an impossible "center" position (after cycling through the options). Not sure if this is a #bug or if it's just kind of how it is.
You need to move the center of mass forward of the main gear, typically by either removing weight from the rear or adding weight to the front. Pretty simple to fix on the ground, but you may need to trim differently in the air after making the adjustments.
Earliest memory with the game? The original landing tutorial, with the 1.0 version of both the game and the P-51 Mustang stock plane. I was really bad at it!
Best memory? Hmm... I think either checking out the USS Beast update (both for all the new features and because the old model was a little silly), or my first flight (in the Wasp) following update 1.11. This game has come so far, and it makes me so happy to see it keep on going and inspiring new players to build things and just have fun :)
As of this comment, you've received 593 points (33 upvotes plus 98 successor points) for... a three part build consisting of the mandatory cockpit/chip, a single rectangular fuselage block, and a label.
I'm not normally one to go all "raaaghhh points" but... seriously?
@Majakalona Yeah, it means that one of the official VR curators has tested it out and decided that it does work properly in VR. I think they periodically go through new builds that have the "VR" tag and curate the ones that work properly.
Hey look at that, it's been long enough since the last one of these that my browser no longer auto-suggests "Advertising" when I type in the spam report box.
Yeah, that's a Google-level decision, not a Jundroo-level decision.
Also, this post will get removed for the "no politics, especially those likely to stir up arguments" site-wide rule (which you saw when creating an account), not based on your nationality.
With some practice, you can also get in at a more controllable speed by coming in from behind, over the top of the base, and then ducking down inside before the missile turrets have time to swivel and lock. You'll need something very maneuverable and fairly slow, though.
It's quite difficult to get out in time, and I don't think any of the stock planes can do it. You can kind of just cheat it by changing locations (probably to the midair "Pyramid of Et" location) and then pursue it from there.
Hmm... let's get a very rough low estimate of the number of active players because I'm up too late and feel like doing this. Incredibly approximated math, GO!
SteamDB gives a player peak of roughly 200 per day over the last several months, so we'll use that as our baseline. If we assume that 50% of active players launch the game on any given day (a total guess, but it seems fairly plausible), we can double the SteamDB average to 400. 400 people seems like a fair estimate for the number of active players on Steam, in my opinion.
Now, if we assume that Steam players make up 25% of the total number of active players (based on the fact that of the 20 current Hot aircraft, 5 were built on Windows), that brings the total count of currently active players to somewhere in the ballpark of 1600 to 2000 people, which - for a fairly niche game that's closing in on its ninth year - seems like a reasonable number. Remember, that's my approximation of the number of currently active players, not the total number, or the number of accounts (active or otherwise) on the site, or such. And it's only an approximation.
There's a lot of problems with this model (not all Windows players play on Steam, the only number that isn't an assumption or guess is the SteamDB player average, etc.) and I'm not really looking for corrections to it because of that. I have no idea whether that number is even remotely accurate or not, I just thought it would be interesting to have a go at it instead of doing normal person things like sleeping.
@Majakalona Yeah, they sell ones that plug in to a USB port for when you need the extra storage (for games that you only play sometimes but take up a lot of space, or for files you don't need very often, or stuff like that).
I'm on a laptop too but have one of these; it works great when I need the extra storage but I can keep it in my desk when I don't need the stuff that's on it.
+1Definitely tag me when it's done, that looks awesome!
+1WOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
+1@MRM19 👀
+1@ToeTips I haven't messed around with it much, but Vizzy is a block coding system instead of just straight code, so it's (allegedly) much more user-friendly.
+1It is a little odd to be announcing a sale for a different game on this site though...
+1Yes, a lot of people play both, but a lot don't. They're linked in many ways but SP and J:NO are still separate games.
Who you gonna call?
+1@SPAircraftOfficial :)
+1ye olden days when there were people online whenever I joined (seriously when are you people on these days)
+1Took a bit of research, but I figured it out!
The F2G had a very limited production run, so there was a lot of trial and error involved and different configurations of various components were tested. One such component that underwent multiple iterations was the carburetor air intake; the hump atop the cowling was one (especially prominent) configuration (here's an image showing the inlet itself, though a few other configurations also were tested.
+1@MRM19 ;)
+1Wooo!
+1@32 why do you do this to me, you know I don't have anything even remotely ready for a plat special build
+1The detacher has two connection points, one on the top (the thinner end) and one on the bottom (the thicker end). When triggered with an activation group or other input, the top connection point is the one that separates, so the detacher itself stays with whatever is attached to the bottom part.
Make sure that the parts you're trying to detach are only connected to the detacher (and any other parts being detached), and not to any other part of the main fuselage. If even one part is connected somewhere else on the plane, it won't be detached because there will still be a connection point.
+1I mean... you can make a challenge and submit your own example entry (just either exclude it from the rankings or have someone else rank the entries so there's no bias). There's no rules against that as far as I'm aware.
+1Looks great! Not sure how to help with the control yoke, but for the canopy have you tried setting the mass of the detacher itself to zero? I don't know if that will fix it; they just kind of make things a little floaty.
+1First, there's way better places (arts and crafts forums?) to ask than the website for an indie airplane-building game, so I'm not entirely sure what you're expecting here.
