@overlord5453 Apologies, I'll try to better explain what my issue is.
I have two sets of engine groups, I'll call them Engine Groups 1 and 2.
Engine Group 1 has an afterburner installed, Engine Group 2 does not.
Engine Group 1 is the default engine group that starts active when the plane first loads into the map. There is a switch in the cockpit that is connected to an Activation Group, and when it is flipped, Engine Group 1 is deactivated and Engine Group 2 becomes active.
Engine Group 1's afterburner is activated via a different switch that is connected to another Activation Group. The problem is that because the afterburners are activated by a different switch that runs off a separate Activation Group, the afterburners stay functional despite Engine Group 1 being deactivated.
What I am trying to figure out is how to make it so that the afterburners on Engine Group 1 deactivate with Group 1 when the switch to activate Engine Group 2 is flipped, that way, the afterburner can't be activated when Engine Group 2 is active.
@overlord5453 Yeah I got that setup already, just need to find out how to to make it so the afterburner cant be switched on when the 2nd group of thrusters is active
This is a pretty good plane for your first one, good job!
+5@LJh1 thanks!
+1@Delta7770 yeah lol
+1@Mousewithamachinegun123 thanks! It worked but how do I make it so I can still use the throttle to set the engine?
+1@PlaneFlightX I fixed it, thanks for the tip!
+1Can't wait for school
+1So uh... Did ya like it?
+1@overlord5453 It worked! Thanks so much! :D
@overlord5453 Apologies, I'll try to better explain what my issue is.
I have two sets of engine groups, I'll call them Engine Groups 1 and 2.
Engine Group 1 has an afterburner installed, Engine Group 2 does not.
Engine Group 1 is the default engine group that starts active when the plane first loads into the map. There is a switch in the cockpit that is connected to an Activation Group, and when it is flipped, Engine Group 1 is deactivated and Engine Group 2 becomes active.
Engine Group 1's afterburner is activated via a different switch that is connected to another Activation Group. The problem is that because the afterburners are activated by a different switch that runs off a separate Activation Group, the afterburners stay functional despite Engine Group 1 being deactivated.
What I am trying to figure out is how to make it so that the afterburners on Engine Group 1 deactivate with Group 1 when the switch to activate Engine Group 2 is flipped, that way, the afterburner can't be activated when Engine Group 2 is active.
I will try what you posted to see if it works.
@overlord5453 Yeah I got that setup already, just need to find out how to to make it so the afterburner cant be switched on when the 2nd group of thrusters is active
@ShinyGemsBro Damn, that's a shame.
@Randomplayer Whack
does this mod work on latest version still?
@Karroc9522 Sure, I'll checkout the designs
@Karroc9522 Sure! Go right ahead.
@TheMouse Thanks! Didn't know I could do that.
@TheFlightGuySP Thanks!
Time truly does fly, been playing for almost 7 years now
@Mousewithamachinegun123 I finally got it all working, appreciate all the advice, thanks! :)
@Blueshift thanks!
Oop, finally got it to work, thanks for the help everyone
@TheGliderGuy Yeah, I did
@HarryBen47 Thank you
@ChiyomiAnzai Would IWRP work?
@ChiyomiAnzai 1st: New RP I'm making also my first, 2nd: Erm... Reasons?
@PositivePlanes What's that?
@jamesPLANESii We can agree that both are best
@AchuTMM All right, thanks :)
How did you get the mannequins? Aren't those from an earlier version of the game?
Impressive, most Impressive...
It awesome! just build a wall so the barrel's don't fall off...
didn't notice the wings bend in the same direction...