@Hihocolio
Sadly I was never able to finish and post the plane. I kinda fell away from the game about a week after this post and I guess I never really went back and finished things up.
I would just post the plane in its unrefined form (there are still a few kinks to work out iirc), but it's all on an iPad that may be dead at this point so I dunno if that is even possible.
It wasn't too hard to make with a bit of funky trees practice though, so if you wanna try it out I'd highly recommend it as a little project.
Have fun!
@ENG1Fail
I just wanted to add that even though the biggest issue is with ground handling (it has been fixed though), There is still a problem where the plane rolls extremely slightly to the left once in the air. I’m not sure if you were talking about that or something else though...
@DrBronnor
Just use your attachment editor to disconnect the engine from the rest of the plane, put the VTOL engines in the right spot, and use the attachment editor to reattach the big engine.
This actually isn’t a glitch and it’s been around for many years. If you look at my profile you can see a very early version of this as one of my first posts. Now there are many ways to do this.
In those situations, I would just keep testing it and making small changes until it works. You could also remove the big engine and replace it with a block that has the same weight until you figure it out.
@99807
You put a detacher on the boat (in the exhaust) and put a rocket on it. You then use the attachment modifier thing to attach the rocket to both the detacher and some other part of the boat. You can fire the rocket using the detacher but it will still stay on and give you smoke. Also, you make the thrust timer number 0 and the self destruct timer something really high.
@ENG1Fail
I also checked for asymmetrical drag and I found some in the main landing gear, but that isn’t it. Try checking in the cockpit and even inside the wing.
@Pulkit
It should be possible with the new update, but I don’t have the beta and I don’t know how it works yet.
Also, I plan on redoing this in the future when I have a greater math knowledge and more funky trees practice. I want the plane to take off with its own power, set up for an approach, etc.
@Whuy59
Actually... I just made engines that were powerful enough to lift this, but they glitched the game... I’m not sure if this is possible without modding the weight of the fuel tank.
Well played 👏
@drfsdev
Oh, I thought you were asking about the airplane gear. Anyways, it’s just what @RamboJutter said. You look for brake torque under resizable wheel. The starting value should be 50, so just look for anything with a value of 50.
@DPSAircraft
Well, first I used a cannon with a camera on it to find out what angle to launch at. After that I built the plane on the launcher and used the funky trees time attribute to make the rotators work automatically. I used the same attribute on the engines too. I also put a 20 second delay on the launch detacher to give the engines and rotators enough time to get set up. I tried to use a gyro to stabilize it after launch, but that didn’t work so I used more funky trees to make an auto level system. I did some tests to make sure that it was flying the right way, and after confirming things I used the time attribute on the engines to make them shut off after a specific time. Once shutting off the engines, the plane can just glide to a landing. I might have missed a few things, so maybe just look at the finished model and fill in the gaps. Also, should I tag the people who upvoted this post?
@JakeSnakeMate
It does alter other things. At the top of the overload menu there is a drop down menu. If you use that you can pick other things to edit. I have altered shock strength and rotator rotation before.
I’m not sure if this works on all devices, but for some devices you can go to the SP app menu and click on mods, then enable overload. That will allow you to xml in game. You can also use fine tuner in the same menu for other things.
@ArcturusAerospace
I have an idea on how to test this, but I’m not sure if it’s accurate. If you want you can probably test this yourself since I probably don’t have the time. Just make a plane and keep adding weight until it stalls at 100 mph at 10 feet above the ground. The wing loading will be your max lift (I think). Sorry that I couldn’t test this myself though.
At what speed and altitude? The amount of lift generated can change based on these two things. Also, the normal wings in the game will probably fold and break before reaching these limits.
@PlayerTheGamer
Is it okay if the paratrooper bumps on the plane on the way out but survives? It is fairly difficult for me to get the timing exactly right, and making my jump door bigger is not possible at this point.
@Hihocolio
Sadly I was never able to finish and post the plane. I kinda fell away from the game about a week after this post and I guess I never really went back and finished things up.
I would just post the plane in its unrefined form (there are still a few kinks to work out iirc), but it's all on an iPad that may be dead at this point so I dunno if that is even possible.
It wasn't too hard to make with a bit of funky trees practice though, so if you wanna try it out I'd highly recommend it as a little project.
Have fun!
@NikoFox
Repaint for this plane? The colors wouldn’t matter to me. Also, you don’t have to make something for me just because I upvoted your post.
HEY
+1So do we just tag you on the finished version?
Check for asymmetrical drag
This isn’t new... I saw it for the first time a long time ago. Probably at least 6 months.
Search funky trees
@FearlessAce
+1Make collision response 0 on every part, and it doesn’t hurt to increase health while you’re at it too...
Tag me in these new posts!
I thought I should just leave this here...
Tell me if I should post it.
@Alex3107
Who?
