@WritersCrusadersAirCo2 you're actually good when it comes to using drawings in plane posts. Basically everyone else steals art (especially in the 2d graphics scene), so it's good to see original art on planes
PC is good for screenshotting and map mods. Working with variables and labels is easier. You can regex edit (although you can still do it on some android phones). But all other building is terrible
.
Mods that i actually use:
The orthographic blueprint mod, since it's easier to use than the in-game one (no combining images required)
Nuerburgerking for car builders (and also for farmland background xdd)
The clouds mods (only use when taking screenshots)
I think that text-based definition and runtime generation of gauge faces should be easy to implement
I also want circular and bar-shaped meters for digital displays. The circular ones can't be done without moving parts or massive labels. The bar ones are reasonable but still more convoluted than necessary
You need the mod tools from the game install. It's the game folder in Program Files, not AppData
Or you can just yoink the Jundroo folder from the source code of a somewhat recent mod
I have only ever seen one person playing sp irl and i just grinned to myself xdd
I use sp outside, even on the laptop if i have it, and don't really think about it. I have opened my sp profile and other sites that are connected to it
Pros:
- more comfortable if you are already a mac guy
- cheaper if you need a mac and cannot buy another pc just for gaming
.
Cons:
- apple hardware related tomfoolery (you cannot switch parts or companies)
- something like 2 small useless mods cannot work on mac (tbf they also might not work on linux via wine) (i know they are useless because i made them)
This is an approximation that only works in steady conditions. It over-reports any spikes in aircraft rotation velocity, so I would use some kind of damping function with it.
If assuming a "normal" plane, car, etc. (no hovering or drifting/PSM), then x- and y-components of velocities are small ==> velocity = z-component.
Finally, for planes, assume z-component is always positive, so we can just use GS.
Idk how to get velocity components in a way that isn't affected by wind, or that requires very long formulas and suffers from floating point loss of significance. But i guess you can assume wind speed is small as well
.
Static rotational component (by convention, positive when gravity acts against that direction)
x: cos(PitchAngle) * sin(RollAngle)
y: cos(PitchAngle) * cos(RollAngle)
z: sin(PitchAngle)
Magnitude of the static rotational component will always be 1 (or Newton will break your kneecaps)
.
Dynamic rotational component (positive when centripetal acceleration is in that direction)
x: GS * YawRate * (pi/180) / 9.81
y: GS * -PitchRate * (pi/180) / 9.81
z: 0
(If you have individual components of GS, you will find that each component is affected by two GS-rotation pairs)
.
Translational component
(If you have the individual components, you should use them)
x: 0
y: 0
z: rate(GS) / 9.81
if you have sp on pc, or you can access the xml files on your phone (old versions of android only), you can use a very fast method to remove drag that's already there
I have both a phone and a laptop. I only use my phone for building now, it crashes randomly in the simulation. My laptop can probably run 2000 parts on high physics, since it's a semi gaming or workstation design
separate it from the plane completely, use scale selected parts OFF and relative scale ON
this also means you must re-attach the fuselage art, if it was previously attached to a plane
it used to be a feature, then it got removed
maybe it was removed because it was buggy, you usually see some duplicated characters around the read more point
(🤓 answer) technically the engine and brake spins the wheel, then the game determines the slip and applies forces on the plane using the slip
Differentials can be made completely in FT but you need one engine for each wheel
Buoyant force in the game depends on the mass of the part. If you add more dead weight, or increase massScale, a fuselage can float more. If massScale is 0, the fuselage will not provide any buoyant forces. This is the opposite of real life.
Buoyant force applies from a single point. Each force is like a thin table leg. You need many to keep level.
I like the idea of downvoting comments and adding reactions to comments.
.
For commenting with pictures, i think the current method of using links is good enough. Embedding images increases loadtimes and data usage. If the sp website hosts images, then the server data will grow much faster than it already does. Some sp users, both low and high ranks, don't consider the size of images and will push tens of HD screenshots into a single plane description or forum post, and adding to comments will worsen the load times.
@Dllama4 i see youre a man of culture as well
+3I know that link
+3(I don't know where the simpleplanes folder is except on android, its device storage/android/data/com.jundroo.simpleplanes)
+3Brick to pipi
+2@WritersCrusadersAirCo2 you're actually good when it comes to using drawings in plane posts. Basically everyone else steals art (especially in the 2d graphics scene), so it's good to see original art on planes
+2PC is good for screenshotting and map mods. Working with variables and labels is easier. You can regex edit (although you can still do it on some android phones). But all other building is terrible
+2.
