As far as fan diameter goes, I'd suggest maybe looking at some real-life propfan engines and figuring out the general ratio between the size of the prop and the size of the rest of the engine, and then go from there.
The reason that mods are no longer supported on iOS/Android is because Apple and Google have both decided to prevent "third-party" (read: player-created) code from running on their devices. Jundroo had no control over this decision, and is not responsible for the inability to support mods on iOS/Android devices.
The ADS-B exchange shows its last known location as being over the highway at 118 knots, 125 feet AGL and descending. Given that it no longer shows up on current ADS-B tracking, it's likely that the aircraft ceased transmitting positioning data just prior to touchdown.
@V My thoughts exactly! There's so many new things that could be added, but there's also a bunch of small things that need to be fixed, tweaked, and updated first.
Sounds like you don't have enough lift. Check the wing loading, if it's too high, you'll need to add more wing area to compensate for the weight of the plane. For a biplane with that speed, I'd recommend a wing loading of probably 5-6 pounds per square foot, but you might need more or less depending on how it flies. For reference, the Stearman 75 goes about 80 km/h faster, and has a wing loading of 7-8 pounds per square foot.
The default #FFFFFFxx color (the last two are the Alpha, or how transparent/opaque it is) for the exhaust is kind of pinkish orange instead of white. Generally the best way is to fiddle around with the hex code until you get the color you want (I'd start by trying, I don't know, CCFFDD and see if that's any closer to what you want).
280mph is pretty high for a takeoff speed (especially for what I'm assuming to be a subsonic aircraft). The best way to lower the speed would be to increase the wing area (since you have custom wings, I'll clarify that I mean the area of the Wing part hidden inside them, not the custom-built wings themselves).
I remember when there wasn't even a Wasp, because there weren't any weapons. There was only the Wright Isles, and the USS Tiny was the only non-player thing in the world other than the world itself. It's truly amazing how far this game has come.
(Also, your two screenshots reminded me of a GIF I made back in the 1.11 beta that's pretty much the same thing.)
@BotFinder2023 Not necessarily. All of the arcade cabinets people have done so far have just (ab)used labels for the screen, so it likely wouldn't need too many parts (unless someone decided to do it mechanically, in which case I'll call NASA and ask to borrow a spare computer)
Nobody has done it yet (though it has become kind of a meme as people like Snow make more and more complicated arcade machines). It's definitely possible in theory though.
@MRM19 Sorry, I suddenly got busy and completely forgot. (Also, I can't seem to find the post...) If you can tag me on it again I'll take a look in a few hours and get back to you.
There haven't been any major updates in the last year because the devs have been focusing on getting SR2 (which has been renamed to Juno: New Origins, by the way) to the full 1.0 release, which is happening later this month. Andrew has confirmed that once this happens, they "plan to spend more time with SimplePlanes this year", though nothing further has been announced as of yet.
18. Do they really? I played on mobile for fiveish years and never noticed that. Huh. 19. It isn't the hitbox for the gear, it's actually the gear's suspension being repressurized (albeit rapidly). 20. The physics calculations are more-or-less tied to the framerate of the game (which changes in fast-forward and slow motion), rather than the simulation speed itself. Not necessarily a glitch per se (more of an interesting programming decision), but it can cause in some odd situations. 21. Not a glitch since the autopilot is literally just a "fly straight and level" rather than an actual working autopilot system. 22. This is an actual glitch.
There (currently) isn't a way for parts to display or output their damage level, so unfortunately you can't make anything directly triggered by part damage at the moment.
Well, there's a few options. You can fly directly at it while maneuvering to avoid getting flakked, and then unload your weapons on it when you're close enough. You can also try climbing up to stay at the limit of the destroyer's flak range and then just bomb it from high altitude. You may also be able to maneuver to be either directly ahead of or behind the destroyer, so only one gun can shoot at you instead of both, and then make your attack run.
I played for over five years on iOS and never encountered this, before or after the helicopter update. The control sticks will auto-center when you release your finger/thumb from them. My guess is either you are releasing the controls, or your device thinks you are releasing them (dirty spot on screen, dead spot maybe, etc.), and as such the controls are returning to center.
Rule of thumb: If it's your creation, you can pretty much do whatever you want with it. If it's someone else's creation (even if only partially), either get their explicit permission or don't do it at all.
Well, it's not so much a performance issue directly as it is an issue with how the game is coded. Currently, there's basically up to four color "slots" for a part (Primary, Trims 1-3). All the game has to know is the color (hex code + metallic + smoothness + emissive shading) for each slot, and it knows exactly how to color the part.
Having a custom hand-painting option, on the other hand, would require every part to have its own full UV map, which in itself requires more file size and complexity, as well as forcing the game to render said full UV map on every part that is loaded into the level.
