Hello devs,
Here are my bug reports and some feature suggestions.
#Bug
The wheel's "Offroad" variable output doesn't work.
When we build the aircraft with custom landing gears made with shocks and pistons, the gear often starts to twitch when the plane is moving on the ground, or when something detached from the plane, or when the game is in low physics mode. I know this is an old bug and might be solved by editing the XML, but I still hope you can do something to make it less likely to happen.
Any possibility of optimizing the game performance? I have Juno: New Origins also installed, the average FPS is higher than SP even running with the large part count and higher graphics. The computer starts to heat very fast once I run SP but not very often for Juno.
#Feature suggestions
Could you please add more nozzle styles for the "Blasto BFE150" engine? Because most planes we made are not stealthy, it's wired to have a replica plane from last century having a stealthy nozzle. Also, the nozzle should open to maximum when the afterburner is engaged. It would be nice to be able to configure the nozzle position based on the throttle input.
Can we have a funky tree variable that tells us whether the player's plane is locked by radar? That would be really useful for creating realistic radar warning displays.
For the missiles, is it possible to add a selection box so that we can configure the missile function and the guidance mode by ourselves (Active/Simi-Active/Infrared)? It would be even better if we could customize the missile shapes.
Can the trigger of the gun be controlled by the funky tree variables? In this way, we can create turrets that automatically fire in certain conditions. It would be even better if you could add a slider to adjust the gun's ammo from 1 to infinite (and be able to reload).
Is it possible to have 2 or more AI enemies in the dogfight mode? Or AI allies? Also, can we have an option to choose the altitude or the airport to spawn the planes in dogfight mode?
It would be cool if the beacon light and the formation light part could cast light on objects and have more styles to choose from.
Any possibility of manually configuring the brake input for the wheels? In this way, we can have differential brakes for jets and realistic drifting cars.
Better engine, weapon, and environment sounds.
Make the ejection seat able to eject and add a simple pilot body part.
For the graphics, is it possible to add the photo mode so that shadows are always rendered at the max level no matter the camera distance so that we can take good photos or record nice videos?
and.....any possibility for TrackIR support?
Thank you for reading my long list. I would appreciate it if you could make anything from this list come true.
@ollielebananiaCFSP Let me make a comparison here:
Pros of SR2
-Easier for building stuff. You can easily adjust the shape and size of the fuselage just like in 3D software.
-The landing gear part in SR2 is better.
-You can configue part textures.
-It supports Vizzy programming, which I think it's more convenient and powerful than funky trees in SP.
Pros of SP
-It has a complete weapon system.
-The ability to fight against AI.
-You can easily make a detailed cockpit.
-The plane control feels better.
-Obviously has more players than SR2.
Overall, I think SP is better for building planes, although editing parts is not as convenient as that in SR2. If you want to build something like boats and cars, I think SR2 is more fun to play with.
I am not French, but I watched the French movie Sky Fighters a lot when I was a kid. So Mirage 2000 became one of my favorite planes:)
@MrCOPTY I just updated this and add a "reload" function. The gun will be reloaded when the player is stopped on ground and hit the Fire Weapons button.
@Mustang51 Actually I am using this expression to get the realistic mach number, I use it in the cockpit label. For example, you can just put a text label and then copy and paste this into the text field:
Mach: {TAS/(Altitude<11000?(340.3-0.0041*Altitude):295.2);0.00}
By checking this label, we can know the plane's real Mach number.
Sadly in this game, we can't use FT to control the engine thrust multiplier. But since Jundroo already simulated the effect that the air drag and engine thrust drop as the altitude goes up, I think as long as we can get the drag point right, then the top speed at both low and high altitudes will be realistic.
I think the main reason we find it hard to balance the top speed is that we didn't calculate the Mach number correctly, I used to just divide the TAS by 340 (so does the Jundroo's official planes !), which is quite wrong. In fact, at 15,000m, you only need to get about 2,100 km/h (TAS) to reach Mach 2, but most people think they have to make the speed as high as 2,450 km/h, which is actually way too fast.
@Mustang51 That sounds a great idea, I will surely give it a try. I think increasing the drag point a little bit might also be helpful (around 1500 I think). This plane is too fast at current drag points. When the the plane is at higher attitude, it is easier to achieve high Mach number. Since the speed of sound will drop below 300m/s at 10,000 m. If the plane's GS Is 300 m/s, then that's mach 0.88 at sea level but mach 1 at 10,000m. I use this funky tree express to roughly get the local sound speed: (Altitude<11000?(340.3-0.0041*Altitude):295.2)
I have found a new bug in the latest version of simple planes and it has a major impact on most of my builds:
The 'disableAircraftCollisions' function in the XML for the new levers and new style switches doesn't work, it will collide with cockpit parts even when I disabled the part collisions, making the cockpit canopy unable to close or open. I hope there will be a fix for this problem, thanks!
///////////////////
Edit: I think this bug may be related to the detacher, because my canopy is connected to a detacher, after removing the detacher, the problem is temporarily solved. (But it is still a bug!)
