No, sorry. There's a sort of solution, which would involve building the sprite out of fuselage parts), but it's not really adding the sprite to the game.
@AlexRol05 Drag isn't calculated, plus I just turn it off. I only have drag on one part anyway. The other elements aren't really calculated, which is why this is best for static 3D models for details.
@MrShenanigansSP @Phoebe Total parts, ignoring the reverse thrust airflow guides (nudged out of the way), is just 14. 4 custom parts and then rotators and pistons.
The total part count of the engine without mods would be around 2300. The total part of the engine as is in-game is 64 (A little higher than expected, but it's mostly because of the reverse thrust airflow guides). Without guides (-48 parts), it's actually 16.
sum(clamp01(Activate8)). Try experimenting with the rotator speed and change a multiplier for the clamp01(Activate8). (Put something like 2* at the beginning)
@AnOmalOcaris A rounded tip is a simple idea, it just takes a lot of trial and error with the height of the end pieces, as that determines how much trailing flat piece there is.
@CaptFoxworth19 I just realized I never responded. You know that tutorial? Well, it's out! Part 1 at least, Part 2 is coming in a few days. I also finished making the wings for the SWL-120, a forum post is here.
I'm assuming you are on pc, because you said you alt f4d out. Go to C:/Users/yourname/AppData/LocalLow/Jundroo/SimplePlanes/AircraftDesigns and copy editor.xml somewhere. Maybe upload it and give me a link so I can see if it is recoverable. Also give me the aircraft file, maybe I can see if I can change something in the xml.
@ChamDel7 I guess it is. I only play on PC, but I remember being annoyed when I couldn't download mods back when I used to play on iOS (literally 6 years ago).
@shipfinder568 You must be doing something wrong. I recommend you either watch the how to fly video (linked in the description), or use the easy mode version (linked in the description).
@50CalChicken An idea we (klm and me) have for a plane is to make 3D modelled parts which all fit together to make a 50 part highly detailed aircraft. Most parts would be custom made for the plane and would only fit on that plane, and the SWL-120 (latest forum here) will also use a hybrid of a similar idea. About your landing gear, it's important to use the default SP wheels due to their special properties, but a set of highly detailed 3D modelled landing gear would be cool. It would be some 3D parts you attach rotators and wheels to.
@50CalChicken We only know how to make basic 3D modelled mod parts. Anything beyond this, while learnable, would likely not be done. It's a cool idea, and I was also thinking about having screens in the back of the seat which could actually play a video, but it's just a little too advanced for us as of now. Sorry. In the future it could happen, but right now, I don't think so. Still a cool idea.
@HuskyDynamics01 That's what I'm thinking of. 1 part for each whole body. A basic plane would be like 50 parts, because of rotators and each 3D model, not including the cockpit switches, physics wings, landing gear, etc. But yeah, it would make SP a gpu dependant game.
I sort of have this. It's a list of my "good" planes, the ones with months of work.
Even better, this. It's an attempt to organize and list all the planes I ever made.
@BruhMomenthmgfbvbukjgv I think you're on the wrong post, this is part 2 and part 3 is here. Anyway, the current part count for the most recent version is 2125.
For something like a control surface you want clamp(Pitch + Roll, -1, 1). It allows both to function normally but stops combinations from exceeding -1 or 1.
@OPaiTaOn If you mean adjust the base throttle input, you can't. The default inputs like roll, pitch, yaw, brake, throttle, vtol, trim (and some others I forgot) can only be modified by directly connecting those to a variable (Sliders go with levers, throttles, and yokes, and activation groups go with switches and buttons). What I'd recommend is making a variable which references throttle and also can switch to taking inputs from other sources like a button.
Let's say you have a part outputting to a variable. This part is the only source of that variable. If that part is destroyed, every single line of code using ANY variable breaks. A constant nullreferenceexception is also in the debug console.
For example, if that type of part breaks, then I have an engine stuck at full power even if I turn off AG 1, which should stop the engine.
I think it's just you can't make money of anything in SP, like you can't sell 3D models as your own.
+1@Blueshift Thanks! We appreciate the nice feedback.
+1It must have been unlisted, and was then posted public on YouTube.
+1No, sorry. There's a sort of solution, which would involve building the sprite out of fuselage parts), but it's not really adding the sprite to the game.
+1That cockpit's actually looking pretty good.
+1Yes
+1I take your "most detailed cockpit" and raise you an SWL-120.
+1@AlexRol05 Drag isn't calculated, plus I just turn it off. I only have drag on one part anyway. The other elements aren't really calculated, which is why this is best for static 3D models for details.
+1@MrCOPTY I'll explain in tomorrow's video.
+1@MrShenanigansSP @Phoebe Total parts, ignoring the reverse thrust airflow guides (nudged out of the way), is just 14. 4 custom parts and then rotators and pistons.
+1The total part count of the engine without mods would be around 2300. The total part of the engine as is in-game is 64 (A little higher than expected, but it's mostly because of the reverse thrust airflow guides). Without guides (-48 parts), it's actually 16.
I just realised there is a bot in the comments.
