@MrCOPTY ok so check me in case I’m misunderstanding this.
The “Fuel>0 & Throttle>0 & Eng1Thrust=0” goes into the input section of the button/light. This means when Thrust of ENG1 is 0 and the other 2 values are above 0, the light should light.
The Engine Output goes under the Part Variables heading Thrust as “Eng1Thrust” to match the variable in the input string, so when the engine is producing thrust, the output value is <0.
I’ve tried this and the button/light isn’t switching. Presently they are rectangular button labeled “ENG1 ALERT” and “ENG2 ALERT”
@Bobofboblandia
What I find is humourous is that I've had AI planes dogfighting without me.
I was turning to get a guns solution on an AI and watched another AI swoop down from another direction and go for a guns kill that totalled the plane I was going after.
I'm not sure if the current AI behavior allows for this typically or if it's an automatic response to being attacked (stray bullet triggered the behavior even though it wasn't the intended target).
@MrCOPTY So the coding for the light works (unintentionally triggers when you move the throttle forward but not above 0% lol).
The coding for the Button does bot seem to work for me.
Engine part variable: (Trust: Eng1Thrust)
Input for button: Eng1Alarm
Variable: Eng1Alarm: (code)
I kept the Eng1Thrust part variable since your code still calls for it.
@Numbers2 agreed that a new game could bring a lot of new features to the table. But my main point is, I don’t think SP is dead just yet. I mean Devs have been creating new content for games from 26 years ago in the case of Jedi Knight, or longer.
@Numbers2 they just released SP VR. That alone should show that there’s a lot of life left in the game.
Not to mention I don’t know if I wanna shell out another $xx.xx on a new SP game for Mobile, PC, and VR that quickly 😅
A very nice, if simple, rendition of the Rafale.
I’m uncertain if this has been updated since all the comments about the plane being “unstable” and “easy to enter flat spin”.
I’ve tried it on all physics modes from low to high, at various altitudes and speed levels.
It seems like a very stable craft straight from the box. CoM is forward of the CoL, control surfaces don’t seem to produce THAT much movement (especially on pitch), and overall it’s a fun little plane.
Gotta admit, it’s a nice aircraft, very well designed. Only thing is, I didn’t notice any improvement on maneuverability at higher speeds even with TV turned on. Checked my physics settings and they’re turned high.
@DeltaBravoSix so the question then becomes, if a build inadvertently targets another build for a missile lock, will the second build then begin to target the first build.
By the simple logic of "threat response" it sounds like the most likely scenario.
@HuskyDynamics01 I use that document quite frenquently, however it is clearly incomplete or at least inaccurate.
Example, under the cannon section there’s no hint that you can use fuseInput with the Cannon weapon. It also says explosionScale only works for Boom25 and Boom50, but it also works with missiles and stuff.
@dhtv587 I realized that after I posted. I hadn’t seen the 200 code in the hinge input. However I find it odd the doors don’t automatically close as well at that speed.
@TheFlightGuySP if you change the wings to partType wing-2 (if you have actually wings inside the fuselage wings), it will strengthen the wings and prevent wing flutter (I’m assuming high speed?)
@F8boa any chance you could provide a link or something?
I’ve been looking myself, from G1 Takara toys up until now, and the only time StarScream was an F-14 (knockoff) was when he was disguised as a GI Joe Skystriker.
@Whatamievendoing yes, as long as the input is set to “FireWeapons”, it will pop open all doors with that input until the button is released.
I only use the AG commands because I want certain doors to pop for certain missiles.
@TheFlightGuySP so I actually found a work around. With the Activate group of the hinge set to the same as the missile, with an input of “FireWeapons” if you press (and hold for a second) the launch button, it pops open the bay, launch’s the missile AB’s closes bay when you let the button go.
Ideally I set the ignitionDelay to 1.5 or so on the missiles.
@HuskyDynamics01 well that’s a shame. Seems like it would be something relatively easy to add to the game since it’s basically comparing the value of a part and triggering a function based on that.
I’ve used buttons and labels to make LCD style data screens. Simply set the off depth of the screen (button) to 1 value higher than the on depth. I also tie it to an AG such as AG1. I also have a switch (label display or similar) also set to AG1. The Label is moved to just behind the edge of the button.
When switch/button is activated, the button drops down and lights up, effectively turning on your screen.
@ZeroWithSlashedO so even though we can have multiple input formats for things like rotators (pitch + trim as an example), we can’t do that with switch’s. Bummer.
Though a thought has occurred to me. Could we make the activation of AG 1 and 2 dependent on the state of another button via funky tree?
Example when pressing AG1, AG8=1, AG1=1 else AG1=0?
Ooo I actually know this one.
On the XML editor for the hinge, under the InputController drop down, you’ll see a section that says “input” change the input (default is usually VTOL”) to Activate1 (or 2-8, or even LandingGear if you want it to be LG dependent).
