i'm pretty sure you can already set how far floppy rotators can go, set the "speed" slider to none/floppy (full left) but keep the upper max angle slider at the angle you want
speedo works if the input is set to {TAS*3.6}km/h however it's displayed with multiple decimals (e.g. 132. 8464 km/h), so i'm guessing i just need an FT function or whatever to round it, putting the {TAS*3.6:000}km/h doesn't work however
as for the car engine, it can be found as the last part in the "propulsion" tab i think, and has one variable output of RPM which i want to display on the gauge.
@PioneerThe2nd
when i saw the name i thought it was a joke post
then i looked at the screenshots and description... boy was i wrong
still, looks awesome and flies great!
yeah, both SP and SR2 site were down for me like yesterday (depending on time zone of course), i thought it was just my wifi being buggy but everything else worked fine so i guess something just happened back there.
what's even better is that it's present on mobile whereas the kraken isn't, if you want to cheese it, i strongly reccomend a heavily XML'd gun with at least high damage, high speed, high spread, and large bullet size, and countermeasures with the ammo attribute set to a high number, since it fires some pretty OP projectiles too. missiles are a decent option but require serious XML modding in order to match the pearl's insane maneuverability.
images won't work below 100 points, but as of writing you have 100 points already, once your point counter changes color to brown, edit the post and then save changes and the images should appear
probably near the rear since the missiles do adjust the velocity and direction relative to the target, so if you have the cockpit piece at the rear it will try to target that, this could also be used for heat-seeking missiles since the engine exhaust is basically the hottest part of the plane
i'm such a boomer in terms of knowledge, i always thought 60 FPS was the "perfect" framerate and the highest achievable one, then 2021 gamers blast me with 100+ FPS straight outta the box
when everyone else is trying out the beta update for themselves but you don't wanna lose your data so you have to wait until the actual update is released globally: nervous sweating
here are the features i'm really looking forward to:
- basically all of the parts lol, theres a heck ton
- "Updated the camera part to optionally support the gun reticle and missile targeting"
- "Added support for custom names for cameras."
- "Updated the first person camera part to support an adjustable 'up offset'." (most of these were in SR2 already BUT DAMN ITS SO GOOD TO HAVE THEM IN SP TOO)
- "Added optional throttleResponse attribute to Engine.State XML element to override the part type's throttleResponse"
- "Added "audio" XML attribute to JointRotator modifier so the annoying audio can be disabled."
There's probably more that i can't list here, but damn finally yes yes yes gets stroke from excitement
(sorry for the cringe comment lol)
i have aero effect on my phone and og sr1 on my ipad, i feel like those should be moved a bit upward since i think more people know about those then some of the other stuff mentioned, but overall yeah
i think it might just be a parallax thing, but the bullets seem to guide themselves to your craft (like if it was a missile) and sometimes hit even though they seemed to have passed by visually
this happened to me once, i was just vibing with a hypersonic craft and even though no strange bugs occurred this phenomenon still happened. since my craft was still intact i decided to check it out, and it turns out that the unrendered water still has the water physics and whatnot.
i'm pretty sure you can already set how far floppy rotators can go, set the "speed" slider to none/floppy (full left) but keep the upper max angle slider at the angle you want
+2well i don't crave upvotes so haha
(jk don't get offended lol)
ah
managed to fix both the speedo and tacho btw, thanks for the help though
@PioneerThe2nd
speedo works if the input is set to
{TAS*3.6}km/h
however it's displayed with multiple decimals (e.g. 132. 8464 km/h), so i'm guessing i just need an FT function or whatever to round it, putting the{TAS*3.6:000}km/h
doesn't work howeveras for the car engine, it can be found as the last part in the "propulsion" tab i think, and has one variable output of
RPM
which i want to display on the gauge.@PioneerThe2nd
when i saw the name i thought it was a joke post
then i looked at the screenshots and description...
boy was i wrong
still, looks awesome and flies great!
yeah, both SP and SR2 site were down for me like yesterday (depending on time zone of course), i thought it was just my wifi being buggy but everything else worked fine so i guess something just happened back there.
+2oh so it's the "auto pilot" thing that's in SR2 as well but a lot more simplified
@Chancey21
those screenshots literally look like you photoshopped the thing in, that's how good this replica is.
