@PannerTerkins bah... no time, I'm afraid. I have a 98% finished X-wing on the shelf (it's been there for over a year) and lots of other ideas, but no time or inclination to do anything about it. Maybe in future, sometime, who knows...
@Blueshift nah... certainly not an Integrale. They're a lot wider, what with all the plastic skirts 'n all.. would love to see someone do a proper Lancia Stratos in SP though.
@MeuseFlugzeugbau That sounds like a cool feature indeed. Not for a WW2 bomber per se of course, it wouldn't be very realistic in VR... they didn't have "look-down, shoot-down" gimmicks in those days. Great idea in an attack 'copter though, I would love to know how it works. Oh, and if anyone knows a way to automatically switch to a particular camera view e.g. when selecting a weapon, THAT would be a great feature!
@Hawker180hurricane yup... hence, "flaming coffin". It leaked oil like crazy, and the center exhaust always overheated which often caused the plane to catch fire.
@EternalDarkness ah... I'm not all that good at the photography thing... never seem to be able to get a decent angle inside a close space like the cockpit. But I'll try :p
@FeatherWing AFAIK the 262 beat the Meteor in terms of first flight of the prototype (july '42 vs march '43) as well as first operational/combat use (april '44 vs july '44)...
@Krikkit42 I didn't work any magic... @Ian_Yashima found out what the problem was; some glitch related to, well, unrelated (VR) parts and rotators. Nothing that had anything to do with cannons really :D just read the update on the full-detail build; I re-uploaded the XML of that one by the way, so it now works fine as well.
@FairFireFlight Thanks for the tips! To be honest, I have partly given up on trying to get "real" performance all the way, because of the somewhat weird physics. If you tweak one thing, another usually suffers -e.g. the bleeding of speed in turns, or the climb rate, speed in a dive or whatever. Getting them all right takes more playing around and testing than I'm willing to spend time on. BTW, I don't think the 262 was notoriously slow in its acceleration; the problem was that the pilots had to throttle up slowly to prevent the Jumo's from flaming out or catching fire. So to mimic that, you just have to throttle up slowly as well. Perhaps I should rather add some FT code that causes the engines to quit or blow up if you're not careful ;p
@ta152h1 and I think you're overdoing it with the suggestions. I'm not a build-on-demand operation; I build what I feel like building, and because I think it would be fun. So please -no more.
@Ian_Yashima Great! But without the rotators to hold things down, the VR joints were extremely wobbly -which is why I added the free-spinning rotators in the first place. Guess I'll have to find another way to shore things up, then. Unless the devs decide, at some point, to introduce parts that don't behave like they're tied together with rubber bands, paperclips or sticks of gum.
@BogdanX Thanks for the valuable input! The flaps issue is already fixed -silly mistake on my part. As for the rest, well... partly a matter of taste I guess. Making working trim tabs is a great idea; will keep that in mind for the future. I'm not a big fan of spending time on detailed gear wells though, except on some builds where they're highly visible when the plane is on the ground. But that's just an opinion of course.
@RC1138Boss It's not possible YET, that's true. I will make a stripped-down version at some point, making it easier to run the thing on a phone or tablet... but all depends on what you call "mobile friendly". I'm never going to get it down to 300-400 parts, that's for sure...
@Ian_Yashima Thanks! Well, I noticed some VR parts do behave rather erratic at times. Cylinder grips that don't behave like they should, switches that stop working for no apparent reason, label that suddenly blowing up to 400% just by selecting it etc... guess there's still a bit of debugging to be done there :P if I get some time I'll try to find out which part(s) exactly are creating the problem. But if I have to, say, remove the plane's main controls to make the guns work I'll have something of a dilemma...
@Ian_Yashima Thanks for the tip -already tried that, makes no difference though. The problem isn't limited to the cannon either; the rockets also pass right through AI-planes, but work fine against ground targets and ships. Very weird.
@Krikkit42 I tested it in a few dogfights, and it seems you're right. No idea why that is, though; there doesn't seem to be a variable that makes "selective" damage even possible (i.e. to shred ships/ground targets but pass clean through airplanes). I hope the devs can enlighten us...?
@Frost101 Thanks for the info! I can't test the VR controls myself, I'm sorry to say. I suppose this would be a question for the devs or the "curators"; the yoke is constructed using a pair of "cylinder grips", which you're supposed to be able to grab in VR to move the yoke. No idea why this wouldn't work, or why it would work for some movements but not for others. I suppose you could remedy the problem by slapping on a standard yoke, but that has a huge pin sticking out at the back... not a very useful part in this case. Not to mention the fact that it doesn't look like the Arado's actual yoke.
