@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
@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.
@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
@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
@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.
Send me the plane youre working on and ill be happy to help. Similar code should work for the pistons too but if you have any literature handy on exactly how it behaves in the plane it would certainly help get it just right @Hedero
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.
yall slept on this one =( lol
@OkaNieba dood i have a newer version you could've used!
+2Impressive. Very nice.
+1@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
@Sakorsky ty bby xoxo
+1@PlanePilotXDDD lol i thought about timing the ejection sequence in such a way that the wso/rear seat always hit the canopy
@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
+1@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!
They're not making simple planes 2 because y'all be making anime girls
+5this is really well done. right down to details like the probe, wings, canopy, and flap operations not working above certain speeds
this is why jundroo stopped working on simple planes
+25Nice job! Looking forward to this release. Hippo- i need to try out your updated version now that im back on this game
+1latest 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.
@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@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
lol nice you managed to improve on the grotesque hump atrocity on my build
+2do people even download planes before upvoting? this looks amazing but if it just crashes the game
+6@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@linxiaofeng2339 yea i noticed one of the recent updates broke the handling at speed- ill give that a shot
this is seriously good
Flight model looks impressively accurate... cant wait for this to come out!
@OrderlyHippo appreciate the kind words! glad you enjoy my planes
damn it now i have to redo all my planes lol
Lol so salty over a video game forum @HanSeuluh
@DROP i used a blueprint and it lines up almost perfectly in all dimensions actually
+1@Aventadorcf18 ive made an Su-27 and Su-34
Thanks man i had a feeling thats what it was but i have no idea how to fix that @SyntheticL
Ayyyy @Nerfaddict
can it be a resubmission of a craft i've previously uploaded?
Flattered- thanks man! You shouldve done the newer build tho! @TMach5
Send me the plane youre working on and ill be happy to help. Similar code should work for the pistons too but if you have any literature handy on exactly how it behaves in the plane it would certainly help get it just right @Hedero
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.
+2Idk about “necessary” To each their own @MrEarth
Ill sacrifice on these type of details if it can save me 45 unnecessary parts
This is amazing! Ive been waiting for a decent e46 m3 in simple planes (i have a manual coupe).
huge second to @BeryllCorp comments. if we can also make the cones as transparent cockpits it would be great!
+1Yall weeboos need jesus
+1LMAO is this seriously a projectile with a tracer thats caught with a magnet as soon as it leaves the muzzle? friggin great
mad clever
T
@MailboxIsMyGender u wot
Actually the su-34’didmt enter service until 2014 ;) @FuriousDream
+1They retract automatically based on speed. They also extend whenever you pull with high angle of attack @Nerfaddict