+1Wait... the last picture, your battery is at 69%...
+1This is actually insane.
+1
+1sum(clamp01(Activate8)). Try experimenting with the rotator speed and change a multiplier for the clamp01(Activate8). (Put something like 2* at the beginning)
clamp01(rate(Altitude) < some number)
Click download, and then click on the .splane file you just downloaded.
+1@Sakorsky Yes, anything with wings will work.
+1I even went to the trouble of placing my headset on my head...
+1@AnOmalOcaris A rounded tip is a simple idea, it just takes a lot of trial and error with the height of the end pieces, as that determines how much trailing flat piece there is.
+1@CaptFoxworth19 I just realized I never responded. You know that tutorial? Well, it's out! Part 1 at least, Part 2 is coming in a few days. I also finished making the wings for the SWL-120, a forum post is here.
+1Same
+1@FujiwaraAutoShop All good, I'm glad you got it working.
+1@BeastHunter Sure, go ahead. Just don't expect the 4.5 billion dollars lol.
+1@BeastHunter @SPAircraftOfficial Ya know this is likely a bot, right?
+1I'm assuming you are on pc, because you said you alt f4d out. Go to C:/Users/yourname/AppData/LocalLow/Jundroo/SimplePlanes/AircraftDesigns and copy editor.xml somewhere. Maybe upload it and give me a link so I can see if it is recoverable. Also give me the aircraft file, maybe I can see if I can change something in the xml.
+1Meh just write another 5423554 pages of FT.
+1@ChamDel7 I guess it is. I only play on PC, but I remember being annoyed when I couldn't download mods back when I used to play on iOS (literally 6 years ago).
+1@ChamDel7 No.
+1And at least this one won't be released in 2050.
+1Aha! This is why I make variables tutorial videos. The first part of the video is making "extra activation groups".
+1@shipfinder568 You must be doing something wrong. I recommend you either watch the how to fly video (linked in the description), or use the easy mode version (linked in the description).
+1@Hazerz meh too lazy. I might in the future.
+1@PacificWesternAirlines I'm using reshade with quite a few effects.
+1The mixture is at full under 3000 feet, and slowly goes to one quarter at 13000 feet. This is similar to irl.
+1@klm747klm747 Yes it is, I think he was also talking about the in-game cameras.
+1@50CalChicken An idea we (klm and me) have for a plane is to make 3D modelled parts which all fit together to make a 50 part highly detailed aircraft. Most parts would be custom made for the plane and would only fit on that plane, and the SWL-120 (latest forum here) will also use a hybrid of a similar idea. About your landing gear, it's important to use the default SP wheels due to their special properties, but a set of highly detailed 3D modelled landing gear would be cool. It would be some 3D parts you attach rotators and wheels to.
+1@50CalChicken We only know how to make basic 3D modelled mod parts. Anything beyond this, while learnable, would likely not be done. It's a cool idea, and I was also thinking about having screens in the back of the seat which could actually play a video, but it's just a little too advanced for us as of now. Sorry. In the future it could happen, but right now, I don't think so. Still a cool idea.
+1@HuskyDynamics01 That's what I'm thinking of. 1 part for each whole body. A basic plane would be like 50 parts, because of rotators and each 3D model, not including the cockpit switches, physics wings, landing gear, etc. But yeah, it would make SP a gpu dependant game.
+1I sort of have this. It's a list of my "good" planes, the ones with months of work.
+1Even better, this. It's an attempt to organize and list all the planes I ever made.
@BruhMomenthmgfbvbukjgv I think you're on the wrong post, this is part 2 and part 3 is here. Anyway, the current part count for the most recent version is 2125.
+1For something like a control surface you want
+1clamp(Pitch + Roll, -1, 1). It allows both to function normally but stops combinations from exceeding -1 or 1.Making SP in SP would be cool. Imagine making SP in SP in SP...
+1oof I got it three times because I opened all three up in new tabs to look at them argghhh
+1@SheriffHackdogMCPE Or you could just browse the site without an account, which is the intention of banning underage users.
+1@OPaiTaOn If you mean adjust the base throttle input, you can't. The default inputs like roll, pitch, yaw, brake, throttle, vtol, trim (and some others I forgot) can only be modified by directly connecting those to a variable (Sliders go with levers, throttles, and yokes, and activation groups go with switches and buttons). What I'd recommend is making a variable which references throttle and also can switch to taking inputs from other sources like a button.
+1I just simulate fuel using a lot of FT.Don't ask me to explain.
+1@WolfHunter9111 Ask me 3 years ago. Here's another mod with agro ships.
+1Let's say you have a part outputting to a variable. This part is the only source of that variable. If that part is destroyed, every single line of code using ANY variable breaks. A constant nullreferenceexception is also in the debug console.
+1For example, if that type of part breaks, then I have an engine stuck at full power even if I turn off AG 1, which should stop the engine.
@L3FTxR1GHT There is a link to the build at the top of the post. In giant text.
+1@SpiritusRaptor It means they want you to tag them on the creation when you post it.
+1Now make it work
+1meh if you have yes free time it's possible. Possible, not easy.