@DeadlyDialga An important note: only the first three people tagged in a comment will actually recieve notifications.
That means everyone tagged after JP11 didn't receive a notification.
@KyonIndustries The music source is probably a script instead of an actual file.
Even if you somehow located the script, attempting to replace it would be tricky, or perhaps just simply not possible without extensive programming knowledge.
That being said, it would be really neat to be able to customize the music of the game. But, I would imagine the reason there's no mod for it yet is simply because the music is an embedded script instead of an actual file. It would be very difficult to make a mod that could modify the music with the way the game works. Edit: there is, in fact, a mod for this. View PlaneFlightX's comment posted above for a link to the mod.
Hmm, I have also wondered this.
However, I have never actually found the audio script for the game, and I would imagine it's deeply embedded within the game's code.
The ratio of rudder area to non-rudder area on vertical stabilizers definitely impacts the amount of yaw.
This is especially true with custom wings/stabilizers that use wing sections as control surfaces.
@IICXLVIICDLXXXIIIDCXLVII Yeah, heh.
Jokes aside, the reason I was toggling Activate4 was to move the stabilizers so that the aircraft would start spinning. Otherwise, it just starts falling backwards (with dramatic oscillations).
@IICXLVIICDLXXXIIIDCXLVII In theory, it wouldn't be limited to just two users. Instead, you could include three or more.
This might cause some issues with this system being used to provide other users with points however, but like I said, this is only a concept, and it probably has its disadvantages/impracticalities.
@IICXLVIICDLXXXIIIDCXLVII True.
Although, the successor system doesn't always work consistently, which can be a problem.
And then there's the point issue you mentioned. If the joint-publisher system was implemented, every listed publisher would either receive 15 points per upvote, or the points per upvote would be split evenly among each publisher.
@DerekSP However, if the fuselage physics were replaced with the stock wing physics, then it probably wouldn't be much different from the performance impact from the regular stock wings.
This wouldn't be incredibly realistic, but it would be easier on devices.
@DerekSP I was thinking along the lines of: the fuselages shape determines its lift, drag, and stall point based on the width and height of the fuselage, and these values would be nonlinear.
In other words: the game would semi-realistically simulate airflow physics of the fuselage parts for lift, drag, and stall point values.
@Danidude88 If you're using SelectedWeaponName it won't work. To get the data output, you need to use SelectedWeapon.
If it still doesn't work, you might need to add a condition statement, which I also have a tutorial on.
Most of the learning process for SimplePlanes is just slowly getting better over time. It may not sound very helpful, but that's just how it works: lot's of practice and gameplay.
Yes, you will probably use building techniques from others people's creations, but that will be a small portion compared to your own experience.
Give it time and practice, and your builds will gradually become better.
I would manually disconnect and reconnect the propulsion rotators.
Rotators have a tendency to automatically connect to the incorrect attachment points.
I would also make sure that the rotator input doesn't have any errors.
@JeskoGoesVROOM To address the first question, I'm not familiar with the older method, so I wouldn't fully understand how to make the input work in that scenario.
To address the CoM/CoL issue, I find that rather odd, but I suppose the thing to do would be to find the middle ground on the maneuverability spectrum (find at what balance point the maneuverability is at its greatest).
@Bryan5 Hmm. I'll need to start making requirements for tag requests more clear. Pinning a comment that says "Type T to be tagged" would solve that issue.
I'll make an exception for HalfaBlock, as they seem to want to be tagged.
If you would like to be tagged, let me know.
@Bo1233 Will do!
+1@IceCraftGaming Boeing 747. Probably of the -400 variant. Fitted with dozens of cleaver missiles in an internal weapons bay.
+1@OrdinaryTankBuilder Well, not exactly.
+1The specifications in the description are for the sailplane itself, not including the launcher system.
I personally don't have much experience in paneling.
+1I would ask Otana, since they seem to be quite good with paneling.
@DeadlyDialga Yeah, that's how it was when I first started on the website.
+1Perhaps I should make a "guide for website beginners" forum.
@DeadlyDialga An important note: only the first three people tagged in a comment will actually recieve notifications.
+1That means everyone tagged after JP11 didn't receive a notification.
@KyonIndustries The music source is probably a script instead of an actual file.
Even if you somehow located the script, attempting to replace it would be tricky, or perhaps just simply not possible without extensive programming knowledge.
That being said, it would be really neat to be able to customize the music of the game. But, I would imagine the reason there's no mod for it yet is simply because the music is an embedded script instead of an actual file. It would be very difficult to make a mod that could modify the music with the way the game works.
+1Edit: there is, in fact, a mod for this. View PlaneFlightX's comment posted above for a link to the mod.
Hmm, I have also wondered this.
+1However, I have never actually found the audio script for the game, and I would imagine it's deeply embedded within the game's code.
Ah, I remember a small bit of detail from this incident.
+1Nice aircraft.
Nice.
+1T
Glad I could help!
+1@ReinMcDeer Ah, interesting.