It's not so much as a "this will make the game run slower" issue as it is a "the game engine literally wasn't built to be able to do this" issue.
Look. Just because someone thinks about something a certain way doesn't mean you have to listen to them. You have your own interests and passions, and they have theirs. What they say doesn't have to apply to you, because you don't have to listen to them. Enjoy whatever you want to enjoy (within the limits imposed by the laws in your area of course).
Also, after reading that profile myself I'm fairly sure that it's meant as more of a meme than a serious threat. Don't take it too seriously.
@GotovoYaTut I haven't downloaded any of the challenge entries yet (to give a fair comparison when testing them), but I'll be sure to give you some tips once I try this out!
One that I thought was amusing was a dogfight I had with the AI probably close to a year and a half ago. I shot down the first plane but then had a collision with the second one, which knocked out both of our engines. There was then about a 3 minute gliding dogfight between us, which ended with me shooting the AI down a few feet above the ground right before pancaking in right next to him.
If you're making a missile equipped with a realistic nuclear warhead, plutonium (specifically Pu-239) would be the best option. It is cheaper and easier to produce than uranium (specifically weapons-grade U-235). Polonium's half-life is too short to be used for any military purposes (weapons need to be manufactured and stored before they are used, after all), and Oganesson has a half-life estimated to be less than a millisecond (and is also far, far too unstable to be produced in any quantity sufficient for weapons use). Radium would in theory result in a more radioactive "dirty bomb"-type missile, but would be a very poor choice for weapons due to its extremely high cost.
As far as fan diameter goes, I'd suggest maybe looking at some real-life propfan engines and figuring out the general ratio between the size of the prop and the size of the rest of the engine, and then go from there.
+1@Magnavox20MS233S Actually never mind, it was in New Vegas not Fallout 4. I was thinking of this one
+1This is, uh... quite the design.
+1The reason that mods are no longer supported on iOS/Android is because Apple and Google have both decided to prevent "third-party" (read: player-created) code from running on their devices. Jundroo had no control over this decision, and is not responsible for the inability to support mods on iOS/Android devices.
+1O7
+1Bronze: 100-999 points
+1Silver: 1000-9,999 points
Gold: 10,000-25,000 points
Platinum/Black: 25,000+ points
The ADS-B exchange shows its last known location as being over the highway at 118 knots, 125 feet AGL and descending. Given that it no longer shows up on current ADS-B tracking, it's likely that the aircraft ceased transmitting positioning data just prior to touchdown.
+1The engines though XD
+1What even
@V My thoughts exactly! There's so many new things that could be added, but there's also a bunch of small things that need to be fixed, tweaked, and updated first.
+1Okay, that's really cool.
+1Sounds like you don't have enough lift. Check the wing loading, if it's too high, you'll need to add more wing area to compensate for the weight of the plane. For a biplane with that speed, I'd recommend a wing loading of probably 5-6 pounds per square foot, but you might need more or less depending on how it flies. For reference, the Stearman 75 goes about 80 km/h faster, and has a wing loading of 7-8 pounds per square foot.
+1The default #FFFFFFxx color (the last two are the Alpha, or how transparent/opaque it is) for the exhaust is kind of pinkish orange instead of white. Generally the best way is to fiddle around with the hex code until you get the color you want (I'd start by trying, I don't know, CCFFDD and see if that's any closer to what you want).
+1280mph is pretty high for a takeoff speed (especially for what I'm assuming to be a subsonic aircraft). The best way to lower the speed would be to increase the wing area (since you have custom wings, I'll clarify that I mean the area of the Wing part hidden inside them, not the custom-built wings themselves).
+1I remember when there wasn't even a Wasp, because there weren't any weapons. There was only the Wright Isles, and the USS Tiny was the only non-player thing in the world other than the world itself. It's truly amazing how far this game has come.
+1(Also, your two screenshots reminded me of a GIF I made back in the 1.11 beta that's pretty much the same thing.)
@BotFinder2023 Not necessarily. All of the arcade cabinets people have done so far have just (ab)used labels for the screen, so it likely wouldn't need too many parts (unless someone decided to do it mechanically, in which case I'll call NASA and ask to borrow a spare computer)
+1Nobody has done it yet (though it has become kind of a meme as people like Snow make more and more complicated arcade machines). It's definitely possible in theory though.
+1Yep, that sort of thing has been going on for a while. Report it and keep an eye out for more.
+1@MRM19 Sorry, I suddenly got busy and completely forgot. (Also, I can't seem to find the post...) If you can tag me on it again I'll take a look in a few hours and get back to you.
+1There haven't been any major updates in the last year because the devs have been focusing on getting SR2 (which has been renamed to Juno: New Origins, by the way) to the full 1.0 release, which is happening later this month. Andrew has confirmed that once this happens, they "plan to spend more time with SimplePlanes this year", though nothing further has been announced as of yet.