+2what's even better is that it's present on mobile whereas the kraken isn't, if you want to cheese it, i strongly reccomend a heavily XML'd gun with at least high damage, high speed, high spread, and large bullet size, and countermeasures with the ammo attribute set to a high number, since it fires some pretty OP projectiles too. missiles are a decent option but require serious XML modding in order to match the pearl's insane maneuverability.
+1ohno
F
@YoDudeChase
laughs in not having a discord account
you're welcome
@Vosper
can relate
i completely forgot they were revamped
YES YES YES WE GOT THE VIDEOS AGAIN
i kinda said it wrong at the beginning, i mostly mean some complicated parts
however you should mostly be safe
@Beanman2011
images won't work below 100 points, but as of writing you have 100 points already, once your point counter changes color to brown, edit the post and then save changes and the images should appear
you may possibly lose some minor stuff or etc but if you're not super paranoid then it should be fine
probably near the rear since the missiles do adjust the velocity and direction relative to the target, so if you have the cockpit piece at the rear it will try to target that, this could also be used for heat-seeking missiles since the engine exhaust is basically the hottest part of the plane
well, sorry, guess i can't help then
@Soardivision160th
relatable
i believe to solve this you just have to turn the throttle governor off, correct me if i'm wrong though
Press (E) to Relate
me:
EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE
i'm such a boomer in terms of knowledge, i always thought 60 FPS was the "perfect" framerate and the highest achievable one, then 2021 gamers blast me with 100+ FPS straight outta the box
Kaboom?
Yes SimplePlanes, big kaboom.
And, you too, graphics card. You go very big kaboom.
some people like me risk losing files when trying the beta, so we have to wait until the beta comes out to make sure everything works fine
+3@SuperLJY
y e s
+1yup, thanks
@Gro
Iskra (Polish trainer aircraft), i don't know the full codename though
when everyone else is trying out the beta update for themselves but you don't wanna lose your data so you have to wait until the actual update is released globally:
+1nervous sweating
me who doesn't follow anybody and therefore doesn't get anything in jet stream:
∞ IQ
same tbh
+1@pianoAerospace
that might be a bit too laggy but yes
hold my physics breaker @CenturyAerospace @z24zorpx4
as somebody who doesn't even know what cos or sin is on a calculator, i'm just like
mind blows up into a supernova
yup, same
@CC1010
YES YES YES POG POG POG
here are the features i'm really looking forward to:
- basically all of the parts lol, theres a heck ton
- "Updated the camera part to optionally support the gun reticle and missile targeting"
- "Added support for custom names for cameras."
- "Updated the first person camera part to support an adjustable 'up offset'." (most of these were in SR2 already BUT DAMN ITS SO GOOD TO HAVE THEM IN SP TOO)
- "Added optional throttleResponse attribute to Engine.State XML element to override the part type's throttleResponse"
- "Added "audio" XML attribute to JointRotator modifier so the annoying audio can be disabled."
There's probably more that i can't list here, but damn finally yes yes yes
gets stroke from excitement
(sorry for the cringe comment lol)
i'm sure the gauge part will let you recreate all of those
+1æ
never has been
+1me with hyperspeed enabled: haha yes engine go brrrrr haha screw physics meme of the funny weird internet person
(cringe post yes)
back when i was interested in trains, its the things like this that would've made me pog, if i knew what "pog" was back then
pain.mp4
+2although i build both cars and planes (and spacecraft in SR2 as well) i can't join sadly cause my parents won't let me have discord aaaaaaaaaa
+3i really like how you blended the realistic flight model with the very fun stuff, great work!
i have aero effect on my phone and og sr1 on my ipad, i feel like those should be moved a bit upward since i think more people know about those then some of the other stuff mentioned, but overall yeah
yeah thats prob just a balance for the inaccuracy
@CC1010
i think it might just be a parallax thing, but the bullets seem to guide themselves to your craft (like if it was a missile) and sometimes hit even though they seemed to have passed by visually
this happened to me once, i was just vibing with a hypersonic craft and even though no strange bugs occurred this phenomenon still happened. since my craft was still intact i decided to check it out, and it turns out that the unrendered water still has the water physics and whatnot.
+1while it is a very good idea, as others have said below it would be a pain to code it in and would also have a significant impact on game performance.
+13