Also the min and max values. Min=0 Max=1 would be ideal for landing gear doors as it would start in the “Open” position and then close when you deactivated the LG.
@temporaryplanetester interesting. Most of the planes I’ve made with TV become pretty near supermanuverable, particularly at low speeds with TV. Then again I like highly maneuverable planes in general so I keep my CoM closer to my CoL anyway lol.
@Bellcat I was orginally going to mount the rear gear to the lower bulge on the intake sections how ever that produced too much of a nose down orientation on the ramp.
Looks like a good attempt. The F-8 ( and it's smaller cousin, the A-7) are 2 of my favorite planes.
Small note though, the F-8 didn't carry the AIM-54 Phoenix missile. The Crusader normally only carried the 2 sidewinder's, though it probably was compatible with the AIM-7.
Looking forward to the Beta Update on a mobile. Already have SP on Steam and Mobile, and will be purchasing for my Oculus as well (provided FB gets it's stuff fixed).
@Sergio666 I've actually built an even smaller one last night. It's 11ft Wing and 14ft Length lol. None of the parts on these planes, except maybe the engines and missiles, have been scaled, it's all natural built.
@MrCOPTY ok so check me in case I’m misunderstanding this.
The “Fuel>0 & Throttle>0 & Eng1Thrust=0” goes into the input section of the button/light. This means when Thrust of ENG1 is 0 and the other 2 values are above 0, the light should light.
The Engine Output goes under the Part Variables heading Thrust as “Eng1Thrust” to match the variable in the input string, so when the engine is producing thrust, the output value is <0.
I’ve tried this and the button/light isn’t switching. Presently they are rectangular button labeled “ENG1 ALERT” and “ENG2 ALERT”
+2@Bobofboblandia
+2What I find is humourous is that I've had AI planes dogfighting without me.
I was turning to get a guns solution on an AI and watched another AI swoop down from another direction and go for a guns kill that totalled the plane I was going after.
I'm not sure if the current AI behavior allows for this typically or if it's an automatic response to being attacked (stray bullet triggered the behavior even though it wasn't the intended target).
@Dracul0Anderson check out my VF-1A model. Used a combination of Thrust vector and flap controls for maneuvering instead of horizontal stabs.
+1@AeroSportIndustries I’m know, and normally I do. However it was a stylized choice for this build. But thank you for the advice.
+1@Homemade1 Would you mind if I modded this? I have some ideas to increase the detail level.
+1@MrCOPTY So the coding for the light works (unintentionally triggers when you move the throttle forward but not above 0% lol).
The coding for the Button does bot seem to work for me.
Engine part variable: (Trust: Eng1Thrust)
Input for button: Eng1Alarm
Variable: Eng1Alarm: (code)
I kept the Eng1Thrust part variable since your code still calls for it.
+1@Numbers2 agreed that a new game could bring a lot of new features to the table. But my main point is, I don’t think SP is dead just yet. I mean Devs have been creating new content for games from 26 years ago in the case of Jedi Knight, or longer.
+1@Numbers2 they just released SP VR. That alone should show that there’s a lot of life left in the game.
+1Not to mention I don’t know if I wanna shell out another $xx.xx on a new SP game for Mobile, PC, and VR that quickly 😅
A very nice, if simple, rendition of the Rafale.
+1I’m uncertain if this has been updated since all the comments about the plane being “unstable” and “easy to enter flat spin”.
I’ve tried it on all physics modes from low to high, at various altitudes and speed levels.
It seems like a very stable craft straight from the box. CoM is forward of the CoL, control surfaces don’t seem to produce THAT much movement (especially on pitch), and overall it’s a fun little plane.
@F8boa I had to double check, but I thought Star Scream was always an F-15.
+1Except the GI Joe crossover when he was a sky striker (fake f-14)
@MrCOPTY I’m assuming that’s funky tree coding. Would I then set the input for the button/light to Eng1Thrust ?
+1@HuskyDynamics01 I look forward to your next challenges
+1Gotta admit, it’s a nice aircraft, very well designed. Only thing is, I didn’t notice any improvement on maneuverability at higher speeds even with TV turned on. Checked my physics settings and they’re turned high.
+1@HuskyDynamics01 awesome. I’ll have to fly to Maywar for my next SPVR video lol.
+1@DeltaBravoSix so the question then becomes, if a build inadvertently targets another build for a missile lock, will the second build then begin to target the first build.
+1By the simple logic of "threat response" it sounds like the most likely scenario.
Great Landing, but looks like 2nd wire. Acceptable still!
@ZeroWithSlashedO it works wonderfully. I was very close, I forgot the clamp 😂😂😂
@HuskyDynamics01 I use that document quite frenquently, however it is clearly incomplete or at least inaccurate.
