I run maximum physics and graphics settings on 8GB, and it works just fine. It also handles MP decently (as long as there aren't 2000 parts in the same place collectively).
@HuskyDynamics01 Interesting. The drag points changed with the addition of wing wheels (despite them not being anywhere near the pieces that increased in drag). I would assume this is simply a minor bug of sorts.
I'll manually edit the drag scale to something more suitable for sailplanes.
One thing I will say about wingflex is that it needs a rework. The way the joints translate instead of just rotating like an actual joint tends to make the wings/rotors look atrocious, leading to having to settle with Wing-2 wings (which is fine, but requires extra work to get ideal flex).
@L3FTxR1GHT Mod support was removed from mobile devices (mostly).
The only way as of now would be to have the mods included with the stock game upon purchase.
I'm not extremely experienced with building helicopters, but I can say that if you plan building a coaxial chopper I would definitely recommend adding stabilized yaw control to the rotors (not using a gyroscope).
Since I'm on the subject of gyros, I would simply avoid using them entirely. If you want an auto-hover system I would simply program it into the rotors. If the helicopter is a bit (or very) unstable then add a fly-by-wire system.
Again, I am by no means an expert on this subject. These are just my personal recommendations.
@GabrielSatori Much appreciated!
It's really just an XML modified Cleaver missile with several magnets holding it in place.
A tip: set the missile's maximum speed to a very high value, and then mess with the missile's thrust force until you find a suitable amount. Otherwise, your aircraft may accelerate too fast and then stop gaining speed after the missile's maximum speed is achieved (which, of course, isn't very realistic, and is a bit annoying).
@IceCraftGaming Haha, thanks. It's not making the shell that's hard though; that's easy. It's adjusting all 34 individual wing panels to fit near-perfectly into the fuselage sections using the XML editor to manually adjust wing coordinates to very specific numbers that's a bit challenging (or at least time consuming).
@IceCraftGaming @AlbertanPlaneMaker If I didn't make custom wings the hard way then this amount of segments wouldn't be of any concern, but as you may have guessed I do do it the hard way...
A cross-section editor would be a nice addition in my opinion.
It would also allow for much more complex shapes that previously required paneling to achieve (or other complex processes), as well as 1 part custom airfoils.
@MrCOPTY Interesting. I'm not sure how well it would work on this though, since the control surfaces are curved instead of straight.
If you nudge a hinge rotator into just the right position, it should move just fine.
Keep in mind is that just because it has enough horizontal thrust doesn't mean that it has enough vertical thrust.
Either increase the Collective Range or the engine power itself.
@Red920 It would take away from the experience.
It would be difficult to actually enjoy MP, especially since there is only one public server that is operational.
That would mean only 4 out of dozens of routine MP players would be able to play at any given time. Ultimately it would be a terrible idea.
@Red920 Yeah, I see requests from time to time. I tell others the same thing.
SP servers just don't have the capacity. They can only hold around 10-15 users without overloading, and that's being generous.
Perhaps if separate servers for mobile users existed it would be slightly more feasible.
@Red920 That would work much better.
You would also need a way to set up a server. On PC it's an executable that you can download. I'm not sure exactly how that would work on mobile but it could be possible.
The question of "Is it reasonable to add as a default feature?" also comes into play. This sort of feature is for a more specific audience.
However, it would still be neat (and might be possible).
Alternatively, you could go through the trigonometry-nightmare task of creating your own functional rotor system with working rotor brakes.
Or you could use the "cheat method" and make a fake rotor system (with rotor brakes) with a hidden engine somewhere (I wouldn't recommend this method though).
Other than that, the previous comment explains it.
I won't be able to give an exact input expression without further details though.
+1You could give it an input that simulates floppy movement when activated and is locked when deactivated.
I've used something similar this method to simulate gear tilt on a cargo plane, and it works quite well.
+1When using postimages.org, use the Direct Link for images instead of the standard Link.
+1I run maximum physics and graphics settings on 8GB, and it works just fine. It also handles MP decently (as long as there aren't 2000 parts in the same place collectively).
+1@HuskyDynamics01 Interesting. The drag points changed with the addition of wing wheels (despite them not being anywhere near the pieces that increased in drag). I would assume this is simply a minor bug of sorts.
+1I'll manually edit the drag scale to something more suitable for sailplanes.
NASA has some UDF footage that can be used as a reference if needed. It should be pretty easy to find on YouTube.
+1Flexible fuselages would make a neat mod (though I can see why that would be a lag nightmare in certain cases).
+1One thing I will say about wingflex is that it needs a rework. The way the joints translate instead of just rotating like an actual joint tends to make the wings/rotors look atrocious, leading to having to settle with
+1Wing-2
wings (which is fine, but requires extra work to get ideal flex).Try this:
This may or may not work, since I haven't tested this.
+1You may need to adjust the number for more/less delay. The current delay is at 2 seconds.
@L3FTxR1GHT Mod support was removed from mobile devices (mostly).
+1The only way as of now would be to have the mods included with the stock game upon purchase.