@bruhmemefy it has cannon (four of them, 20 and 30 mm) -no MG's. So you have to select the right weapon first (MG-151 or MK-108) before you can fire it.
@DeezDucks hmm... just tested it, the bomb drops just fine on my pc :o did you use AG2 to drop it, or select the bomb and hit the FireWeapons button? In the latter case, you may be right. Sorry!
Must be missing something here -it's a "no blueprint" challenge, yet it has to be uploaded with a blueprint & match it as close as possible. So what's the angle..?
@EchoVehicle sure -get it from https://i.postimg.cc/wT9Dr2Mv/stuka-instr-panel.png
It doesn't have too many clocks anyway, since the mod contains only basic stuff. I'm sure you can build a much nicer instrument panel using the latest SP version, by filling in the blanks with custom gauges.
@EchoVehicle it's simple really... you load the plane, you get an error message about the mod. Hit the undo arrow, then the redo arrow, and it will load but without the mod. You'll see that the cockpit has no gauges then, but there are black placeholders... in the new SP version, you can easily put in some gauges yourself.
@PannerTerkins bah... no time, I'm afraid. I have a 98% finished X-wing on the shelf (it's been there for over a year) and lots of other ideas, but no time or inclination to do anything about it. Maybe in future, sometime, who knows...
@GRoblox SC1000's didn't fit in the He-111's bomb racks and were always carried on the outside.
@Cocomax400 "many" usually refers to "more than one". Counting seems to be somewhat of a challenge, eh..?
@teddyone02 an AK-12..? Last I heard these guys were being sent into battle with broomsticks and pitchforks... :/
+2@realSavageMan thx -has double the part count though
Looks like a copy of the Eristov WDK-11, aka the "Grey Goose". Smirnov builds absolut-ly great planes, though...
+1Love it!
+2@Blueshift nah... certainly not an Integrale. They're a lot wider, what with all the plastic skirts 'n all.. would love to see someone do a proper Lancia Stratos in SP though.
@imunsure go right ahead, no probs
Sure… @Kazin
Thanks a million, all! Didn't think a vintage Star Wars build would attract any attention at all...
@goboygo1 there's hostiles on the hill for sure... :p
@MeuseFlugzeugbau Sure, go ahead -you're welcome to them.
@BlueStar90 This version, yes -check my posts for the newer version without mods.
+8@Alisuchanka yeah... sorry 'bout that. My test is usually that if it runs smoothly on my iPad, it's still OK :D :D
+2@MeuseFlugzeugbau That sounds like a cool feature indeed. Not for a WW2 bomber per se of course, it wouldn't be very realistic in VR... they didn't have "look-down, shoot-down" gimmicks in those days. Great idea in an attack 'copter though, I would love to know how it works. Oh, and if anyone knows a way to automatically switch to a particular camera view e.g. when selecting a weapon, THAT would be a great feature!
@Hawker180hurricane yup... hence, "flaming coffin". It leaked oil like crazy, and the center exhaust always overheated which often caused the plane to catch fire.
+1@EternalDarkness ah... I'm not all that good at the photography thing... never seem to be able to get a decent angle inside a close space like the cockpit. But I'll try :p
Kind of dieselpunk, perfectly executed. Beauty!!
+1@WojakArgento sure, go ahead
@MrACEpilot ouch... I don't think I want to know what you ripped out :p
@FeatherWing AFAIK the 262 beat the Meteor in terms of first flight of the prototype (july '42 vs march '43) as well as first operational/combat use (april '44 vs july '44)...
@peijiaao The link to the mod is right above... under "required mods".
+1@Krikkit42 I didn't work any magic... @Ian_Yashima found out what the problem was; some glitch related to, well, unrelated (VR) parts and rotators. Nothing that had anything to do with cannons really :D just read the update on the full-detail build; I re-uploaded the XML of that one by the way, so it now works fine as well.
+1@FairFireFlight Thanks for the tips! To be honest, I have partly given up on trying to get "real" performance all the way, because of the somewhat weird physics. If you tweak one thing, another usually suffers -e.g. the bleeding of speed in turns, or the climb rate, speed in a dive or whatever. Getting them all right takes more playing around and testing than I'm willing to spend time on. BTW, I don't think the 262 was notoriously slow in its acceleration; the problem was that the pilots had to throttle up slowly to prevent the Jumo's from flaming out or catching fire. So to mimic that, you just have to throttle up slowly as well. Perhaps I should rather add some FT code that causes the engines to quit or blow up if you're not careful ;p
+1@ta152h1 and I think you're overdoing it with the suggestions. I'm not a build-on-demand operation; I build what I feel like building, and because I think it would be fun. So please -no more.