Example, under the cannon section there’s no hint that you can use fuseInput with the Cannon weapon. It also says explosionScale only works for Boom25 and Boom50, but it also works with missiles and stuff.
@MrCOPTY if you like this one, please feel free to check on of my newest creations.
https://www.simpleplanes.com/a/327D52/FB-113Z
@FailSafe yeah I Noticed after flight testing a bit more. Thank you.
@dhtv587 I realized that after I posted. I hadn’t seen the 200 code in the hinge input. However I find it odd the doors don’t automatically close as well at that speed.
Beautiful plane. But it seems there is a problem with Landing Gear.
The doors are open, but the Gear are not down, they are stuck in the wheel well.
T
@Builder12345 it’s one of my favorite names. I’m also using it for a fighter build of mine.
@TheFlightGuySP interesting. I may use that idea on some of my other builds.
@TheFlightGuySP if you change the wings to partType wing-2 (if you have actually wings inside the fuselage wings), it will strengthen the wings and prevent wing flutter (I’m assuming high speed?)
@Builder12345 how about F/A-42 “Shrike”
@F8boa any chance you could provide a link or something?
I’ve been looking myself, from G1 Takara toys up until now, and the only time StarScream was an F-14 (knockoff) was when he was disguised as a GI Joe Skystriker.
Now you have to make it in VF-84/VF-103 Livery lol.
@Whatamievendoing yes, as long as the input is set to “FireWeapons”, it will pop open all doors with that input until the button is released.
I only use the AG commands because I want certain doors to pop for certain missiles.
@TheFlightGuySP so I actually found a work around. With the Activate group of the hinge set to the same as the missile, with an input of “FireWeapons” if you press (and hold for a second) the launch button, it pops open the bay, launch’s the missile AB’s closes bay when you let the button go.
Ideally I set the ignitionDelay to 1.5 or so on the missiles.
@HuskyDynamics01 well that’s a shame. Seems like it would be something relatively easy to add to the game since it’s basically comparing the value of a part and triggering a function based on that.
Oh well. 🤷🏼♂️
@Magnavox20MS233S new updates.
I’ve used buttons and labels to make LCD style data screens. Simply set the off depth of the screen (button) to 1 value higher than the on depth. I also tie it to an AG such as AG1. I also have a switch (label display or similar) also set to AG1. The Label is moved to just behind the edge of the button.
When switch/button is activated, the button drops down and lights up, effectively turning on your screen.
@Bellcat I had tried that once before. Apparently Imgur doesn’t like that particular direct URL format lol.
@ZeroWithSlashedO so even though we can have multiple input formats for things like rotators (pitch + trim as an example), we can’t do that with switch’s. Bummer.
Though a thought has occurred to me. Could we make the activation of AG 1 and 2 dependent on the state of another button via funky tree?
Example when pressing AG1, AG8=1, AG1=1 else AG1=0?
Ooo I actually know this one.
On the XML editor for the hinge, under the InputController drop down, you’ll see a section that says “input” change the input (default is usually VTOL”) to Activate1 (or 2-8, or even LandingGear if you want it to be LG dependent).
Also the min and max values. Min=0 Max=1 would be ideal for landing gear doors as it would start in the “Open” position and then close when you deactivated the LG.
@HuskyDynamics01 I’d love a break down of my score please.
@temporaryplanetester interesting. Most of the planes I’ve made with TV become pretty near supermanuverable, particularly at low speeds with TV. Then again I like highly maneuverable planes in general so I keep my CoM closer to my CoL anyway lol.
@HuskyDynamics01
Plane 1 submitted
@Vincent
Any chance you could make this a successor to the following challenge?
https://www.simpleplanes.com/a/Hrpj7U/OPEN-Swing-Wing-Challenge?showAllComments=true#comment-4156652
How does one go about entering exactly?
Are these locations. SimplePlanes VR also?
@realluochen9999 wave rider was the Zetas alternate mode. Wing Gundam was officially called “Bird Mode” and the Zero was “Neo Bird Mode”
T
@G2 nope lol. Good guess though.
@Bellcat I was orginally going to mount the rear gear to the lower bulge on the intake sections how ever that produced too much of a nose down orientation on the ramp.
Looks like a good attempt. The F-8 ( and it's smaller cousin, the A-7) are 2 of my favorite planes.
Small note though, the F-8 didn't carry the AIM-54 Phoenix missile. The Crusader normally only carried the 2 sidewinder's, though it probably was compatible with the AIM-7.
Looking forward to the Beta Update on a mobile. Already have SP on Steam and Mobile, and will be purchasing for my Oculus as well (provided FB gets it's stuff fixed).
@Sergio666 I've actually built an even smaller one last night. It's 11ft Wing and 14ft Length lol. None of the parts on these planes, except maybe the engines and missiles, have been scaled, it's all natural built.