@32 Thank you! I may have been quite inactive here in SP, but that's because I got stuck on a build. you may have heard about a certain Drachen taking 4 years in the making, oops. BUT, that plane has been overhauled and brought to it's limits in Flyout. So expect a comeback with SP2. I recently participated in an RP called Prop-Punk and the Super Drachen got in the top most feared aircrafts in the whole roleplay lol.
@YarisHatchback That poor BMW... I vivdly remember when it got wrecked in the tournament and then KiNo went with a 300mph glitch car in maywar. mine drove well for a realistic car, it even did powerslides under AI control, but agaisnt glitch cars? nah, no chance hahaha. Still, I did a livery for it just for driving around in MP.
@Graingy ahh ok! well, I just rotated the fuselage 45° on it's own axis and shrinked it a bit. it's what was avaiable back then. even if not "stealthy", it flies very well and has the capability of flying with missing parts.
talking about KE would anyone be interested in some old RP equipment? I did participate in the Jundroo war from like 8 years ago and was equipment supplier to OstPrussen (MrVaultech). just to give those old builds some new life :D
@MVC That's really cool! would it be possible we get some aircraft engines too? I remember an engine mod from many years ago, but the engine selection is rather limited.
Nice plane mate! takes a while to take off but flies well. I'm curious how you made the radar display, such device has been wrecking my brain for years.... btw, wanna test a WIP of mine?
hmmm... not sure what is causing it, but there's an almost spam error saying something about Kinetic bodies not supported. everytime I typed in chat, it got flooded by that message in miliseconds and so I could barely chat.
I am unsure if you're playing in low physics, but the truck is unable to hit 300Km/h in a straight line unless wings are removed, also it flips. I suggest putting a rear spoiler to counter the front wing.
@Johnnyynf given this RPM limitation, maybe we should focus on high stroke-low bore engines, such as marine Diesels. I did a couple back then, but they has such humongous torque that they tilted the whole ship, so a dual contra-rotating setup is recommended for proper use.
Most people have grown, a lot of players I used to hang out over here left the game.
To give you an example: I joined SP in my last 2 years of school back in 2015, FF 2024, here I am in my last year of Automotive mechanical engineering. I have many designs collecting dust due to lack of certain in-game skills, but also shifted to other games.
As comparison, many friends my age have already started families or are at full-time jobs (or both).
I have a question, will there be or if it's already supported the command line for friendly, neutral and enemy aircrafts? For example, in the bomber escort mission the bomber is marked blue, normal ones are grey and tun red when we target them with radar. so can these blue tags be replicated via FT? so as to have an integrated IFF inside the aircraft.
I have a suggestion: For the wheels have the option to hide the rims and physically connect custom made rims to the tires and have a specific rotator to connect directly to an engine or a gearbox. This so we can make custom rims for vehicles. Also a gearbox part to choose different gear ratios to play with.
@SILVERPANZER thx for the upvote! Man, I freaking loved using this thing in Multiplayer or just convoy raid, very precise and deadly too. I had to add a rear stabilizer becase the recoil was so much it would lift the tank with each shot lol.
@SILVERPANZER thx for the upvote! I know I never posted a description but this was a prtotype for replacing the Panther III, it stayed as a prototype and the Otter MBT entered production instead.
@Typhoon03 @SILVERPANZER Thank you very much for the upvotes! glad you found this hidden gem of mine nwn. For those wondering, This Taika uses components from Vaultech, the APS system differs slightly in position to his Zaneta, and while we use the same 128mm ammunition, this marks the split of RH128 made by me and those made by Vaultech. Additionally, the RCS turret was a special request from Vaultech for his Zaneta, and I mounted it on the Taika because why not.
@Typhoon03 Vaultech said he wouldn't be posting anymore, and hasn't answered my messages in discord since nearly a year so... highly unlikely u.u
probs life catched up or something. There's a few missing players from years ago like Mikoyanster.
@TheIndianGaruda Flyout has easier controls on shaping, but SP has better simmetry adjustment, as you can multiselect and spam mirror for certain shapes, which is far more complex to do in flyout, because mirror in flyout may break the entire thing...
I want to ask something, will piston engines get revamped? I made a very complicated FT code for the simulation of a Jumo 222 with it's supercharger and variable speed propeller. but the sounds don't quite go with it. also it would be nice to see a fuel consumption reduction on SP 2, as it's always been a problem in the game.
will we be able to make compound engines? in Fyout it's a highly requested feature, and it would be nice to mechanically hook up a piston engine to a compressor to use the exhaust gases. Aslo, please add custom exhaust tubes, I remember it as a mod many yars ago. hmm what else, maybe naval engines and propellers? would be cool.