Mods that i actually use:
The orthographic blueprint mod, since it's easier to use than the in-game one (no combining images required)
Nuerburgerking for car builders (and also for farmland background xdd)
The clouds mods (only use when taking screenshots)
:trollAYAYA:
+2build it using fuselage (as others said), and for extra points it must be your own drawing
The dev console can only edit GameObjects. You can use Fog Changer mod
+2One of the ways to draw hands is to plan them as like 2 roughly trapezoid prisms (one each for palm and fingers) and then a block for the thumb
+2Cute
+2Also must be leg enjoyer
I think that text-based definition and runtime generation of gauge faces should be easy to implement
+2I also want circular and bar-shaped meters for digital displays. The circular ones can't be done without moving parts or massive labels. The bar ones are reasonable but still more convoluted than necessary
a green bouncy solid (jelly) with the most punchable face ever
+2i think that ai planes ignore or wrongly use the spawn on ground parameter since one of the big updates, making them bugged on spawn
+2mig-31 with pulse lasers
+2You need the mod tools from the game install. It's the game folder in Program Files, not AppData
+2Or you can just yoink the Jundroo folder from the source code of a somewhat recent mod
I have only ever seen one person playing sp irl and i just grinned to myself xdd
+2I use sp outside, even on the laptop if i have it, and don't really think about it. I have opened my sp profile and other sites that are connected to it
@LunarEclipseSP it is either an artstyle or skill issue but i can't draw angy lmao
+2simpleplanes couple real
+2build a suzuki cappuccino
reminder that rocks can turn into dust
+2i will hang a skeleton on a ceiling fan
+2It is affected by wheel size, so it is probably some kind of rotational unit. I didn't test it but i would guess radians per second
+2Pros:
+2- more comfortable if you are already a mac guy
- cheaper if you need a mac and cannot buy another pc just for gaming
.
Cons:
- apple hardware related tomfoolery (you cannot switch parts or companies)
- something like 2 small useless mods cannot work on mac (tbf they also might not work on linux via wine) (i know they are useless because i made them)
does ti-basic not allow numbers to be passed into disp 🗿 (i don't have a graphing calculator)
+2also try if-else-end blocks
This is an approximation that only works in steady conditions. It over-reports any spikes in aircraft rotation velocity, so I would use some kind of damping function with it.
+2If assuming a "normal" plane, car, etc. (no hovering or drifting/PSM), then x- and y-components of velocities are small ==> velocity = z-component.
Finally, for planes, assume z-component is always positive, so we can just use GS.
Idk how to get velocity components in a way that isn't affected by wind, or that requires very long formulas and suffers from floating point loss of significance. But i guess you can assume wind speed is small as well
.
Static rotational component (by convention, positive when gravity acts against that direction)
x:
cos(PitchAngle) * sin(RollAngle)
y:
cos(PitchAngle) * cos(RollAngle)
z:
sin(PitchAngle)
Magnitude of the static rotational component will always be 1 (or Newton will break your kneecaps)
.
Dynamic rotational component (positive when centripetal acceleration is in that direction)
x:
GS * YawRate * (pi/180) / 9.81
y:
GS * -PitchRate * (pi/180) / 9.81
z:
0
(If you have individual components of GS, you will find that each component is affected by two GS-rotation pairs)
.
Translational component
(If you have the individual components, you should use them)
x:
0
y:
0
z:
rate(GS) / 9.81
garlic
+2@Zhixunlin23 yes, it's SPR
+2it will turn me into a cute small octopus (or maybe i will just be oneshot by a crowbar)
+2me when an f1 sponsor finally becomes socially relevant (it was for knocking out critical infrastructure)
+2you know explosive, tube-shaped machines that can swim like penguins exist right?
+2if you have sp on pc, or you can access the xml files on your phone (old versions of android only), you can use a very fast method to remove drag that's already there
+2I have both a phone and a laptop. I only use my phone for building now, it crashes randomly in the simulation. My laptop can probably run 2000 parts on high physics, since it's a semi gaming or workstation design
+2when i see the UPVOTE i think of andrew with lightning eyes
+2The A-10 with laser targeting designator is a reference to one of the best combinations in ace combat 7 :clueless:
+2separate it from the plane completely, use scale selected parts OFF and relative scale ON
+2this also means you must re-attach the fuselage art, if it was previously attached to a plane
Uh kinda yeah
+2Check your wheels and suspension have the same settings on the left and right, it's easy to miss one side when changing settings
I build on mobile and play on pc
+2midget II my beloved
+2Try the smooth function
+2it used to be a feature, then it got removed
+2maybe it was removed because it was buggy, you usually see some duplicated characters around the read more point
I have a method using 3 hollow fuselage to make rails in the shape of any standard fuselage
+2Idk how to explain it so here is an example
@Ihavesnowball just because it's not called "sam destruction"
+2Amazing model and animations, unfortunately fake screenshot
+2@Majakalona you can draw rick astley on it (jk jk... unless?)
+2you have now joined the internet seniors club
+2(🤓 answer) technically the engine and brake spins the wheel, then the game determines the slip and applies forces on the plane using the slip
+2Differentials can be made completely in FT but you need one engine for each wheel
@TheTomatoLover no more 69, not nice >:(
+2!FireWeapons
. Therefore, tryActivate1 ? true : !FireWeapons
I like the idea of downvoting comments and adding reactions to comments.
+2.
For commenting with pictures, i think the current method of using links is good enough. Embedding images increases loadtimes and data usage. If the sp website hosts images, then the server data will grow much faster than it already does. Some sp users, both low and high ranks, don't consider the size of images and will push tens of HD screenshots into a single plane description or forum post, and adding to comments will worsen the load times.