@Carsonkiddy2 This function doesn't affect the flight physics. It's just mimicking the real mig 21 which the pilot can manually adjust the nose cone so that they can make sure the engine gets enough air in some critical moments. The nose cone will be adjusted automatically according to the air speed if you didn't use VTOL up to adjusted it.
@temporaryplanetester Thanks! I first tried SP at the beginning of 2022. But before that, I used to spend lots of time in making 3D models in software like Maya.
@rorrE well, "tailplanes" is the a variable name that I defined in the variables list, you can check that list by clicking the variables button just next to the play button in the designer.
@vicPR20 Yeah I understand that you want to use the 3d model but I am afraid that it is a violation of the game's policy because the it is kind of like converting this game's asset into another game. I am not sure, maybe you should contact the devs. Good luck for your development!
Updated: The gun will be reloaded when you stop on the ground and hit the Fire Weapons button.
Sorry for one thing I forgot to mention: you need to set the gun's burstCount in the XML to a very large number (like 10000) so that the ammo count will be correct. Don't set it to 0, this will make the gun's bullet trace look wired.
@MRpingouin You mean you want to start to learn programming so that you can develop a game like simple planes or you just want to master the funky trees? If you want to start to learn programming, I would recommend that you start with C++ or Python, these are the languages most people start with, so it's very easy to find lots resources and free lessons. Once you got the basic techniques of coding, you will find it's easy to learn C# for coding unity games.
@MRpingouin Funky tree is kind of like a series of in-game variables for players to use, in comparison, the Vizzy in SR2 (maybe I should call it Juno new origins?) is more like a programming language. Simple planes is a Unity game, so most of its source code is written on C# I guess.
Hello devs,
Here are my bug reports and some feature suggestions.
#Bug
The wheel's "Offroad" variable output doesn't work.
When we build the aircraft with custom landing gears made with shocks and pistons, the gear often starts to twitch when the plane is moving on the ground, or when something detached from the plane, or when the game is in low physics mode. I know this is an old bug and might be solved by editing the XML, but I still hope you can do something to make it less likely to happen.
Any possibility of optimizing the game performance? I have Juno: New Origins also installed, the average FPS is higher than SP even running with the large part count and higher graphics. The computer starts to heat very fast once I run SP but not very often for Juno.
#Feature suggestions
Could you please add more nozzle styles for the "Blasto BFE150" engine? Because most planes we made are not stealthy, it's wired to have a replica plane from last century having a stealthy nozzle. Also, the nozzle should open to maximum when the afterburner is engaged. It would be nice to be able to configure the nozzle position based on the throttle input.
Can we have a funky tree variable that tells us whether the player's plane is locked by radar? That would be really useful for creating realistic radar warning displays.
For the missiles, is it possible to add a selection box so that we can configure the missile function and the guidance mode by ourselves (Active/Simi-Active/Infrared)? It would be even better if we could customize the missile shapes.
Can the trigger of the gun be controlled by the funky tree variables? In this way, we can create turrets that automatically fire in certain conditions. It would be even better if you could add a slider to adjust the gun's ammo from 1 to infinite (and be able to reload).
Is it possible to have 2 or more AI enemies in the dogfight mode? Or AI allies? Also, can we have an option to choose the altitude or the airport to spawn the planes in dogfight mode?
It would be cool if the beacon light and the formation light part could cast light on objects and have more styles to choose from.
Any possibility of manually configuring the brake input for the wheels? In this way, we can have differential brakes for jets and realistic drifting cars.
Better engine, weapon, and environment sounds.
Make the ejection seat able to eject and add a simple pilot body part.
For the graphics, is it possible to add the photo mode so that shadows are always rendered at the max level no matter the camera distance so that we can take good photos or record nice videos?
and.....any possibility for TrackIR support?
Thank you for reading my long list. I would appreciate it if you could make anything from this list come true.
Good luck with future projects,
+7Whills.
@ollielebananiaCFSP Let me make a comparison here:
Pros of SR2
-Easier for building stuff. You can easily adjust the shape and size of the fuselage just like in 3D software.
-The landing gear part in SR2 is better.
-You can configue part textures.
-It supports Vizzy programming, which I think it's more convenient and powerful than funky trees in SP.
Pros of SP
-It has a complete weapon system.
-The ability to fight against AI.
-You can easily make a detailed cockpit.
-The plane control feels better.
-Obviously has more players than SR2.
Overall, I think SP is better for building planes, although editing parts is not as convenient as that in SR2. If you want to build something like boats and cars, I think SR2 is more fun to play with.
I am not French, but I watched the French movie Sky Fighters a lot when I was a kid. So Mirage 2000 became one of my favorite planes:)
+4@Gro you forget a fact that.....when hungry, SP players will make bread for themselves.......using fuselage blocks
+3@Sputochka Sure :-)
+2@MrCOPTY I just updated this and add a "reload" function. The gun will be reloaded when the player is stopped on ground and hit the Fire Weapons button.