@temporaryplanetester Alright then. I'll accept.
+1Hello there. I just received a notification about being added as a contributor on your new mod.
+1Was this intentional?
Looks pretty similar to a 2707.
+1@IceCraftGaming Thanks!
+1
+1
Is the image format.I would recommend either postimages.org (use the Direct Link for images), or Discord.
I'm not extremely experienced with building helicopters, but I can say that if you plan building a coaxial chopper I would definitely recommend adding stabilized yaw control to the rotors (not using a gyroscope).
+1Since I'm on the subject of gyros, I would simply avoid using them entirely. If you want an auto-hover system I would simply program it into the rotors. If the helicopter is a bit (or very) unstable then add a fly-by-wire system.
Again, I am by no means an expert on this subject. These are just my personal recommendations.
@V I thought that was exclusive to rockets.
+1Thanks for the information, I'll need to revisit that.
@o2o
Mess around with these and it should work decently.
+1I see you've made your account.
+1Welcome to the SP community!
I can't say I've seen a NASA NF-104 with a rocket booster in SP. I'm looking forward to seeing that if/when it comes out.
+1@GabrielSatori Much appreciated!
+1It's really just an XML modified Cleaver missile with several magnets holding it in place.
A tip: set the missile's maximum speed to a very high value, and then mess with the missile's thrust force until you find a suitable amount. Otherwise, your aircraft may accelerate too fast and then stop gaining speed after the missile's maximum speed is achieved (which, of course, isn't very realistic, and is a bit annoying).
@temporaryplanetester I couldn't find any resolution properties, and scaling the views doesn't work either.
+1@WrightDefense
Sun rays:
Blur:
+1@TheTomatoLover No, I mean a menu that allows the user to edit the cross-section of a fuselage block.
+1@IDNSatyaUpdootGrinder Command console.
+1@IceCraftGaming Haha, thanks. It's not making the shell that's hard though; that's easy. It's adjusting all 34 individual wing panels to fit near-perfectly into the fuselage sections using the XML editor to manually adjust wing coordinates to very specific numbers that's a bit challenging (or at least time consuming).
+1@IceCraftGaming @AlbertanPlaneMaker If I didn't make custom wings the hard way then this amount of segments wouldn't be of any concern, but as you may have guessed I do do it the hard way...
+1A cross-section editor would be a nice addition in my opinion.
+1It would also allow for much more complex shapes that previously required paneling to achieve (or other complex processes), as well as 1 part custom airfoils.
@MrCOPTY Interesting. I'm not sure how well it would work on this though, since the control surfaces are curved instead of straight.
+1If you nudge a hinge rotator into just the right position, it should move just fine.
Yes.
+1Generally if your aircraft is heavier, larger, etc., you want more engine power/more engines. This also depends on the aircraft.
@jamesPLANESii I also needed something for the title, and this is what came to mind, so I stuck with it.
+1@Droidy247 I plan to upload it this weekend.
+1Also, it looks very good.
+1I should probably design more helicopters; they're something I rarely bother with.
Congratulations, you've survived another trip around the Sun!
+1Keep in mind is that just because it has enough horizontal thrust doesn't mean that it has enough vertical thrust.
+1Either increase the Collective Range or the engine power itself.
Very informative. Thank you for addressing this in detail.
+1@Aviator01 Yep.
+1It might also work with the windmills as well, but I have yet to test that.
@Bryan5 Hmm...
+1Normally I would just say "fly higher", but if this happens at any altitude then I'm not sure how to help with that.
What altitude are you flying at?
+1@Red920 I've got several. However I've already posted most of them in previous forums.
+1⊥
+1Not sure how it started.
+1All I know is that I call it that because that's how everyone else calls it, and they likely picked it up the same way.
This is fine.
+1I use postimages.org
+1It rarely has issues (for me).
@Red920 Unless of course you were talking about 4 people for mobile servers, in which case that would work well for lower-end mobile devices.
+1@Red920 Also yes, that would be me.
+1@Red920 It would take away from the experience.
+1It would be difficult to actually enjoy MP, especially since there is only one public server that is operational.
That would mean only 4 out of dozens of routine MP players would be able to play at any given time. Ultimately it would be a terrible idea.
@Red920 Yeah, I see requests from time to time. I tell others the same thing.
+1SP servers just don't have the capacity. They can only hold around 10-15 users without overloading, and that's being generous.
Perhaps if separate servers for mobile users existed it would be slightly more feasible.
@Red920 That would work much better.
+1You would also need a way to set up a server. On PC it's an executable that you can download. I'm not sure exactly how that would work on mobile but it could be possible.
The question of "Is it reasonable to add as a default feature?" also comes into play. This sort of feature is for a more specific audience.
However, it would still be neat (and might be possible).
Alternatively, you could go through the trigonometry-nightmare task of creating your own functional rotor system with working rotor brakes.
+1Or you could use the "cheat method" and make a fake rotor system (with rotor brakes) with a hidden engine somewhere (I wouldn't recommend this method though).
Other than that, the previous comment explains it.