I planned to build this before and eventually gave up thinking it's too complicated... Thank you for your work, it looks amazing and the performance is very realistic 10/10
@BuildModifier Thanks! Oh, that's something I haven't considered. Here is my solution: Open the variable setters, change the value of "autoPilotFull" to "1", and the value of "GearControl" to "TarAgl<92?0:1". Then save this build as a dedicated AI plane, and you will always have the automatic landing on.
Theoretically, we could integrate AI into this build. Here's my idea:
Develop a standalone program that uses visual recognition as input to analyze the board. The input would then be sent to a chess engine like Stockfish for decision-making.
For output, the program could control the mouse to move and click the pieces accordingly.
However, this is currently beyond my ability. It would be fantastic if someone with the skills and interests could create a program like this!
@LunarEclipseSP Thanks! But I don't know whether it will work in VR, the scale of this build is 5:1, which is much larger than that in real life. I tried to make it 1:1, but in this scale, the visual looks terrible, as the shadows are rendered in very low quality.
@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.
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!)
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.
@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!
@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.
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.
@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)
@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.
I planned to build this before and eventually gave up thinking it's too complicated... Thank you for your work, it looks amazing and the performance is very realistic 10/10
+2This thing makes me feel like I am doing 3D rendering in SimplePlanes...
+4@YourLocalJetNut330 It's 100% possible, but it's gonna take lots of time to write and test the code!
@BuildModifier Here’s a dedicated AI version that lets you fly the chase plane with it: https://www.simpleplanes.com/a/ujF9ef/Space-Shuttle-v1-1-AI
@BuildModifier Thanks! Oh, that's something I haven't considered. Here is my solution: Open the variable setters, change the value of "autoPilotFull" to "1", and the value of "GearControl" to "TarAgl<92?0:1". Then save this build as a dedicated AI plane, and you will always have the automatic landing on.
HOT FIX v1.1:
I found a bug in my Funky Tree codes☠️, which causes the auto landing to fail in some conditions, now I have fixed it.
It's not easy to be bug-free, especially when dealing with hundreds of lines of funky tree code...
@Oyasumi If I remembered correctly, it's cutout filter. Background was composited with motion blur added.
+1@SuperSuperTheSylph Congratulations!😉
+1@SimpleplanesMaryland I used funky trees to control the shuttle's glide slope so that it can aim itself towards the target airport.
@Singaporeairlinesguy I remembered to tag people this time!
@TwoTurboMan
@Carsonkiddy2
@SilverStar
@hellothere7102
@citroenDS19
@Aneka
@citroenDS19
@Aneka
@dabestsock
@CaptainBrayden
@spectre118
@MTindustries
@SamuelC
@TheUltimatePlaneLover
@MIGFOXHOUND31BSM26
@YarisSedan
@NominalSituation
@caid0ngming
@Solent
+1@RobertsAeronautics
@Convex
@TheUltimatePlaneLover Me too! I often played with a space shuttle model when I was a kid. It gave me lot of inspirations when I was building this.
@Solent In a few days!!
@AnitaMaxWynn Oh, I feel you! And I am really glad that you enjoy playing this!!
Change Log v1.1 [23-01-2025]
@localf15enjoyer You can gear up to fly this thing, so it is also a "Plane" 😉
@LunarEclipseSP Ahh, thank you! I have added this to Minigame.
+1@AndrewGarrison thank you Andrew! Thanks to your crazy game, I greatly improved my 3D modeling and coding skills... You inspired us :)
+2@retrolivery1223333 Y E S .
Theoretically, we could integrate AI into this build. Here's my idea:
Develop a standalone program that uses visual recognition as input to analyze the board. The input would then be sent to a chess engine like Stockfish for decision-making.
For output, the program could control the mouse to move and click the pieces accordingly.
However, this is currently beyond my ability. It would be fantastic if someone with the skills and interests could create a program like this!
@SamuelC Hello! I haven't fully finished it yet, it will be released soon!
+2Link to the post
@LunarEclipseSP Thanks! But I don't know whether it will work in VR, the scale of this build is 5:1, which is much larger than that in real life. I tried to make it 1:1, but in this scale, the visual looks terrible, as the shadows are rendered in very low quality.
+2Great 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.
@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 :)
+1Hello 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.
@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 Same situation, I always prefer finishing the exterior first and then complete the cockpit.
+1@DONIER I finished the exterior long time ago, but the cockpit is still not done yet.
@Sputochka Sure :-)
+2Very impressive, you must have spent lots of time coding and testing!
+1@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@MrCOPTY Thanks! I didn't know someone already figured it out.
+1@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.
+2Updated: 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.
@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@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.
+1THIS VERSION IS OUTDATED!
NEW VERSION