+1I just simply added two vertical stabilizers and eliminated the one in the middle.
That fixed the issue.
The ratio of
+1rudder area
tonon-rudder area
on vertical stabilizers definitely impacts the amount of yaw.This is especially true with custom wings/stabilizers that use wing sections as control surfaces.
The USS Tiny Two and its two destroyers are north of Krakabloa.
+1It may take a minute or two, but they should be fairly easy to find.
T
+1Looks great!
@IceCraftGaming Thanks!
+1@IICXLVIICDLXXXIIIDCXLVII Yeah, heh.
+1Jokes aside, the reason I was toggling
Activate4
was to move the stabilizers so that the aircraft would start spinning. Otherwise, it just starts falling backwards (with dramatic oscillations).@MRM19 No problem!
+1This might work:
+1Activate8=-1 ? 1 : 0
.T
+1Looks great!
T
+1Congratulations on silver.
@X99STRIKER Ah, I see you've finally acquired a custom profile image.
+1Mobile devices no longer support modding.
+1I believe mods that are already downloaded should work, but attempting to download mods will not work.
@IICXLVIICDLXXXIIIDCXLVII In theory, it wouldn't be limited to just two users. Instead, you could include three or more.
+1This might cause some issues with this system being used to provide other users with points however, but like I said, this is only a concept, and it probably has its disadvantages/impracticalities.
@IICXLVIICDLXXXIIIDCXLVII True.
+1Although, the successor system doesn't always work consistently, which can be a problem.
And then there's the point issue you mentioned. If the joint-publisher system was implemented, every listed publisher would either receive 15 points per upvote, or the points per upvote would be split evenly among each publisher.
@DerekSP Hmm, I see what you mean.
+1That makes sense.
@DerekSP However, if the fuselage physics were replaced with the stock wing physics, then it probably wouldn't be much different from the performance impact from the regular stock wings.
+1This wouldn't be incredibly realistic, but it would be easier on devices.
@DerekSP I was thinking along the lines of: the fuselages shape determines its lift, drag, and stall point based on the width and height of the fuselage, and these values would be nonlinear.
+1In other words: the game would semi-realistically simulate airflow physics of the fuselage parts for lift, drag, and stall point values.
This is, however, an interesting idea.
+1This would be great as a mod (though it would be restricted to devices that can handle the calculations).
@Danidude88 If you're using
+1SelectedWeaponName
it won't work. To get the data output, you need to useSelectedWeapon
.If it still doesn't work, you might need to add a condition statement, which I also have a tutorial on.
Oh hey, I saw this in MP last night. It's a beautiful biplane.
+1T
Put say "your message here" into the command console.
+1Most of the learning process for SimplePlanes is just slowly getting better over time. It may not sound very helpful, but that's just how it works: lot's of practice and gameplay.
+1Yes, you will probably use building techniques from others people's creations, but that will be a small portion compared to your own experience.
Give it time and practice, and your builds will gradually become better.
@Craftgamer23 It uses an XML modified cannon, which is stored in the bomb bay.
+1I have a few aircraft that use fuselage wings. If you would like, you may use those as a reference.
+1@X99STRIKER Ah, I see what you did there...
+1T
+1It does seem to be down, since it wouldn't work for me either.
+1160.251.58.131
has started working again, so that is the alternative option.I would manually disconnect and reconnect the propulsion rotators.
+1Rotators have a tendency to automatically connect to the incorrect attachment points.
I would also make sure that the rotator input doesn't have any errors.
@BsetAutomotiveFan2022 I was using it as an example for the user V, who asked how I was able to make torqueless propeller engines.
+1You forgot a couple of Jonda's in the description.
+1@JeskoGoesVROOM To address the first question, I'm not familiar with the older method, so I wouldn't fully understand how to make the input work in that scenario.
+1To address the CoM/CoL issue, I find that rather odd, but I suppose the thing to do would be to find the middle ground on the maneuverability spectrum (find at what balance point the maneuverability is at its greatest).
@V I put a powered rotator on top of a free-spinning rotator.
+1Here's an engine that I posted which uses this method: https://www.simpleplanes.com/a/4h4vL6/TFG-Aerospace-EE-1-Torque-less-Electric-Propeller-Engine
@DISHWASHER2005 Yep. I just hadn't made an account until about 3 months ago.
+1You can actually make electric engines from rotators.
+1It's even possible to eliminate the torque from a rotator engine.
@DeadlyDialga In case you were unaware, the old server
+114.49.119.147
has shut down. The new server is61.82.248.222
.@Bryan5 Hmm. I'll need to start making requirements for tag requests more clear. Pinning a comment that says "Type T to be tagged" would solve that issue.
+1I'll make an exception for HalfaBlock, as they seem to want to be tagged.
If you would like to be tagged, let me know.
@jamesPLANEScdxxLXIX Ok, thanks for clearing that up.
+1@Bryan5
+1@HalfaBlock
When someone upvotes a teaser post, but doesn't directly request a tag by saying "T", should I still tag them?
@Griffon1 Great!
+1