Hmmmmm..... Try to time the light so that it only turns on at the same second as the chute, and you'd have a good starshell.
Also, I think I just made the first viable searchlight in SP.
@Bogey
Welp, feel free to use them in your next builds! Granted, it's still in the proof-of-concept phase, so....
.
..
... I guess the companion piece can be used to set up individual gun turrets?
.... Necro'ing, but... pretty sure in-game missiles can have the waterproof attribute set to "true" so that they will still work after being drenched in water.
Missing waterproof attribute for missiles.
When set to true allows the missile to still function after contacting water surface; otherwise it will be rendered a dud.
@LunarEclipseSP More or less. Still not quite sure if it fits the "tiltrotor" definition given the rotors are never supposed to go full forward... or if the design even makes sense from an engineering standpoint because it's combining the downsides of both a tiltrotor and a helicopter without any of the upsides.
@ComradeSandman
Pretty much. It always boils down to the nuances over "how much is too much", especially in areas where there are only few ways to do certain things (basically any sort of engineering in general). Same thing goes for citations in academic writing: where does common knowledge stop and citeable sources start? Although at least we have the rule-of-thumb of "if it's part of your course curriculum you probably don't need to cite it", whereas in SP we don't really have formal xml/FT education.
mods have agreed regardless of how small it is that you take, you have to credit
Wait, so.... I know it's only tangentially related, but if I saw a piece of code in a video two months back and forgot who posted the video, do I need to search for the video to see who originally posted it?
Also, if I learned an FT code from someone else's design, do I have to credit the original for all of my subsequent designs featuring the same code?
I know the importance of giving credit, but I'm really ignorant on the more nuanced aspects of it and have been rather reliant on scavenging and hybridizing codes (or even XML modifications) from others, so.... any pointers please? The "regardless how small" sounds rather arbitrary so I really need to know the proper etiquette for giving credit.
.
.
. Edit: found the original video, it's @MVC's custom rim tutorial.
@ThomasRoderick
Necro-addendum: it would work with a Voith-Schneider Propeller... or just about anything that feathers the paddle on the return stroke.
@PlaneFlightX Noted. Seems that 1 missile explosionScale still equals to 350mm of explosionScalar, though.
p.s.: pretty sure I confused the two because they have the same particle effects.
Pretty sure we can't set health or fuel to infinity anymore. Arbitrarily large numbers are still okay, though. Glass parts have an actual health of about 1% of the nominal value (aka if you want a glass part to function like a normal part with 300hp you need to set its health to 30000).
Cleaver missiles also make use of the explosionScale attribute; other missiles use the explosionScalar attribute. A missile part with explosionScalar set to "1" is about equivalent to a 350mm cannon part with explosionScalar set to "1".
For gyros, when the autoOrient attribute is set to "true", redefines the "up" direction for the gyro to the "up" direction of the main cockpit. Otherwise the gyro would try to orient the craft to the gyro's own "up" direction.
For cameras, when the autoOrient attribute is set to "true", redefines the "up" direction for the camera to the craft's "positive" direction (up and/or forward), generally useless. not the same as autoCenterCamera, which is a lot more useful.
For CowlFlaps, IIRC when hide is set to "true" it simply hides the entire engine, leaving only the prop and the spinner.
Guns do use activationGroup attributes; all weapons (guns, rockets, bombs, torps, missiles) can use FunkyTree AG (aka the same as InputController AG), but countermeasures can only use integer AG.
On detachers, the detacherMaxUiForce attributed is pretty much how high you can set the detach force/impulse through the UI. Note that the detachForce isn't linear with the UI setting but rather proportional to the square of the UI setting, so setting the detachForce to 50% gets you 25% of the detacherMaxUiForce.
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..
...
Soooo... where do I see the updated version again?
On pistons, the preventBreaking attribute means the piston would not detach from the attached object no matter what, whereas disabling it would cause it to drop attached objects when it's too heavy or when the piston encountered too much resistance.
On gauges, the multiplier (not "multiplyer", because that's how the English language rolls) attribute means how many degrees the indicator/gauge face rotates when the input value changes by "1".
@pancelvonat
I'd say most of the weight comes from the jets (sequenced to simulate the firing order of a cross-plane V8 engine), while the pistons and rotators provide some backup acoustics.
.
..
... Hmmmm... Engine-Prop-1 and/or Engine-Prop-2 for acoustics, anyone?