+1Begone adbot
+1You have way too much time on your hands and I literally cannot believe that this is what SimplePlanes can be capable of. Absolutely blown away.
+1That's actually really clever (and looks quite good too).
+1uhm
+1@ThatRandomCarrot Did you miss this part?
+118. Do they really? I played on mobile for fiveish years and never noticed that. Huh.
+119. It isn't the hitbox for the gear, it's actually the gear's suspension being repressurized (albeit rapidly).
20. The physics calculations are more-or-less tied to the framerate of the game (which changes in fast-forward and slow motion), rather than the simulation speed itself. Not necessarily a glitch per se (more of an interesting programming decision), but it can cause in some odd situations.
21. Not a glitch since the autopilot is literally just a "fly straight and level" rather than an actual working autopilot system.
22. This is an actual glitch.
@MRM19 Glad to help! I won't be able to test it until this evening but I'll definitely take a look!
+1It's important to keep in mind that the 6-hour one has been posted for (coincidentally) about 6 hours, while the 3-hour one has been up for 2 months.
+1There (currently) isn't a way for parts to display or output their damage level, so unfortunately you can't make anything directly triggered by part damage at the moment.
+1T
+1Well, there's a few options. You can fly directly at it while maneuvering to avoid getting flakked, and then unload your weapons on it when you're close enough. You can also try climbing up to stay at the limit of the destroyer's flak range and then just bomb it from high altitude. You may also be able to maneuver to be either directly ahead of or behind the destroyer, so only one gun can shoot at you instead of both, and then make your attack run.
+1I played for over five years on iOS and never encountered this, before or after the helicopter update. The control sticks will auto-center when you release your finger/thumb from them. My guess is either you are releasing the controls, or your device thinks you are releasing them (dirty spot on screen, dead spot maybe, etc.), and as such the controls are returning to center.
+1Rule of thumb: If it's your creation, you can pretty much do whatever you want with it. If it's someone else's creation (even if only partially), either get their explicit permission or don't do it at all.
+1Well, it's not so much a performance issue directly as it is an issue with how the game is coded. Currently, there's basically up to four color "slots" for a part (Primary, Trims 1-3). All the game has to know is the color (hex code + metallic + smoothness + emissive shading) for each slot, and it knows exactly how to color the part.
Having a custom hand-painting option, on the other hand, would require every part to have its own full UV map, which in itself requires more file size and complexity, as well as forcing the game to render said full UV map on every part that is loaded into the level.
It's not so much as a "this will make the game run slower" issue as it is a "the game engine literally wasn't built to be able to do this" issue.
+1It means that it has been tested and officially confirmed/certified to work in SimplePlanes VR.
+1gasp German Germany
+1Absolutely beautiful! Definitely tag me when you post it.
+1Again, please credit the original creator of this video.
+1...What?
+1Those are absolutely gargantuan ammo crates lol
+1@AquiliusEpic Oops! Thanks for letting me know.
+1Basically they test planes and give them the official "VR-compatible" stamp.
Also the temple thing.
+1p i g o n
+18' 2"
+1Look. Just because someone thinks about something a certain way doesn't mean you have to listen to them. You have your own interests and passions, and they have theirs. What they say doesn't have to apply to you, because you don't have to listen to them. Enjoy whatever you want to enjoy (within the limits imposed by the laws in your area of course).
Also, after reading that profile myself I'm fairly sure that it's meant as more of a meme than a serious threat. Don't take it too seriously.
+1@MRM19 Sure!
+1@GotovoYaTut I haven't downloaded any of the challenge entries yet (to give a fair comparison when testing them), but I'll be sure to give you some tips once I try this out!
+1One that I thought was amusing was a dogfight I had with the AI probably close to a year and a half ago. I shot down the first plane but then had a collision with the second one, which knocked out both of our engines. There was then about a 3 minute gliding dogfight between us, which ended with me shooting the AI down a few feet above the ground right before pancaking in right next to him.
+1@dogooman1 Beashooter
+1If you're making a missile equipped with a realistic nuclear warhead, plutonium (specifically Pu-239) would be the best option. It is cheaper and easier to produce than uranium (specifically weapons-grade U-235). Polonium's half-life is too short to be used for any military purposes (weapons need to be manufactured and stored before they are used, after all), and Oganesson has a half-life estimated to be less than a millisecond (and is also far, far too unstable to be produced in any quantity sufficient for weapons use). Radium would in theory result in a more radioactive "dirty bomb"-type missile, but would be a very poor choice for weapons due to its extremely high cost.
+1Likely the internet connection. I've had that happen a few times in the past.
+1