It is or isn’t made by you?
Increase the damperMultiplier for the rotator. It should help a bit.
@Noname918181
Yes, but they are trying to place the VTOL nozzles with the big engines on. That’s why I said to just guess and check.
T
@ENG1Fail
+1I just wanted to add that even though the biggest issue is with ground handling (it has been fixed though), There is still a problem where the plane rolls extremely slightly to the left once in the air. I’m not sure if you were talking about that or something else though...
There are so many drag points that my iPad thinks it’s a phone number...
@Noname918181
Are you sure this is possible? There is no option in the designer do it to ignore an engine.
@DrBronnor
Just use your attachment editor to disconnect the engine from the rest of the plane, put the VTOL engines in the right spot, and use the attachment editor to reattach the big engine.
This actually isn’t a glitch and it’s been around for many years. If you look at my profile you can see a very early version of this as one of my first posts. Now there are many ways to do this.
In those situations, I would just keep testing it and making small changes until it works. You could also remove the big engine and replace it with a block that has the same weight until you figure it out.
Qibli
@99807
You put a detacher on the boat (in the exhaust) and put a rocket on it. You then use the attachment modifier thing to attach the rocket to both the detacher and some other part of the boat. You can fire the rocket using the detacher but it will still stay on and give you smoke. Also, you make the thrust timer number 0 and the self destruct timer something really high.
@ENG1Fail
+1I also checked for asymmetrical drag and I found some in the main landing gear, but that isn’t it. Try checking in the cockpit and even inside the wing.
Nice! Have you tried using rockets for smoke?
@Pulkit
+1It should be possible with the new update, but I don’t have the beta and I don’t know how it works yet.
Also, I plan on redoing this in the future when I have a greater math knowledge and more funky trees practice. I want the plane to take off with its own power, set up for an approach, etc.
@Whuy59
Actually... I just made engines that were powerful enough to lift this, but they glitched the game... I’m not sure if this is possible without modding the weight of the fuel tank.
Well played 👏
@Whuy59
Watch me, not the other guy.
ICBM
I just posted a video of this working if you want to see it. It is called Autopilot Testing.
@drfsdev
Oh, I thought you were asking about the airplane gear. Anyways, it’s just what @RamboJutter said. You look for brake torque under resizable wheel. The starting value should be 50, so just look for anything with a value of 50.
@drfsdev
+1You can’t edit brake power for the actual airplane wheels, but you can edit brake power for the resizable wheels.
@Sm10684
Yep, I just posted a video.
I thought that I should post a video of this actually working. Of course I still have to improve it. I will try to finish by next weekend.
@Sm10684
Made a video and I’m about to post it. Had to wait for the site to come back up tho... Actually I might just post it tomorrow.
Yep.
@DPSAircraft
+2Well, first I used a cannon with a camera on it to find out what angle to launch at. After that I built the plane on the launcher and used the funky trees time attribute to make the rotators work automatically. I used the same attribute on the engines too. I also put a 20 second delay on the launch detacher to give the engines and rotators enough time to get set up. I tried to use a gyro to stabilize it after launch, but that didn’t work so I used more funky trees to make an auto level system. I did some tests to make sure that it was flying the right way, and after confirming things I used the time attribute on the engines to make them shut off after a specific time. Once shutting off the engines, the plane can just glide to a landing. I might have missed a few things, so maybe just look at the finished model and fill in the gaps. Also, should I tag the people who upvoted this post?
You’re not the only one. I’m up trying to figure out how to make my funky trees autopilot land the plane in the same spot every time...
+19 miles above ground level or above sea level?
@JakeSnakeMate
It does alter other things. At the top of the overload menu there is a drop down menu. If you use that you can pick other things to edit. I have altered shock strength and rotator rotation before.
I’m not sure if this works on all devices, but for some devices you can go to the SP app menu and click on mods, then enable overload. That will allow you to xml in game. You can also use fine tuner in the same menu for other things.
6/10
That’s why... They look pretty good though.
I like this a lot.. But I don’t know why...
Nice job! I like the cockpit!
This is pretty good. It has some issues, like how the rear landing gear doesn’t fold up properly, but I like how it flies.
+1@ArcturusAerospace
I have an idea on how to test this, but I’m not sure if it’s accurate. If you want you can probably test this yourself since I probably don’t have the time. Just make a plane and keep adding weight until it stalls at 100 mph at 10 feet above the ground. The wing loading will be your max lift (I think). Sorry that I couldn’t test this myself though.
At what speed and altitude? The amount of lift generated can change based on these two things. Also, the normal wings in the game will probably fold and break before reaching these limits.
@PlayerTheGamer
Is it okay if the paratrooper bumps on the plane on the way out but survives? It is fairly difficult for me to get the timing exactly right, and making my jump door bigger is not possible at this point.
I mean... 3 points all by guessing isn’t too bad right?