Jeez i stop visiting this site for a couple months and this is whats been going on? Sounds like a bunch of immature kids that think “free speech” applies to a privately hosted forum.
@BaconEggs interesting. It runs smoothly on my iphone 12 and my 3770k pc which are both kinda dated. I kind of like to have some realistic destruction mechanics in my builds though so thats why i dont remove the calculation for parts that are hidden- for example on this build ive “reinforced” the fuselage and the wings while also nerfing things like wing tips and other non-crucial body parts
@ZeroWithSlashedO yea thats actually what I ended up doing lol it actually works better because you dont have to wait for the bay to open when you want to fire
@OrderlyHippo Hey Glad you're enjoying the plane! Been a little busy with work and moving but I'll fix up the formula if/when I get back into the game. Haven't played it in months now TBH but every now and then I have an idea (or learn somethin new about a plane) and have to go back in and implement it.
Lol cant wait to see it. Admittedly it is kinda difficult Getting the flight model to the point where it will do the cobra, but not a kulbit lol @ChisP
@spefyjerbf @SnoWFLakE0s ha really? I also use it for the flaps on this plane (and my f35 submission) as well as on the planes ive uploaded just this month alone.
Ill never know why some uploads just arent succesful lol some of what i think are my less impressive builds get much more attention than the ones im truly proud of. @ChisP
Blueprints if you havent already been referencig them. I notice i usually start with the fuselage from front to back. Then i add the wings. I spend a good amount of time cross referencing the fuselage shape as well as the wing size, angle, and position etc. Really once you have that done to a fairly good degree of accuracy, the rest just kinda falls into place. You start learning tricks as you go.
You also should get comfortable with .xml modding- or at least download one of the in-game mods. I hope some of this helps!
@SServal
@BaconEggs WOOO! I found the sweet spot (.33)! I've updated the XML to this upload. It now hits mach 1 at sea level and mach 2+ at altitude all without accelerating cartoonishly fast! Big thanks for the tip!
@BaconEggs Interesting, I didn't know the drag calculation was off in the game since i never understood what "drag points" correlated to IRL lol I'm playing around with dropping dragScale to .5 and getting very good results though
@BaconEggs Yea I blame the game thrust engine mechanics. I could make it meet that airspeed at sea level but then that would be difficult to do without having the (rate of) acceleration being way off (it already kind of is nuts in game). I'm playing around with having a funkytrees engine power governor to compensate for SP's unrealistic altitude/air density calculations but haven't perfected that yet!
@OrderlyHippo that won't work for the three default pics though does it (only for pics in the description)? Is the blueprint method really what everyone has been using lately?
Thanks all- been a while for sure. Note- I updated the XML due to a little bug with the engine "rpm" gauge truncating out the % sign for the right engine.
@AlbertanPlaneMaker see, thats not it because using the scaling tool in fine tuner, just the scale attribute gets manipulated but the leading/trailing root and leading/trailing tip wing parameters stay the same
@TheCommentaryGuy lol I'm glad someone missed me. I have the whole lemoose fleet updated but I really want to bring it all to the right scale before sharing with everyone
this is why jundroo stopped working on simple planes
+25do people even download planes before upvoting? this looks amazing but if it just crashes the game
+6They're not making simple planes 2 because y'all be making anime girls
+5@OkaNieba dood i have a newer version you could've used!
+2lol nice you managed to improve on the grotesque hump atrocity on my build
+2Jeez i stop visiting this site for a couple months and this is whats been going on? Sounds like a bunch of immature kids that think “free speech” applies to a privately hosted forum.
+2Its the simple land mod @Inuyasha8215
+2Are you sure? I thought that was the super tomcat 21 Th at didnt have them @Inuyasha8215
+2@edensk @ArcturusAerospace I tried Designer Suite and the game says I must disable mods to upload. perhaps this is only as of this latest update?
+2Impressive. Very nice.
+1@Sakorsky ty bby xoxo
+1@BaconEggs interesting. It runs smoothly on my iphone 12 and my 3770k pc which are both kinda dated. I kind of like to have some realistic destruction mechanics in my builds though so thats why i dont remove the calculation for parts that are hidden- for example on this build ive “reinforced” the fuselage and the wings while also nerfing things like wing tips and other non-crucial body parts
+1Nice job! Looking forward to this release. Hippo- i need to try out your updated version now that im back on this game
+1@ZeroWithSlashedO yea thats actually what I ended up doing lol it actually works better because you dont have to wait for the bay to open when you want to fire
+1@OrderlyHippo Hey Glad you're enjoying the plane! Been a little busy with work and moving but I'll fix up the formula if/when I get back into the game. Haven't played it in months now TBH but every now and then I have an idea (or learn somethin new about a plane) and have to go back in and implement it.