+2@Ooflauncher1 Yeah I tried this, but as long as you didn't reach the burst count in a single shot, you can have unlimited ammo.
+2@Mustang51 Actually I am using this expression to get the realistic mach number, I use it in the cockpit label. For example, you can just put a text label and then copy and paste this into the text field:
Mach: {TAS/(Altitude<11000?(340.3-0.0041*Altitude):295.2);0.00}
By checking this label, we can know the plane's real Mach number.
Sadly in this game, we can't use FT to control the engine thrust multiplier. But since Jundroo already simulated the effect that the air drag and engine thrust drop as the altitude goes up, I think as long as we can get the drag point right, then the top speed at both low and high altitudes will be realistic.
I think the main reason we find it hard to balance the top speed is that we didn't calculate the Mach number correctly, I used to just divide the TAS by 340 (so does the Jundroo's official planes !), which is quite wrong. In fact, at 15,000m, you only need to get about 2,100 km/h (TAS) to reach Mach 2, but most people think they have to make the speed as high as 2,450 km/h, which is actually way too fast.
+2@Mustang51 That sounds a great idea, I will surely give it a try. I think increasing the drag point a little bit might also be helpful (around 1500 I think). This plane is too fast at current drag points. When the the plane is at higher attitude, it is easier to achieve high Mach number. Since the speed of sound will drop below 300m/s at 10,000 m. If the plane's GS Is 300 m/s, then that's mach 0.88 at sea level but mach 1 at 10,000m. I use this funky tree express to roughly get the local sound speed: (Altitude<11000?(340.3-0.0041*Altitude):295.2)
+2@femboykiller0w0 You also need to copy that flare dispenser part, because I also modified its XML.
+2@AndrewGarrison @WNP78
BUG
I have found a new bug in the latest version of simple planes and it has a major impact on most of my builds:
The 'disableAircraftCollisions' function in the XML for the new levers and new style switches doesn't work, it will collide with cockpit parts even when I disabled the part collisions, making the cockpit canopy unable to close or open. I hope there will be a fix for this problem, thanks!
///////////////////
Edit: I think this bug may be related to the detacher, because my canopy is connected to a detacher, after removing the detacher, the problem is temporarily solved. (But it is still a bug!)
Example Build for this BUG: https://www.simpleplanes.com/a/thls7H/New-lever-and-switch-collision-bug-example
+1@skittleChan I am sorry but I don't have discord. You can simply leave comments on my posts and I will reply you :)
+1@DONIER Same situation, I always prefer finishing the exterior first and then complete the cockpit.
+1Very impressive, you must have spent lots of time coding and testing!
+1@MrCOPTY Thanks! I didn't know someone already figured it out.
+1@HappySword Thanks for posting out this issue, I also noticed it. I will surely fix it in the future update.
+1@Robomo00119 Sure ;)
+1@Carsonkiddy2 This function doesn't affect the flight physics. It's just mimicking the real mig 21 which the pilot can manually adjust the nose cone so that they can make sure the engine gets enough air in some critical moments. The nose cone will be adjusted automatically according to the air speed if you didn't use VTOL up to adjusted it.
+1@belugasub I am so glad you like it and thank you so much for the review! I will definitely try to improve it in the future!
+1@temporaryplanetester Thanks! I first tried SP at the beginning of 2022. But before that, I used to spend lots of time in making 3D models in software like Maya.
+1@Red920 Oh, thanks for pointing out and sorry about that :)
+1@ollielebananiaCFSP haha thanks! This is my first plane! I used to play SR2
+1Great job!!! Another peak in funky trees programming!
@rorrE well, "tailplanes" is the a variable name that I defined in the variables list, you can check that list by clicking the variables button just next to the play button in the designer.
@vicPR20 Yeah I understand that you want to use the 3d model but I am afraid that it is a violation of the game's policy because the it is kind of like converting this game's asset into another game. I am not sure, maybe you should contact the devs. Good luck for your development!
Excellent stuff !
@DONIER I finished the exterior long time ago, but the cockpit is still not done yet.
Updated: The gun will be reloaded when you stop on the ground and hit the Fire Weapons button.
Sorry for one thing I forgot to mention: you need to set the gun's burstCount in the XML to a very large number (like 10000) so that the ammo count will be correct. Don't set it to 0, this will make the gun's bullet trace look wired.
THIS VERSION IS OUTDATED!
NEW VERSION
@MRpingouin You mean you want to start to learn programming so that you can develop a game like simple planes or you just want to master the funky trees? If you want to start to learn programming, I would recommend that you start with C++ or Python, these are the languages most people start with, so it's very easy to find lots resources and free lessons. Once you got the basic techniques of coding, you will find it's easy to learn C# for coding unity games.
@MRpingouin Funky tree is kind of like a series of in-game variables for players to use, in comparison, the Vizzy in SR2 (maybe I should call it Juno new origins?) is more like a programming language. Simple planes is a Unity game, so most of its source code is written on C# I guess.
The suspension build is just epic!
I also made that MiG-21 shown in the pictures: link here