@F8boa i am 90% sure I already know how to achieve what ur telling me with funky trees alone, however i am just busy with other projects right now but the idea is now on my radar and I will give it a shot one day.
@F8boa if the default missile is directly attached to the missile shell and is then separated from the main flight computer/cockpit, then the flight properties would completely depend on the default missiles flight properties and would then be completely independent of the little engine, fins, drag, etc, which would then defeat the entire point of FT missiles.
@F8boa The problem with that is that the AI will fire at the first chance they get without properly lining up the missile, waiting for the target to be in range, and etc. However, with proper activation parameters to the missile, it is not impossible to program the AI to only be allowed to fire the missile when it is determined that the missile can hit its target.
I may investigate in this concept and release AI versions of these planes. However these missiles would be virtually impossible to dodge since they are usually highly maneuverable and impervious to countermeasures.
@Fighter119Su35 Are you on mobile? If you are you need to open your weapons selection, tap on the name of the missile to select it (even though it will say unavailable) and then press Fire Weapons while you are within range of the target.
@MagmaBlaster69 I believe if you just select the weapon by taping on it's name in the menu, even though it will say it's unavailable, it should still select it and you would then be able to fire it.
@Dracul0Anderson There is the possibility, however, I'm not sure how many people are actually interested in learning how to make such things given how much foundational knowledge they would have to be taught.
@OrderlyHippo Well see the games gives you the heading distance and the elevation of the target you have selected, and so that's how I can calculate where the target is without using an in game missile to lock onto it. You can also do it with memory variables by setting priorities to the variables (They are basically activation groups but instead of the value returning to 0 when they are deactivated they freeze thus making them permanently that value until it activates again) but why would you do that when you can just slap a flight computer onto something and find the deviation between where the flight computer is, where your plane is, and where your target is. I can go on more but that's a little bit about how it works. As for the maffs I highly recommend you to learn some that is at least relevant to what you are going to make so that you can be interested and be educated at the same time. I also highly encourage you reverse engineer other people's work not only to see how the maths work but also how they get around the game's limitations, because that's at least half the battle coding in simpleplanes.
@OrderlyHippo Very very interesting concept you had. Custom weapons are already far and few between and funky trees weapons are even rarer, I am glad to see that others share my interest too. It seems that your design was limited by the fact that you tried to use the in game default weapons as shells or frames instead of developing a new one from scratch. I think if you did that it would have been more easily controllable and allow you to do far more with your design.
@Quizels06 Ya about that
It a lil bit of a process but i've simplified it as best i could but here are all the steps if you rly want to try it yourself
1. Go inside the bomb and find the flight computer, copy down all the variable names, and then delete the flight computer
2. Go into the variables menu, copy paste the following variable onto like a google doc or whatever: B1F1Con, B1RStab, B1F2Con, TLat, TLong, TAlt, MTD1, MTH1, MTE1, B1TTG, PControl1, YControl1, LaunchAuth, B1Launch, LH1, LA1, LT1
3. Under the last three variables, LH1, LA1, LT1, there are also codes for priorities; you also need to copy that
4. You can now take the centerline mounted bomb with it's detacher and save it as sub assembly and put it on your plane
5. Re-copy all of the variables into the variables menu, Including the priorities for the last three variable!
6. Put a flight computer somewhere on the bomb (make sure it is oriented the right way) and rename all of the variable outputs to what you have copied down from the original build
7. After all that it should work
Will be releasing within this week with some final adjustments to flight model and launch authorization parameters, and strapping two more bombs onto the plane.
Hi, the code works now, but where do I find the sub-assembelie folder on my PC? I've opened the Simpleplanes folder through Steamapps->common->Simpleplanes, but I scrouged through every file and could not find anything called "sub-assembelies" or any file that can potientially contain my sub-assembelies in my game right now.
hi, I am trying to use the program, and whenever I open the exe file, it opens the text editor for a second and then closes. I have the latest version of the visual studios as well. Do you know what could be going on?
@ChrisPy i looked it up, very intersting concept, might also make in the future, but a PAPI system is more standard for civilian airports. Thx for the idea.
@Parehare the explosive scale is actually decreased by half, at 0.5, which was what the original designer put when I downloaded it. I can revert explosive scale back to 1 if SPMTB wants me to.
@SPMTB i originally was gonna upload something different for the tornament, that's why I asked about the cannons and glass. Turns out this thing's airframe was more competitive.
to my understanding, it is fine if i wish to have the plane be controlled by you right? because i am using auto cannons on my plane, and AI does not use cannons.
@F8boa i am 90% sure I already know how to achieve what ur telling me with funky trees alone, however i am just busy with other projects right now but the idea is now on my radar and I will give it a shot one day.
+1@F8boa if the default missile is directly attached to the missile shell and is then separated from the main flight computer/cockpit, then the flight properties would completely depend on the default missiles flight properties and would then be completely independent of the little engine, fins, drag, etc, which would then defeat the entire point of FT missiles.
+1@F8boa The problem with that is that the AI will fire at the first chance they get without properly lining up the missile, waiting for the target to be in range, and etc. However, with proper activation parameters to the missile, it is not impossible to program the AI to only be allowed to fire the missile when it is determined that the missile can hit its target.
