11.3k ThomasRoderick Comments

  • SIMPLECHEATS II, an updated, comprehensive list of all known XML attributes 10 months ago

    @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.

  • SIMPLECHEATS II, an updated, comprehensive list of all known XML attributes 10 months ago

    @PlaneFlightX

    • 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.

    +1
  • SIMPLECHEATS II, an updated, comprehensive list of all known XML attributes 10 months ago

    @PlaneFlightX Thanks!

    • 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.

  • SIMPLECHEATS II, an updated, comprehensive list of all known XML attributes 10 months ago

    @PlaneFlightX

    • 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.

    .
    ..
    ...
    Soooo... where do I see the updated version again?

  • SIMPLECHEATS II, an updated, comprehensive list of all known XML attributes 10 months ago

    @PlaneFlightX
    So... a few more documentations:

    • 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".

  • Mugitang (expt. advanced sound) 10 months ago

    @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?

  • Mugitang (expt. advanced sound) 10 months ago

    ... and here's me, with a monstrosity like this....

    +1
  • B-17 "Flying Fortress" 10 months ago

    FIRST!

    +1
  • Feldscher KAT No.15 10 months ago

    That cross.... a WWI ambulance?

  • DIA ThunderHawk 1978 10 months ago

    Quick question: what does "R:TN" stand for?
    .
    ..
    ... and which map did you use for the cityscape screenshot?

    +1
  • RJ Hawker Tornado II 5.1 10 months ago

    Good to see ya again, and Merry Christmas!
    🎄🎅🎄🎅🎄🎅

  • Drag Coefficient 10 months ago

    @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.

    +1
  • Drag Coefficient 10 months ago

    @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.

  • Drag Coefficient 10 months ago

    @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.

  • Drag Coefficient 10 months ago

    @SilverStar Because drag force is proportional to the square of the airspeed?

  • JNR Locomotive Train 10 months ago

    @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?

    +1
  • JNR Locomotive Train 10 months ago

    @WritersCrusadersAirCo2
    Something something DeviantArt? IIRC your first account also had a post or two about her.

    +1
  • JNR Locomotive Train 10 months ago

    Amy strawberry express w h e n

    +1
  • Drag Coefficient 10 months ago

    @Graingy

    I don’t know what counts are streamlining.

    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
  • Drag Coefficient 10 months ago

    @Graingy

    I like your funny words magic man

    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.

    +1
  • Drag Coefficient 10 months ago

    @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.

  • Drag Coefficient 10 months ago

    @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.

  • Drag Coefficient 10 months ago

    @Ku

    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.

  • E-2C Hawkeye (Ako) 10 months ago

    DISCIPLINE ENFORCED BY AIRCRAFT

    +2
  • Drag Coefficient 10 months ago

    @Ku
    ...... hmmmm.... Cd = (2 * Fd) / (rho * v^2 * A), which gives us F = Cd * A * 0.5 * rho * v^2, while the drag area is defined as Cd * A....
    Your calculation gave us F=D*0.0010145*0.5*rho*v^2, so..... shouldn't the D here be proportional to the drag area instead?

  • Iroha's Tiger Tank (Blue Archive) 11 months ago

    ++DISCIPLINE ENFORCED BY TANK++

    +1
  • L'Adroit (1927) 11 months ago

    Quick question though: how does the depth charge work?

    +1
  • L'Adroit (1927) 11 months ago

    ZOGGIN' BOOTIFUL, BOSS!

    +1
  • Clip Cannon 11 months ago

    @MajorFreischmidt Thanks!

  • AC Test 11 months ago

    Armored Core?

    +1
  • [Fictional Story writing] How Death of a character affects the mind of a writer 11 months ago

    @GalaxiesDontSlleep
    .... no wonder why you tend to describe what would normally be considered "horror" and/or "tragedy" as "Lovecraftian".....
    For me most of those are called somewhere between "Tuesday" and "it's more efficient to just [insert a realistic solution] for [insert a plot-specific problem], y'know....".