+1Grosse Boember, immer sehr gut! :p
+1@Ian_Yashima Great! But without the rotators to hold things down, the VR joints were extremely wobbly -which is why I added the free-spinning rotators in the first place. Guess I'll have to find another way to shore things up, then. Unless the devs decide, at some point, to introduce parts that don't behave like they're tied together with rubber bands, paperclips or sticks of gum.
+1@BogdanX Thanks for the valuable input! The flaps issue is already fixed -silly mistake on my part. As for the rest, well... partly a matter of taste I guess. Making working trim tabs is a great idea; will keep that in mind for the future. I'm not a big fan of spending time on detailed gear wells though, except on some builds where they're highly visible when the plane is on the ground. But that's just an opinion of course.
@RC1138Boss It's not possible YET, that's true. I will make a stripped-down version at some point, making it easier to run the thing on a phone or tablet... but all depends on what you call "mobile friendly". I'm never going to get it down to 300-400 parts, that's for sure...
@Ian_Yashima Thanks! Well, I noticed some VR parts do behave rather erratic at times. Cylinder grips that don't behave like they should, switches that stop working for no apparent reason, label that suddenly blowing up to 400% just by selecting it etc... guess there's still a bit of debugging to be done there :P if I get some time I'll try to find out which part(s) exactly are creating the problem. But if I have to, say, remove the plane's main controls to make the guns work I'll have something of a dilemma...
@Ian_Yashima very strange, since the parts are not related in any way. If this is a glitch, it may be quite random...
@FDFZMaverick strange... I fixed that (and uploaded the new XML) hours ago...
@Ian_Yashima Thanks for the tip -already tried that, makes no difference though. The problem isn't limited to the cannon either; the rockets also pass right through AI-planes, but work fine against ground targets and ships. Very weird.
+1@Kianoxley there's no mod there -no idea what you're on about, sorry
@Kianoxley https://www.simpleplanes.com/a/53358v/Ju-52-UPDATE
Nope, there’s no mod in the new version. Did u follow the link? @Kianoxley
@Krikkit42 I tested it in a few dogfights, and it seems you're right. No idea why that is, though; there doesn't seem to be a variable that makes "selective" damage even possible (i.e. to shred ships/ground targets but pass clean through airplanes). I hope the devs can enlighten us...?
+2@Frost101 Thanks for the info! I can't test the VR controls myself, I'm sorry to say. I suppose this would be a question for the devs or the "curators"; the yoke is constructed using a pair of "cylinder grips", which you're supposed to be able to grab in VR to move the yoke. No idea why this wouldn't work, or why it would work for some movements but not for others. I suppose you could remedy the problem by slapping on a standard yoke, but that has a huge pin sticking out at the back... not a very useful part in this case. Not to mention the fact that it doesn't look like the Arado's actual yoke.
+1@Kianoxley here's the updated version, without the mod
Thanks everyone! Glad you all like it...
@bruhmemefy it has cannon (four of them, 20 and 30 mm) -no MG's. So you have to select the right weapon first (MG-151 or MK-108) before you can fire it.
Dayumn… that’s one ugly plane :D @Hedero
Dayumn... that's one ugly plane!
@DeezDucks hmm... just tested it, the bomb drops just fine on my pc :o did you use AG2 to drop it, or select the bomb and hit the FireWeapons button? In the latter case, you may be right. Sorry!
@DeezDucks ah... probably sth silly, easily corrected... but is it possible to replace the old with the new?
Must be missing something here -it's a "no blueprint" challenge, yet it has to be uploaded with a blueprint & match it as close as possible. So what's the angle..?
@EchoVehicle sure -get it from https://i.postimg.cc/wT9Dr2Mv/stuka-instr-panel.png
+2It doesn't have too many clocks anyway, since the mod contains only basic stuff. I'm sure you can build a much nicer instrument panel using the latest SP version, by filling in the blanks with custom gauges.
@EchoVehicle it's simple really... you load the plane, you get an error message about the mod. Hit the undo arrow, then the redo arrow, and it will load but without the mod. You'll see that the cockpit has no gauges then, but there are black placeholders... in the new SP version, you can easily put in some gauges yourself.
+3@sam1333 sure you do! It's a very nice Fw-190 -and at only 1/5th of the parts I used on mine :p
+1