Very nice! I tested the aircraft and it does perform as needed.
There is small problem with the airbrakes colliding with the missiles when deploying the airbrakes. There is also a missing airbrake on the left side of the aircraft, but it poses no significant problem.
The top missiles will also destroy the aircraft if they are deployed while the airbrakes are open.
Other than that, the aircraft works great!
I've checked connections, XML properties, and tried multiple methods to fix the issue. However, I couldn't find a solution.
There's a possibility that it's a bug of some sort, but I could be wrong.
You can reduce the WWII propeller engine to just the propeller by setting hide to true under CowlFlaps. This will give you much better engine power in a smaller space compared to the smaller propeller engine.
@ThereIsNoahScape I'm fairly certain that it's a De Havilland Comet.
Edit: the Comet has the squared windows similar (if not identical) to that which is shown in the picture, and it also has a similar nose shape to that of a Comet, so my final guess is the Comet.
@Charris969 M.A.A.R has not been uploaded yet. E.M.T.A.R is the closest thing to M.A.A.R that is currently on the website, but I may upload M.A.A.R soon.
@PlaneFlightX Ah, I see. The alternative would be to just download Unity and use it for sprite importing, but I was trying to avoid that.
Thanks for the response.
Here's the method that I use: 1.Take a screenshot. 2.Open the blueprints menu, select a view, and open the blueprint upload screen (file browser). 3.Select the screenshot as a blueprint. 4.Resize and move the image as needed. 5.Open the Share Aircraft menu, and take a screenshot of the image (in-game, not a device screenshot), and then upload the aircraft. Note: I do not use SimplePlanes on a mobile device, so I do not know if this will work the same way.
You could try: Activate5=(1)&(PitchAngle>60 | PitchAngle<-60) ? 1 : 0
However, I'm not sure if the gyroscope will accept this as an activation group (some parts don't accept expressions as activation groups).
I also haven't tested this code, but if the gyroscope will accept expressions as activation groups, then the code should theoretically work.
The most likely cause of the problem is aircraft/part collisions.
This can be fixed by simply setting disableAircraftCollisions to false on all of the landing gear components.
If you have already addressed this issue, then I have no other solutions at the moment.
@Far2Crispy Custom landing gear is quite complicated.
If it helps, rotators have a Current Angle output variable in the part output menu, which can be found above the connections tool.
This can be used for custom landing gear functions.
Analyzing and reverse engineering other user's landing gear might be a good way to start.
If you intend to start from scratch, here is a very useful guide to FT: https://snowflake0s.github.io/funkyguide/.
@Rework
Thoughts or suggestions? Let me know!
Click [here.](URL)
Very nice! I tested the aircraft and it does perform as needed.
There is small problem with the airbrakes colliding with the missiles when deploying the airbrakes. There is also a missing airbrake on the left side of the aircraft, but it poses no significant problem.
The top missiles will also destroy the aircraft if they are deployed while the airbrakes are open.
Other than that, the aircraft works great!
@HamV2 Sure! I would highly recommend installing yaw control for the best VR experience. Most likely by using a rotating flight control stick.
@XAircraftManufacturer I should also mention that the unarmed aircraft is actually only 65 parts.
I've checked connections, XML properties, and tried multiple methods to fix the issue. However, I couldn't find a solution.
There's a possibility that it's a bug of some sort, but I could be wrong.
@CRATE52PART2 Ah yes, I remember that.
Thoughts or suggestions? Let me know!
@Sharkfin227 Thanks!
Link to the aircraft.
Link to the aircraft.
Link to the aircraft.
@weeeeeeeeeeeeeeee
@MrCOPTY
@X99STRIKER
@NARGII
@BeastHunter
Thoughts or suggestions? Let me know!
@asteroidbook345 Ok, thanks!
@asteroidbook345 Would moving the nose wheel backward also work?
You can reduce the WWII propeller engine to just the propeller by setting
hide
totrue
underCowlFlaps
. This will give you much better engine power in a smaller space compared to the smaller propeller engine.@ThereIsNoahScape I'm fairly certain that it's a De Havilland Comet.
Edit: the Comet has the squared windows similar (if not identical) to that which is shown in the picture, and it also has a similar nose shape to that of a Comet, so my final guess is the Comet.
It works now.
@Dragoranos This?
Thoughts or suggestions? Let me know!
@Winterfield That might be a good idea for a future post.
@Winterfield Have you tried
14.49.119.147
? That's the one currently being used as the main server.@PPLLAANNEE Heh, that's an interesting idea. Maybe I should make a second version with guppy fish colors.
Note: if you want better flight performance, change the engine horsepower from 2000hp to 2500hp (the number is 5000 for 2500hp in the XML editor).
@DejmianXYZ I tested it, and it does fly significantly better at 2500hp.
Thanks for the suggestion!
Thoughts or suggestions? Let me know!
@Charris969 Thanks!
Yes, this would be very interesting in VR, but I'm not sure how it would be converted to be VR capable.
@Charris969 M.A.A.R has not been uploaded yet. E.M.T.A.R is the closest thing to M.A.A.R that is currently on the website, but I may upload M.A.A.R soon.
@PlaneFlightX Ah, I see. The alternative would be to just download Unity and use it for sprite importing, but I was trying to avoid that.
Thanks for the response.
@TheGliderGuy
Thoughts or suggestions? Let me know!
@PlaneFlightX Would you happen to know the solution to this problem?
@TheGliderGuy Thank you!
@LeaveUsAlone No problem!
Here's the method that I use: 1.Take a screenshot. 2.Open the blueprints menu, select a view, and open the blueprint upload screen (file browser). 3.Select the screenshot as a blueprint. 4.Resize and move the image as needed. 5.Open the Share Aircraft menu, and take a screenshot of the image (in-game, not a device screenshot), and then upload the aircraft.
Note: I do not use SimplePlanes on a mobile device, so I do not know if this will work the same way.
Make something unique, and maybe even a non-airplane.
For example: a unique robot of some sort.
@asteroidbook345 You're thinking of TARS, CASE, or KIPP.
Yes, I was thinking about making TARS, but I made this instead.
Thoughts or suggestions? Let me know!
You could try: Activate5=(1)&(PitchAngle>60 | PitchAngle<-60) ? 1 : 0
However, I'm not sure if the gyroscope will accept this as an activation group (some parts don't accept expressions as activation groups).
I also haven't tested this code, but if the gyroscope will accept expressions as activation groups, then the code should theoretically work.
The most likely cause of the problem is aircraft/part collisions.
This can be fixed by simply setting
disableAircraftCollisions
tofalse
on all of the landing gear components.If you have already addressed this issue, then I have no other solutions at the moment.
@Bobyo You wouldn't be wrong. It is heavily based on the Thrust SSC.
Note: this is a filler project. I plan to upload a new aircraft soon (most likely another fighter jet, but that could change).
Thoughts or suggestions? Let me know!
@Far2Crispy Custom landing gear is quite complicated.
If it helps, rotators have a
Current Angle
output variable in the part output menu, which can be found above the connections tool.This can be used for custom landing gear functions.
@spindriftpilot No problem!
Analyzing and reverse engineering other user's landing gear might be a good way to start.
If you intend to start from scratch, here is a very useful guide to FT: https://snowflake0s.github.io/funkyguide/.
@asteroidbook345 That's okay.
Users eventually figure out that the main server is functional, but these types of posts help expedite the process.