@FlyingHueman @Stormfur
All the colours are located at the end of the file and are called "materials".
I extended that list and then assigned each part their corresponding "material" number (with overload) to give them the correct colour.
Thanks for your comment, btw, FlyingHueman, I really appreciate it. :)
When you select "best of the month" (for example), the url of the site changes and ?d=30 is added to it, you can change that to ?d=365 if you want to see the best of the year.
I'm just gonna be honest, and I apologize in advance.
The looks are awesome, specially considering it took you 3 days to make it and you built it on Android, but...
.
- The rudder is inverted.
- The yokes turn in oppsite directions when rolling.
- The roll rate is incredibly slow.
- The control surfaces' deflection angles are quite exaggerated, tbh.
.
And many other things like the wobbling/screeching landing gear (which can be fixed by lowering forwards traction of the wheels.), the unrealistic acceleration (fixed by having a pretty small amount of drag (use parts with disabled drag when building)....
.
You could have fixed some of this things, like the inverted rudder, very easily.
I just say this so you can improve and avoid making such mistakes in your future builds.
.
Anyways, nice looking plane, but you could have spent more time on the functionality.
. Ps. I'm quite surprised that nobody mentioned any downside of this nice looking build.
Beautiful plane, but you should have disabled collisions for all moving parts since the sound is really annoying and the landing gear explodes when retracted.
What I think:
FYI, what chaff countermeasures do irl is actually distract radar guided missiles, since they're clouds of metal shrapnels that reflect radar signals.
So it's not unrealistic that they "distract" radar guided missiles.
.
It would be cool to have a bit more realism and/or customization options, but I think this game is mainly meant for fun, not full realism.
.
"This isn't really a request cause tbh its just a side project to an indie game (SR2)."
Uhhhh, did you know that SR2 came way later than SP?
.
Regarding some of the suggestions:
- Multiplayer...
Only computers can run it fine, and there's already a mod that every computer user can download, but it would be nice if it was implemented ingame and improved.
- Procedural stuff:
If you want it so much just play SR2 or make it yourself, lol.
- Decals, camos, effects... :
Stuff that would be nice to see but would reduce the game's performance on less powerful devices.
- Scale issue:
1 IRL metre equals 2 Fuselage block units, just use that to make vehicles to a correct scale.
And why would you even use stock planes, tbh, lol.
.
.
Sorry if this might have sounded rude, but it's just my opinion.
Have the leading edge block taper towards the tip;
Adjust the triangle block so that its front side is as tall as the wing should be thick at root and be zero units wide. Rear side should be as tall as the wing tip is thick and as wide as the wing is long;
Place front end of the triangle block onto the leading edge block so that it points forward, and align the point with the root;
Adjust "run" and "length" of the triangle block to fit the leading edge block;
Add custom control surfaces to the rear of the triangle block on rotators;
Profit.
I have added another block to the rear of the triangle block to get a smoother airfoil. That is recommended but not mandatory. Fuselage inlets flipped onto their sides are recommended for custom surfaces in order to give you trailing edge sweep by editing inlet angle.
Thanks, @QingyuZhou :)
@ChisP Thanks and congrats, kek.
@FlyingHueman @Stormfur
All the colours are located at the end of the file and are called "materials".
I extended that list and then assigned each part their corresponding "material" number (with overload) to give them the correct colour.
Thanks for your comment, btw, FlyingHueman, I really appreciate it. :)
+1@ChisP Thank you! It actually took less than 2 weeks, not that much (for me), lol.
@UnguidedCylinder Thanks!
+2Normally I start with the nose and then I finish the fuselage, make the wings (and tail), landing gear, and finally the flight model.
When you select "best of the month" (for example), the url of the site changes and
+2?d=30
is added to it, you can change that to?d=365
if you want to see the best of the year."Created on Android"
+6I'm just gonna be honest, and I apologize in advance.
+10The looks are awesome, specially considering it took you 3 days to make it and you built it on Android, but...
.
- The rudder is inverted.
- The yokes turn in oppsite directions when rolling.
- The roll rate is incredibly slow.
- The control surfaces' deflection angles are quite exaggerated, tbh.
.
And many other things like the wobbling/screeching landing gear (which can be fixed by lowering forwards traction of the wheels.), the unrealistic acceleration (fixed by having a pretty small amount of drag (use parts with disabled drag when building)....
.
You could have fixed some of this things, like the inverted rudder, very easily.
I just say this so you can improve and avoid making such mistakes in your future builds.
.
Anyways, nice looking plane, but you could have spent more time on the functionality.
.
Ps. I'm quite surprised that nobody mentioned any downside of this nice looking build.
Beautiful plane, but you should have disabled collisions for all moving parts since the sound is really annoying and the landing gear explodes when retracted.
+4Angry duck noises.
+3What I think:
FYI, what chaff countermeasures do irl is actually distract radar guided missiles, since they're clouds of metal shrapnels that reflect radar signals.
So it's not unrealistic that they "distract" radar guided missiles.
.
It would be cool to have a bit more realism and/or customization options, but I think this game is mainly meant for fun, not full realism.
.
Uhhhh, did you know that SR2 came way later than SP?
+5.
Regarding some of the suggestions:
- Multiplayer...
Only computers can run it fine, and there's already a mod that every computer user can download, but it would be nice if it was implemented ingame and improved.
- Procedural stuff:
If you want it so much just play SR2 or make it yourself, lol.
- Decals, camos, effects... :
Stuff that would be nice to see but would reduce the game's performance on less powerful devices.
- Scale issue:
1 IRL metre equals 2 Fuselage block units, just use that to make vehicles to a correct scale.
And why would you even use stock planes, tbh, lol.
.
.
Sorry if this might have sounded rude, but it's just my opinion.
Bye
+2lol
+8Specs:
CPU: Ryzen 5 3600
MOBO: B450 Gaming Plus MAX
GPU: GTX 1660 Super
RAM: 2x8Gb DDR4 3200mhz
PSU: Corsair CX550 80+ Bronze
STORAGE: SSD 1Tb 2.5"
plug it in
+10changing the blueprint offset values in designer suite and accidentally deleting half the plane.
+4lol
How to create this kind of wing:
Have the leading edge block taper towards the tip;
Adjust the triangle block so that its front side is as tall as the wing should be thick at root and be zero units wide. Rear side should be as tall as the wing tip is thick and as wide as the wing is long;
Place front end of the triangle block onto the leading edge block so that it points forward, and align the point with the root;
Adjust "run" and "length" of the triangle block to fit the leading edge block;
Add custom control surfaces to the rear of the triangle block on rotators;
Profit.
I have added another block to the rear of the triangle block to get a smoother airfoil. That is recommended but not mandatory. Fuselage inlets flipped onto their sides are recommended for custom surfaces in order to give you trailing edge sweep by editing inlet angle.
+7