I may investigate in this concept and release AI versions of these planes. However these missiles would be virtually impossible to dodge since they are usually highly maneuverable and impervious to countermeasures.
+1@Fighter119Su35 Are you on mobile? If you are you need to open your weapons selection, tap on the name of the missile to select it (even though it will say unavailable) and then press Fire Weapons while you are within range of the target.
@ZeroWithSlashedO I believe I read from somewhere that it does
@MagmaBlaster69 I believe if you just select the weapon by taping on it's name in the menu, even though it will say it's unavailable, it should still select it and you would then be able to fire it.
+1@Bezdadsds interesting idea...
+1@SomeSPGuyWhoLikesLore magic
+1@Vulorian I had that idea but I can't find a good enough blue print for it yet.
+2@Dracul0Anderson Reach out to me on discord, user is kuatta4
+1@Dracul0Anderson There is the possibility, however, I'm not sure how many people are actually interested in learning how to make such things given how much foundational knowledge they would have to be taught.
@BraxtonSkipper What part of it does not work
@OrderlyHippo Well see the games gives you the heading distance and the elevation of the target you have selected, and so that's how I can calculate where the target is without using an in game missile to lock onto it. You can also do it with memory variables by setting priorities to the variables (They are basically activation groups but instead of the value returning to 0 when they are deactivated they freeze thus making them permanently that value until it activates again) but why would you do that when you can just slap a flight computer onto something and find the deviation between where the flight computer is, where your plane is, and where your target is. I can go on more but that's a little bit about how it works. As for the maffs I highly recommend you to learn some that is at least relevant to what you are going to make so that you can be interested and be educated at the same time. I also highly encourage you reverse engineer other people's work not only to see how the maths work but also how they get around the game's limitations, because that's at least half the battle coding in simpleplanes.
+2@OrderlyHippo Very very interesting concept you had. Custom weapons are already far and few between and funky trees weapons are even rarer, I am glad to see that others share my interest too. It seems that your design was limited by the fact that you tried to use the in game default weapons as shells or frames instead of developing a new one from scratch. I think if you did that it would have been more easily controllable and allow you to do far more with your design.
+1@Quizels06 Ya about that
+1It a lil bit of a process but i've simplified it as best i could but here are all the steps if you rly want to try it yourself
1. Go inside the bomb and find the flight computer, copy down all the variable names, and then delete the flight computer
2. Go into the variables menu, copy paste the following variable onto like a google doc or whatever: B1F1Con, B1RStab, B1F2Con, TLat, TLong, TAlt, MTD1, MTH1, MTE1, B1TTG, PControl1, YControl1, LaunchAuth, B1Launch, LH1, LA1, LT1
3. Under the last three variables, LH1, LA1, LT1, there are also codes for priorities; you also need to copy that
4. You can now take the centerline mounted bomb with it's detacher and save it as sub assembly and put it on your plane
5. Re-copy all of the variables into the variables menu, Including the priorities for the last three variable!
6. Put a flight computer somewhere on the bomb (make sure it is oriented the right way) and rename all of the variable outputs to what you have copied down from the original build
7. After all that it should work
I did not expect this to blow up over night
pun intended
Will be releasing within this week with some final adjustments to flight model and launch authorization parameters, and strapping two more bombs onto the plane.
T for tag when released
In Overload, go to JointRoator page, then you're gonna add a property called damperMultiplier and then increase this value as much as you need
Hi, the code works now, but where do I find the sub-assembelie folder on my PC? I've opened the Simpleplanes folder through Steamapps->common->Simpleplanes, but I scrouged through every file and could not find anything called "sub-assembelies" or any file that can potientially contain my sub-assembelies in my game right now.
@hpgbproductions the black text screen appears for a split second, that's it
hi, I am trying to use the program, and whenever I open the exe file, it opens the text editor for a second and then closes. I have the latest version of the visual studios as well. Do you know what could be going on?
i'm using this to cheat my online exam
+1@ChrisPy i looked it up, very intersting concept, might also make in the future, but a PAPI system is more standard for civilian airports. Thx for the idea.
@ChrisPy the what?
same here, can 't download
make the dinasoure game on that
i want what u were on
@tucan thx for them, i thought i credited u already...
potato graphics
@Xiaoexe141 sure, but idk if I’d be a very good one...
@SPMTB ma fault i'm in now, name is 1SGTKu
@SPMTB is the tornament and the challenge different?
@SPMTB well this is my entry, so yes
can there be multiple submissions?
2easy
right: "Roll=1"
left: "Roll=-1"
type what's inside the quote in Input
@Parehare the explosive scale is actually decreased by half, at 0.5, which was what the original designer put when I downloaded it. I can revert explosive scale back to 1 if SPMTB wants me to.
@SPMTB i originally was gonna upload something different for the tornament, that's why I asked about the cannons and glass. Turns out this thing's airframe was more competitive.
Try making the mass of the wheels like 5 or 10
Also, the plane is off balanced
Turn off wheel suspension to stop the bouncing. And if you want suspension, you have to make it on your own.
I have a submission.
Can there be mod parts?
Mobil version coming up
+1If I squeeze in 80 little blocks, dose that count?@EternalDarkness
If I squeeze in 80 little blocks, dose that count?
Do I have enough parts?@EternalDarkness
Laser!