+1@DROP i used a blueprint and it lines up almost perfectly in all dimensions actually
+1huge second to @BeryllCorp comments. if we can also make the cones as transparent cockpits it would be great!
+1Yall weeboos need jesus
+1Actually the su-34’didmt enter service until 2014 ;) @FuriousDream
+1Oh lol its the part with the question mark and the colon if you look at the 1.9.205 notes it explains it there @Nerfaddict
+1Funky trees ternary selector @Nerfaddict
+1Lol cant wait to see it. Admittedly it is kinda difficult Getting the flight model to the point where it will do the cobra, but not a kulbit lol @ChisP
+1This is the kind of joke that you think is funny if you dont know any history
+1Ah thanks, i never knew! Coincidentally, they are pretty useless on my plane too lmao @Inuyasha8215
+1Working on it ;) @Erebos
+1Should work fine. Are you on the latest update? @Wi1dSk7
+1@spefyjerbf @SnoWFLakE0s ha really? I also use it for the flaps on this plane (and my f35 submission) as well as on the planes ive uploaded just this month alone.
+1Ill never know why some uploads just arent succesful lol some of what i think are my less impressive builds get much more attention than the ones im truly proud of. @ChisP
+1nice nice, saved to my sub-assemblies
+1@Planeboi49620 https://www.simpleplanes.com/a/vlHO9S/Rolls-Royce-LiftSystem
+1This plane is cursed
+1@Inuyasha8215 yep!
+1Blueprints if you havent already been referencig them. I notice i usually start with the fuselage from front to back. Then i add the wings. I spend a good amount of time cross referencing the fuselage shape as well as the wing size, angle, and position etc. Really once you have that done to a fairly good degree of accuracy, the rest just kinda falls into place. You start learning tricks as you go.
You also should get comfortable with .xml modding- or at least download one of the in-game mods. I hope some of this helps!
+1@SServal
howdy fellas! i never left lol im always quietly lurking
+1@BaconRoll haha thanks! im flattered someone even noticed my 'hiatus'
+1yall slept on this one =( lol
@Plenlover62 are you on high physics?
@TheCommentaryGuy Thanks that worked on the F-14, but it doesn't do it for this one:
https://www.simpleplanes.com/a/6fNd4C/F-18C-Hornet
@PlanePilotXDDD lol i thought about timing the ejection sequence in such a way that the wso/rear seat always hit the canopy
@BaconEggs WOOO! I found the sweet spot (.33)! I've updated the XML to this upload. It now hits mach 1 at sea level and mach 2+ at altitude all without accelerating cartoonishly fast! Big thanks for the tip!
@BaconEggs Interesting, I didn't know the drag calculation was off in the game since i never understood what "drag points" correlated to IRL lol I'm playing around with dropping dragScale to .5 and getting very good results though
@BaconEggs Yea I blame the game thrust engine mechanics. I could make it meet that airspeed at sea level but then that would be difficult to do without having the (rate of) acceleration being way off (it already kind of is nuts in game). I'm playing around with having a funkytrees engine power governor to compensate for SP's unrealistic altitude/air density calculations but haven't perfected that yet!
this is really well done. right down to details like the probe, wings, canopy, and flap operations not working above certain speeds
latest xml update fixes the left side wing inputs which were inverted.... smh and led to asymmetric braking
@OrderlyHippo that won't work for the three default pics though does it (only for pics in the description)? Is the blueprint method really what everyone has been using lately?
Thanks all- been a while for sure. Note- I updated the XML due to a little bug with the engine "rpm" gauge truncating out the % sign for the right engine.
@AlbertanPlaneMaker see, thats not it because using the scaling tool in fine tuner, just the scale attribute gets manipulated but the leading/trailing root and leading/trailing tip wing parameters stay the same
@TheCommentaryGuy Talking the "fine tuner" scaling tool or is there one built into the game?
@TheCommentaryGuy lol I'm glad someone missed me. I have the whole lemoose fleet updated but I really want to bring it all to the right scale before sharing with everyone
@linxiaofeng2339 yea i noticed one of the recent updates broke the handling at speed- ill give that a shot