@Ku
Yes, parasitic drag is proportional to the wetted area (IIRC skin friction drag is proportional to the total skin area, while form drag is proportional to the frontal cross-section); however, last time I checked the aerospace industry defines the drag coefficient of an aircraft as the parasitic drag force divided by the wing area, not the wetted area, nor the frontal cross-section.
@Ku
Dimensional Homogeneity FTW!
.
..
...
Also, pretty sure the reason why you forgot the wetted/reference area was because you were an order of magnitude off with aircraft drag coefficients (which, once again, is not based on the cross-section unlike it is for cars and everyday objects, but rather the wing area.... probably because they're trying to compare it to the amount of lift the plane got). For example, a plane with a drag coef of 0.02 and a wing area of 10m^2 will get you a drag area of exactly 0.2m^2.... which translates to about 200 points of in-game drag.
@SilverStar
Not as if I can even test those either way.... my phone's a potato among potatoes, and my laptop's even worse; incidentally, both came from the bottom of the bargain bin.
Plus, those things look good and realistic and that's all it takes for me to mass-upvote. Personal codes and morals should never be used to judge others with, afterall.
@WritersCrusadersAirCo2
True. IIRC even for IRL railways trains hauling produce and related products are oftentimes slow, heavy trains. So... more like "Strawberry Special" then, I guess?
Smooth surfaces without unnecessary bumps and/or depressions, no flat surfaces pointing into the wind, generally teardrop/cigar-shaped outlines, and cover any non-smooth part with smooth fairings wherever possible.
Just remember the target drag value should be somewhere around 0.02 * [wing area] / 0.0010145 and you should be all set.
area rule?
This.
A transonic aircraft should have a near-constant cross-sectional area excluding the nose and the tail. Or, basically, make sure your wingtips are located where your fuselage is the thinnest, or conversely "tuck in" your fuselage near the wingtips.
For super/hypersonic aircraft, it's "make sure all your parts are tucked behind the shockwave cone created by your nose".
Look at, say, the F-15. Are the curves over the engines important?
As in...? If you meant the LERX then it's for maneuverability at high AOA.
Are flat surfaces on the sides of an aircraft bad?
I'd say.... not necessarily, but likely to be yes. Granted, I'm a mechie undergrad so my understanding about aerodynamics is still rather limited, but IIRC it's more about the part where flat surfaces don't tend to transition smoothly into and out of other shapes so more chance for influence drag.
@Graingy
Kek.
Also.... SP doesn't really double as wind tunnel simulators so.... Still, follow IRL design principles whenever possible, remember things like streamlining and area rule etc, I guess?
.... and go wild.
@Ku
@Graingy
Bonus point: a streamlined aircraft usually have drag coefficient of around 0.02 at subsonic speeds, which, when multiplied by the wing area of around 20m^2, gives a drag area of about 0.4m^2 for general aviation.... or about 400 in-game drag units.
The Coefficient of drag is indeed proportional to the wetted area of the plane.
Nope. The drag coefficient is, by definition, a unitless coefficient, which should NOT be proportional to an area. The drag area, however, is defined as the wetted/reference area times the drag coefficient, which, for an aircraft, is defined as the wing area instead of the frontal cross-section unlike it was for automobiles. (Source: drag coefficient, drag area, drag equation)
.
So... read my calculation again: parasite drag should be proportional to the product of the drag coefficient and the reference area - because the drag coefficient is defined as the ratio between the parasitic drag force and one-half the product between the air density, the square of airspeed, and the reference/wing area.
@WritersCrusadersAirCo2
+3... and hi there pal, it's Disney. Cease and Desist or prepare to get sued. (jklol)
Hmmmmm..... Try to time the light so that it only turns on at the same second as the chute, and you'd have a good starshell.
Also, I think I just made the first viable searchlight in SP.
Y'sure it's a worm and not a tsuchinoko? Noko Noko Bocchinok- uh oops.
+1The crane is the boom right in front of the rear mast.
@Bogey
Welp, feel free to use them in your next builds! Granted, it's still in the proof-of-concept phase, so....
.
..
... I guess the companion piece can be used to set up individual gun turrets?
.... Necro'ing, but... pretty sure in-game missiles can have the
waterproof
attribute set to "true" so that they will still work after being drenched in water.Missing
+1waterproof
attribute for missiles.When set to true allows the missile to still function after contacting water surface; otherwise it will be rendered a dud.