A radar module with editable parameters would be awesome, so we can properly model target aquisition depending on the radar we're using and its output.
@Nathangaming82075 you have to Disconnect and Manually position it via toolbar, also manually add connections, that's how I built that engine isn the first place, since the tolerances are very tight and it would clip on everything if built traditionally.
hmm, while Flyout can't replace SP, SP fell behind with CSE and Procedural engines that we've been asking for ages, sure, we can make them super detailed. but it takes me 1400 parts to recreate a Junkers Jumo 222 in SP while in Flyout I can do it with roughly 30 parts. something that SP does well is custom gauges and FT, giving you limitless posibilities on that end, but the learning curve is steep and no joke that you need actual programmers if you want to make something cool with FT... on the other hand, engine supercharging and prop settings are a bit messy in Flyout right now, but in SP, while I had to make an entire formula to link every subsystem of the engine, it works flawlessly. On The Other hand, Flyout takes the lead for good aerodynamics, in which the dev has put a lot of efort into, which reflects into havings somewhat accurate data on aircrafts, contrary to SP with the wacky physics and fuel consumption. hey, Flyout now has exhaust ports... that thing was an SP mod like 3 years ago or something... never got implemented ingame. both have pros and cons, SP for cockpit detailing, Flyout more for accurate flight model and better and easier fuselage modeling.
Nice bike! tho it needs a few tweaks
@32 Thank you! I may have been quite inactive here in SP, but that's because I got stuck on a build. you may have heard about a certain Drachen taking 4 years in the making, oops. BUT, that plane has been overhauled and brought to it's limits in Flyout. So expect a comeback with SP2. I recently participated in an RP called Prop-Punk and the Super Drachen got in the top most feared aircrafts in the whole roleplay lol.
@YarisHatchback That poor BMW... I vivdly remember when it got wrecked in the tournament and then KiNo went with a 300mph glitch car in maywar. mine drove well for a realistic car, it even did powerslides under AI control, but agaisnt glitch cars? nah, no chance hahaha. Still, I did a livery for it just for driving around in MP.
+1@Graingy It's been so long I forgot how to make them, my bad.
+1@Graingy ahh ok! well, I just rotated the fuselage 45° on it's own axis and shrinked it a bit. it's what was avaiable back then. even if not "stealthy", it flies very well and has the capability of flying with missing parts.
@Graingy forum done!
@Graingy what do you mean by chine? explain me pls
@Graingy basically I'm an old RP player and have some older builds collecting dust, most of them are proven equipment in earlier RP's.
talking about KE would anyone be interested in some old RP equipment? I did participate in the Jundroo war from like 8 years ago and was equipment supplier to OstPrussen (MrVaultech). just to give those old builds some new life :D
@MVC ok, that's a gigantic level of visual customization, ngl
+2@MVC That's really cool! would it be possible we get some aircraft engines too? I remember an engine mod from many years ago, but the engine selection is rather limited.
@PlaneFlightX question how did you do the custom sounds?
Milcaos!
Nice plane mate! takes a while to take off but flies well. I'm curious how you made the radar display, such device has been wrecking my brain for years.... btw, wanna test a WIP of mine?
upvoting because I really love the Jumo 222 engine :D
hmmm... not sure what is causing it, but there's an almost spam error saying something about Kinetic bodies not supported. everytime I typed in chat, it got flooded by that message in miliseconds and so I could barely chat.
what server is actually running curently? I miss fooling around in the MP
@Mikhailf exactly hahaha
I am unsure if you're playing in low physics, but the truck is unable to hit 300Km/h in a straight line unless wings are removed, also it flips. I suggest putting a rear spoiler to counter the front wing.
awesome!
+1@Johnnyynf That's really awesome! I'm sadly not well versed in FT and very out of date, but I can build engines well tho.
+1@Johnnyynf wait a moment, how on earth did you make a triple side crankshaft work?!
All I've managed is a flatplane or semi-crossplane at most.
@Johnnyynf given this RPM limitation, maybe we should focus on high stroke-low bore engines, such as marine Diesels. I did a couple back then, but they has such humongous torque that they tilted the whole ship, so a dual contra-rotating setup is recommended for proper use.
@Johnnyynf I think it has to do with Unity's wobbly physics, same reason for the "Kraken" in KSP. Game engie limitation it seems...
Most people have grown, a lot of players I used to hang out over here left the game.
To give you an example: I joined SP in my last 2 years of school back in 2015, FF 2024, here I am in my last year of Automotive mechanical engineering. I have many designs collecting dust due to lack of certain in-game skills, but also shifted to other games.
As comparison, many friends my age have already started families or are at full-time jobs (or both).
+1Sir, you're a genius! thanks for the discovery!