    +1
  • [Fictional Story writing] How Death of a character affects the mind of a writer 11 months ago

    Yeah, people die in wars, to disease, to accidents, to old age and whatnot, so what?
    - Tom the souless abomination

  • Low accurate War Rig 11 months ago

    WITNESSED ! ! !

    +1
  • Aiming for the stars [Thanks for Gold] 11 months ago

    Keep up the good work my pal! 🤗

  • P-51C "Mustang" 11 months ago

    @WritersCrusadersAirCo2

    well, it doesn't mean all of it are X-rated though. You know what I mean

    No? I mean, anime characters in and of itself shouldn't be the issue, and if someone actually posted explicit stuff here then of course they deserved whatever the mods have in for them, no?

  • P-51C "Mustang" 11 months ago

    @LowQualityRepublic

    consider accounts that haven't done anything children

    As in......? Pretty sure age have nothing to do with their creativity - or lack thereof - in SP.... Plus, once again, I'm pretty sure the noseart is still PG-13.

  • P-51C "Mustang" 11 months ago

    @WritersCrusadersAirCo2

    Unless it's anime for the pin-up decal like Blue Archive, Genshin Impact, Azure Lane, etc.

    as in.... ?

  • P-51C "Mustang" 11 months ago

    @USAMustang
    .... how come are those X-rated? No full nudity, no intimate parts, no substance abuse nor strong language either.

    +1
  • P-51C "Mustang" 11 months ago

    @LowQualityRepublic
    Less "children" and more "teenagers"; SP is PG-13 by definition.
    Also, whatever Juan's doing is a lot tamer than historical WWII aircraft noseart.

    +3
  • Sidewinder Snake 11 months ago

    NO STEP ON SNEK !

    +1
  • B-24 "Liberator" v2 11 months ago

    Welp, let's just say the original "Mad Mommy Maddie" was struck by flak (pun intended) during a combat mission and the airframe was written off after limping back to base; her surviving crew members then decided to commemorate their old aircraft by naming the replacement "Mad AF Mommy Maddie"....

    +4
  • Dassault Aviation Mirage 2000-C-S4 11 months ago

    I'Z HERE FOIST ! ! WAAAAAAAGGGHHH ! ! !

  • North American F-83C Jouster 11 months ago

    j u g - o ' - j u i c e W H E R E

  • F-86D Sabredog Mod 11 months ago

    Ah, the greatest, handsomest mix between the P-51 and the Me-262. Great job!

    +1
  • [FSF] MV-1 Harmful 11 months ago

    just look up the Yak-15 it's weird lol

    .... thanks for the idea! Now let's see if I can turn my own tractor props into jets....

  • [FSF] Archer Mk.VI 11 months ago

    Not into bombs? Not an issue! The Archer has a rocket-armed variant which will be released in "Stage 2" of FSF.

    .... and here I thought something named "archer" would have rockets and/or missiles as standard loadout...

  • [FSF] Pi-3V-14 Revolutionist 11 months ago

    .... and here I thought it was because it revolutionized air combat and brought forth the jet age.....

    +1
  • L3.35 (10.5cm Anti-Tank Gun) 11 months ago

    @WritersCrusadersAirCo2

    Removed by Mod. Looks like they can't handle the heat...

    I just hope it wasn't my comment that caused the mods' attention.... (in case anyone's wondering the historical nosearts I presented were decidedly NOT PG-13 because there's nothing really PG-13 in WWII).
    .... That said, reporting someone else's comment without a good reason might also anger the mods... unless that guy was lying and his comment was taken down for something else, ofc.

    +1
  • HE JL-200 CARAMJET engine 11 months ago

    @Graingy Yeah. Bonus point for a turbojet is nought but a ramjet with a compressor powered by its own exhaust gasses.

    +1
  • HE SABAC autocannon 11 months ago

    @Karroc9522 ... and what are you guys intercepting again? Flying battleships?