As the saying goes, "Never worry about the bullet with your name on it; instead, worry about shrapnel addressed to 'occupant'"....
+1@Bogey Thanks!
Once again the torpedo was rather underpowered (ofc it's designed to go against player ships so it's understandable). Also, why not vanilla torps?
+1Great build; not enough "oomph" per bomb - understandable given it's designed to go against the much more fragile player ships.
+1@Hyperr
Sturmtiger?
@LunarEclipseSP More or less. Still not quite sure if it fits the "tiltrotor" definition given the rotors are never supposed to go full forward... or if the design even makes sense from an engineering standpoint because it's combining the downsides of both a tiltrotor and a helicopter without any of the upsides.
+1@SkyJayTheFirst It is the long-lost account of a Plat, go figure.
+2Ah, the youngest child of ol' fishbed, turned out to be quite a beaut, didn't 'e?
+2Mortar carrier?
+1@ComradeSandman
Pretty much. It always boils down to the nuances over "how much is too much", especially in areas where there are only few ways to do certain things (basically any sort of engineering in general). Same thing goes for citations in academic writing: where does common knowledge stop and citeable sources start? Although at least we have the rule-of-thumb of "if it's part of your course curriculum you probably don't need to cite it", whereas in SP we don't really have formal xml/FT education.
@L1nus
How? Can I learn this forbidden art?
+1Wait, so.... I know it's only tangentially related, but if I saw a piece of code in a video two months back and forgot who posted the video, do I need to search for the video to see who originally posted it?
Also, if I learned an FT code from someone else's design, do I have to credit the original for all of my subsequent designs featuring the same code?
I know the importance of giving credit, but I'm really ignorant on the more nuanced aspects of it and have been rather reliant on scavenging and hybridizing codes (or even XML modifications) from others, so.... any pointers please? The "regardless how small" sounds rather arbitrary so I really need to know the proper etiquette for giving credit.
.
.
.
Edit: found the original video, it's @MVC's custom rim tutorial.
BALLER
+1@ThomasRoderick
Necro-addendum: it would work with a Voith-Schneider Propeller... or just about anything that feathers the paddle on the return stroke.
How?
Ahh, the progenitor to the P-43 Lancer, which, in turn, led to the P-47 Jug. Good seeing one out 'ere!
+4@PlaneFlightX Noted. Seems that 1 missile explosionScale still equals to 350mm of explosionScalar, though.
p.s.: pretty sure I confused the two because they have the same particle effects.
@PlaneFlightX
health
orfuel
to infinity anymore. Arbitrarily large numbers are still okay, though. Glass parts have an actual health of about 1% of the nominal value (aka if you want a glass part to function like a normal part with 300hp you need to set its health to 30000).explosionScale
attribute; other missiles use theexplosionScalar
attribute. A missile part withexplosionScalar
set to "1" is about equivalent to a 350mm cannon part withexplosionScalar
set to "1".autoOrient
attribute is set to "true", redefines the "up" direction for the gyro to the "up" direction of the main cockpit. Otherwise the gyro would try to orient the craft to the gyro's own "up" direction.autoOrient
attribute is set to "true", redefines the "up" direction for the camera to the craft's "positive" direction (up and/or forward), generally useless. not the same asautoCenterCamera
, which is a lot more useful.@PlaneFlightX Thanks!
hide
is set to "true" it simply hides the entire engine, leaving only the prop and the spinner.activationGroup
attributes; all weapons (guns, rockets, bombs, torps, missiles) can use FunkyTree AG (aka the same as InputController AG), but countermeasures can only use integer AG.@PlaneFlightX
detacherMaxUiForce
attributed is pretty much how high you can set the detach force/impulse through the UI. Note that thedetachForce
isn't linear with the UI setting but rather proportional to the square of the UI setting, so setting the detachForce to 50% gets you 25% of the detacherMaxUiForce..
..
...
Soooo... where do I see the updated version again?
@PlaneFlightX
So... a few more documentations:
preventBreaking
attribute means the piston would not detach from the attached object no matter what, whereas disabling it would cause it to drop attached objects when it's too heavy or when the piston encountered too much resistance.multiplier
(not "multiplyer", because that's how the English language rolls) attribute means how many degrees the indicator/gauge face rotates when the input value changes by "1".@pancelvonat
I'd say most of the weight comes from the jets (sequenced to simulate the firing order of a cross-plane V8 engine), while the pistons and rotators provide some backup acoustics.