I have a question, will there be or if it's already supported the command line for friendly, neutral and enemy aircrafts? For example, in the bomber escort mission the bomber is marked blue, normal ones are grey and tun red when we target them with radar. so can these blue tags be replicated via FT? so as to have an integrated IFF inside the aircraft.
Welcome back Miko! Missed ya!
+1I have a suggestion: For the wheels have the option to hide the rims and physically connect custom made rims to the tires and have a specific rotator to connect directly to an engine or a gearbox. This so we can make custom rims for vehicles. Also a gearbox part to choose different gear ratios to play with.
+4@SILVERPANZER thx for the upvote! Man, I freaking loved using this thing in Multiplayer or just convoy raid, very precise and deadly too. I had to add a rear stabilizer becase the recoil was so much it would lift the tank with each shot lol.
+1@SILVERPANZER thx for the upvote! I know I never posted a description but this was a prtotype for replacing the Panther III, it stayed as a prototype and the Otter MBT entered production instead.
+1@SILVERPANZER thx fro the upvote, omg, you found this lol.
+1@Typhoon03 sure, would be interesting to see what was happening back then. my name is same as here
@Typhoon03 a Pancake... wow, never saw it in such an awesome form. I still remember when we were testing ERA armor on one of them, it was brutal.
@Typhoon03 @SILVERPANZER Thank you very much for the upvotes! glad you found this hidden gem of mine nwn. For those wondering, This Taika uses components from Vaultech, the APS system differs slightly in position to his Zaneta, and while we use the same 128mm ammunition, this marks the split of RH128 made by me and those made by Vaultech. Additionally, the RCS turret was a special request from Vaultech for his Zaneta, and I mounted it on the Taika because why not.
+2@Typhoon03 Vaultech said he wouldn't be posting anymore, and hasn't answered my messages in discord since nearly a year so... highly unlikely u.u
probs life catched up or something. There's a few missing players from years ago like Mikoyanster.
will give it a try in the afternoon or night. Really cool to see one of the collabs with MrVaultech!
+1@TheIndianGaruda Flyout has easier controls on shaping, but SP has better simmetry adjustment, as you can multiselect and spam mirror for certain shapes, which is far more complex to do in flyout, because mirror in flyout may break the entire thing...
+1Another thing I'd like is to measure size in milimiters and decimals for Kg, as some pieces require extremely precise building.
+3I want to ask something, will piston engines get revamped? I made a very complicated FT code for the simulation of a Jumo 222 with it's supercharger and variable speed propeller. but the sounds don't quite go with it. also it would be nice to see a fuel consumption reduction on SP 2, as it's always been a problem in the game.
will we be able to make compound engines? in Fyout it's a highly requested feature, and it would be nice to mechanically hook up a piston engine to a compressor to use the exhaust gases. Aslo, please add custom exhaust tubes, I remember it as a mod many yars ago. hmm what else, maybe naval engines and propellers? would be cool.
A radar module with editable parameters would be awesome, so we can properly model target aquisition depending on the radar we're using and its output.
+2Will make a Winged hussars of this as unlisted, it was a tradition from Vaultech. great work mate! O7
@Nathangaming82075 you have to Disconnect and Manually position it via toolbar, also manually add connections, that's how I built that engine isn the first place, since the tolerances are very tight and it would clip on everything if built traditionally.
@Nathangaming82075 you can detach it and atach it to the lower pulley. I uploaded it un-atached because of clearance issues if I remember correctly.
looks really cool!
@ToeTips thanks for the upvote!
hmm, while Flyout can't replace SP, SP fell behind with CSE and Procedural engines that we've been asking for ages, sure, we can make them super detailed. but it takes me 1400 parts to recreate a Junkers Jumo 222 in SP while in Flyout I can do it with roughly 30 parts. something that SP does well is custom gauges and FT, giving you limitless posibilities on that end, but the learning curve is steep and no joke that you need actual programmers if you want to make something cool with FT... on the other hand, engine supercharging and prop settings are a bit messy in Flyout right now, but in SP, while I had to make an entire formula to link every subsystem of the engine, it works flawlessly. On The Other hand, Flyout takes the lead for good aerodynamics, in which the dev has put a lot of efort into, which reflects into havings somewhat accurate data on aircrafts, contrary to SP with the wacky physics and fuel consumption. hey, Flyout now has exhaust ports... that thing was an SP mod like 3 years ago or something... never got implemented ingame. both have pros and cons, SP for cockpit detailing, Flyout more for accurate flight model and better and easier fuselage modeling.
+1congrats mate, and keep on growing!
man... that build brings me memories. from before planaria deleted his old builds and androids...
the sheer patience to build this... amazing
TSF... It's nice to see some Muv-Luv fans over here!
+2