Second... you received this assignment last week and waited until now - when it's due in two days - to start working on it, didn't you?
+1You should be able to add the
+1selfDestructTimer
parameter in Overload to set the timer in seconds. There's no XML parameters or anything to edit the color of the explosion, though.If you're not looking for T-shirts but merch in general, I'll just remind you that the official Jundroo merch store exists.
+1This H-Man?
+1Awesome!
+1(I'm not sure I want to know, but... how many digits are there in the part count?)
I'd be glad to help test! Looks great so far!
+1That's neat, I never knew about this! I thought the ortho views were generated and colored by the site
+1@Nerfaddict Normandy
+1I believe that's the map working as intended. Very unfortunate timing though.
+1Well, I suppose I can just post things as Steam screenshots because those still work.
Edit: Now that I think about it, if this applies to non-image files (like zips and stuff), that's actually going to be a problem for me.
Edit 2: Dang, it does. That'll be an issue.
+1You'll be what now
+1There was some sort of Cloudflare (company Discord uses for backend stuff) outage last night, affected quite a few people but it's fixed now.
+13000 invisible jets of NATO
+1It all started here...
+1...Why? The only thing that curation does is mark the post as being tested and proven fully functional in VR. It's not an "approval" rating or anything, just that the build works properly and can be controlled entirely from the cockpit in VR.
+1@FalHartIndustries See this comment for directions. It's a long way (and I do mean a long way) out, and it moves extremely quickly, so you'll need something fast (like, a few thousand miles per hour fast).
+1
+1#bug
: The USS Beast's blueish wake effects are rendered too visibly (perhaps multiple times over?) and become extremely laggy to look directly at. It's also much larger than before, and appears distorted. Here's an image.@Majakalona Not to my knowledge, no. All of the details are done via the model itself.
+1In the designer, if you place a switch and then cycle through the different types, the position of the "basic" switch changes from Off (when first placed) to an impossible "center" position (after cycling through the options). Not sure if this is a #bug or if it's just kind of how it is.
+1You need to move the center of mass forward of the main gear, typically by either removing weight from the rear or adding weight to the front. Pretty simple to fix on the ground, but you may need to trim differently in the air after making the adjustments.
+1Earliest memory with the game? The original landing tutorial, with the 1.0 version of both the game and the P-51 Mustang stock plane. I was really bad at it!
Best memory? Hmm... I think either checking out the USS Beast update (both for all the new features and because the old model was a little silly), or my first flight (in the Wasp) following update 1.11. This game has come so far, and it makes me so happy to see it keep on going and inspiring new players to build things and just have fun :)
+1WHAT
+1As of this comment, you've received 593 points (33 upvotes plus 98 successor points) for... a three part build consisting of the mandatory cockpit/chip, a single rectangular fuselage block, and a label.
+1I'm not normally one to go all "raaaghhh points" but... seriously?
@Majakalona Yeah, it means that one of the official VR curators has tested it out and decided that it does work properly in VR. I think they periodically go through new builds that have the "VR" tag and curate the ones that work properly.
+1Hey look at that, it's been long enough since the last one of these that my browser no longer auto-suggests "Advertising" when I type in the spam report box.
+1SimplePhysics... now that's a name I've not heard in a long time. A long time.
+1Yeah, that's a Google-level decision, not a Jundroo-level decision.
Also, this post will get removed for the "no politics, especially those likely to stir up arguments" site-wide rule (which you saw when creating an account), not based on your nationality.
+1With some practice, you can also get in at a more controllable speed by coming in from behind, over the top of the base, and then ducking down inside before the missile turrets have time to swivel and lock. You'll need something very maneuverable and fairly slow, though.
+1@Tookan
!
Position your truck properly
+1It's quite difficult to get out in time, and I don't think any of the stock planes can do it. You can kind of just cheat it by changing locations (probably to the midair "Pyramid of Et" location) and then pursue it from there.
+1Woo!
+1PanPantheAlive
wait why do I know about that name format trend I wasn't even here for that
+1Hmm... let's get a very rough low estimate of the number of active players because I'm up too late and feel like doing this. Incredibly approximated math, GO!
SteamDB gives a player peak of roughly 200 per day over the last several months, so we'll use that as our baseline. If we assume that 50% of active players launch the game on any given day (a total guess, but it seems fairly plausible), we can double the SteamDB average to 400. 400 people seems like a fair estimate for the number of active players on Steam, in my opinion.
Now, if we assume that Steam players make up 25% of the total number of active players (based on the fact that of the 20 current Hot aircraft, 5 were built on Windows), that brings the total count of currently active players to somewhere in the ballpark of 1600 to 2000 people, which - for a fairly niche game that's closing in on its ninth year - seems like a reasonable number. Remember, that's my approximation of the number of currently active players, not the total number, or the number of accounts (active or otherwise) on the site, or such. And it's only an approximation.
There's a lot of problems with this model (not all Windows players play on Steam, the only number that isn't an assumption or guess is the SteamDB player average, etc.) and I'm not really looking for corrections to it because of that. I have no idea whether that number is even remotely accurate or not, I just thought it would be interesting to have a go at it instead of doing normal person things like sleeping.
+1