.
..
... Hmmmm...
Engine-Prop-1
and/orEngine-Prop-2
for acoustics, anyone?... and here's me, with a monstrosity like this....
+1
+1FIRST!
W H Y
+1GuP Saunders insignia?
+1f i r s t
+1That cross.... a WWI ambulance?
Quick question: what does "R:TN" stand for?
+1.
..
... and which map did you use for the cityscape screenshot?
Good to see ya again, and Merry Christmas!
🎄🎅🎄🎅🎄🎅
@Ku
+1Yes, parasitic drag is proportional to the wetted area (IIRC skin friction drag is proportional to the total skin area, while form drag is proportional to the frontal cross-section); however, last time I checked the aerospace industry defines the drag coefficient of an aircraft as the parasitic drag force divided by the wing area, not the wetted area, nor the frontal cross-section.
@Ku
Dimensional Homogeneity FTW!
.
..
...
Also, pretty sure the reason why you forgot the wetted/reference area was because you were an order of magnitude off with aircraft drag coefficients (which, once again, is not based on the cross-section unlike it is for cars and everyday objects, but rather the wing area.... probably because they're trying to compare it to the amount of lift the plane got). For example, a plane with a drag coef of 0.02 and a wing area of 10m^2 will get you a drag area of exactly 0.2m^2.... which translates to about 200 points of in-game drag.
@SilverStar
Not as if I can even test those either way.... my phone's a potato among potatoes, and my laptop's even worse; incidentally, both came from the bottom of the bargain bin.
Plus, those things look good and realistic and that's all it takes for me to mass-upvote. Personal codes and morals should never be used to judge others with, afterall.
@SilverStar Because drag force is proportional to the square of the airspeed?
@WritersCrusadersAirCo2
+1True. IIRC even for IRL railways trains hauling produce and related products are oftentimes slow, heavy trains. So... more like "Strawberry Special" then, I guess?
@WritersCrusadersAirCo2
+1Something something DeviantArt? IIRC your first account also had a post or two about her.
Amy strawberry express w h e n
+1@Graingy
Smooth surfaces without unnecessary bumps and/or depressions, no flat surfaces pointing into the wind, generally teardrop/cigar-shaped outlines, and cover any non-smooth part with smooth fairings wherever possible.
+1@Graingy
Just remember the target drag value should be somewhere around
0.02 * [wing area] / 0.0010145
and you should be all set.This.
A transonic aircraft should have a near-constant cross-sectional area excluding the nose and the tail. Or, basically, make sure your wingtips are located where your fuselage is the thinnest, or conversely "tuck in" your fuselage near the wingtips.
For super/hypersonic aircraft, it's "make sure all your parts are tucked behind the shockwave cone created by your nose".
As in...? If you meant the LERX then it's for maneuverability at high AOA.
I'd say.... not necessarily, but likely to be yes. Granted, I'm a mechie undergrad so my understanding about aerodynamics is still rather limited, but IIRC it's more about the part where flat surfaces don't tend to transition smoothly into and out of other shapes so more chance for influence drag.
+1@Graingy
Kek.
Also.... SP doesn't really double as wind tunnel simulators so.... Still, follow IRL design principles whenever possible, remember things like streamlining and area rule etc, I guess?
.... and go wild.
@Ku
@Graingy
Bonus point: a streamlined aircraft usually have drag coefficient of around 0.02 at subsonic speeds, which, when multiplied by the wing area of around 20m^2, gives a drag area of about 0.4m^2 for general aviation.... or about 400 in-game drag units.
@Ku
Nope. The drag coefficient is, by definition, a unitless coefficient, which should NOT be proportional to an area. The drag area, however, is defined as the wetted/reference area times the drag coefficient, which, for an aircraft, is defined as the wing area instead of the frontal cross-section unlike it was for automobiles.
(Source: drag coefficient, drag area, drag equation)
.
So... read my calculation again: parasite drag should be proportional to the product of the drag coefficient and the reference area - because the drag coefficient is defined as the ratio between the parasitic drag force and one-half the product between the air density, the square of airspeed, and the reference/wing area.
DISCIPLINE ENFORCED BY AIRCRAFT
+2