I wonder if this will come in handy if my game crashes while saving. An alternative source for backups that’s running constantly would be great when that horrible moment happens.
@MonsterAvgeek this is a great question. That would offer the option to texture and turn emblems on our builds into a single part. That would be great for keeping those part counts down.
How hard would it be if implement the ability differentiate ammo on different cannons. This is mostly so I could make a fancy ammo counter in the new update
Maybe it could be something like CannonAmmo1
CannonAmmo2 or something like that. It could probably go up to six.
It looks great! The performance cost is very intense though. Even a small thirty two by thirty two image is around twenty parts performance wise.
If only the image generator made a pallet of colors the picture uses and just points to the colors instead of putting the same color In over and over per pixel for basic flat images. It would probably save some performance by shortening up the overall code output.
The fact this can handle sweep makes this much better then the previous generation of 3D wing. It’s also a little easier to add control surfaces to. I’m going to need to use this on my next build to really add that extra bit of realism.
Can we get more types of artificial horizon? The default just doesn’t match up with what I’m trying to do. some flat versions and grey versions would work really well with different types of gauge. A paintable 2d version would also be nice for digital displays.
I’d love to hop on the beta when that launches. Testing the new gear and being able to resume creation would be a godsend. Especially since I’ve put a few builds on hold waiting on the fuselage cutting feature and new cockpit functionality.
@MrSilverWolf
This is much appreciated information. I’ll take it to note if someone outright re-uploads one of my builds again.
It happened once and it was a very distressing experience that put me off my game for quite a while. Allot of work goes into my builds especially in cockpit detail. To have it just stolen like that with zero effort put in was a hard thing to deal with, especially considering it was a very long term project that predated modern simple planes build systems.
Funny enough, I actually can as a curator. I’ve been working vr compatible airplanes for quite a bit so this build pretty much came out of the box ready to fly in VR with all of its collisions Set up. Lmao
@Rework
@Jwpdaviesjr I was honestly surprised ios beta was even a thing. It’s kinda cool but I’m still a Pc power user though. If only you could get overload and fine tuner scaling on mobile lol
@vonhubert yeah an extra internal axis would be great. You could assign it to a lever and then put a greater than function on it. Then when you pull it all the way back it activates a action group. It would be great for flap levers and ejector seat pull handles. The applications are limitless!
I asked this earlier but I think the question got buried. If I were to set the axis of a control base to a action group via xml. When VR releases will the control base output the action group of its set like that?
If so, that would really be handy for ejection seats and canopy releases. It also means I don’t need to rework the canopy release on my current build from the ground up.
Can I get a text example on how to use this? I’d like to put the new function to use. The post shows what the labels are capable of but it just doesn’t quite explain how to write the inputs.
Man now if only we could get a g-1000 and digital panels into the game as well. There are allot of work in progress builds of mine that could really use those.
Thanks allot! I’m hoping to put out a few new builds I’ve been working on for a while! What do you think on the mechanical instrumentation mod by the way? @Alta2809
Overall, I’m very happy with how this build came out still, definitely outclasses the previous 2.0 version by a long shot. I think Going from the ground up was definitely worth it. I’ll probably do the same with the R103 Delphinus whenever I get around to it. I have some new cockpit ideas and it’s gonna very different then what I usually work with. It’s gonna be crazy technical.
It’s a quirk, simpleplanes has things setup so the rocket I’m using for the smoke effect must always explode. That’s why when the five seconds are up, the build is setup to automatically forcefully eject it using a detacher. That gets it safely away from the airplane. Until rockets get an explosion scale xml option, I can’t make a fully working fix for that quirk.
It doesn’t affect how the build flys but it’s a small thing to note until a update makes it plausible to fix
So curious question, will this work properly in vr mode? I’d love to get proper clouds since allot of these mods and maps have been missing vr shaders since simpleplanes vr beta.
I wonder if this will come in handy if my game crashes while saving. An alternative source for backups that’s running constantly would be great when that horrible moment happens.
+10@MonsterAvgeek this is a great question. That would offer the option to texture and turn emblems on our builds into a single part. That would be great for keeping those part counts down.
+5An option to adjust the muzzle flash on cannons would be great for those planes that mount cannons instead of guns.
+5How hard would it be if implement the ability differentiate ammo on different cannons. This is mostly so I could make a fancy ammo counter in the new update
Maybe it could be something like CannonAmmo1
+3CannonAmmo2 or something like that. It could probably go up to six.
Will we get glass hollow fuselages? This would be a godsend for the new more realistic cockpits.
+3It looks great! The performance cost is very intense though. Even a small thirty two by thirty two image is around twenty parts performance wise.
If only the image generator made a pallet of colors the picture uses and just points to the colors instead of putting the same color In over and over per pixel for basic flat images. It would probably save some performance by shortening up the overall code output.
+2The fact this can handle sweep makes this much better then the previous generation of 3D wing. It’s also a little easier to add control surfaces to. I’m going to need to use this on my next build to really add that extra bit of realism.
+2Can we get more types of artificial horizon? The default just doesn’t match up with what I’m trying to do. some flat versions and grey versions would work really well with different types of gauge. A paintable 2d version would also be nice for digital displays.
+2I’d love to hop on the beta when that launches. Testing the new gear and being able to resume creation would be a godsend. Especially since I’ve put a few builds on hold waiting on the fuselage cutting feature and new cockpit functionality.
+2Are we going to get multiple sizes and types of switch? I’d Like some ww2 style switches and extra levers for gears.
Maybe even some ejector seat pull handles and stuff
An option to custom build switches and controls would also be very handy.
+2test
< more testing
+2another test#. I may use this in future posts!!!
+2another test
+2bold,test
+2@hpgbproductions AWSOME! Super exited for that~
Can’t wait to fly through some clouds in my somewhat secret new build in progress
+1@SIRCOMMANDER031 thanks allot! It took an obscene amount of time to develop
+1@MrSilverWolf
This is much appreciated information. I’ll take it to note if someone outright re-uploads one of my builds again.
It happened once and it was a very distressing experience that put me off my game for quite a while. Allot of work goes into my builds especially in cockpit detail. To have it just stolen like that with zero effort put in was a hard thing to deal with, especially considering it was a very long term project that predated modern simple planes build systems.
+1Sounds great, maybe I’ll shoot ya a ping if I have something that’s particularly difficult.@Rework
+1Funny enough, I actually can as a curator. I’ve been working vr compatible airplanes for quite a bit so this build pretty much came out of the box ready to fly in VR with all of its collisions Set up. Lmao
+1@Rework
@PlaneFlightX thanks allot! This should come very handy!
+1How did you commit this magic? And how do I obtain such power XD. This would make some amazing one part emblems.
+1@AndrewGarrison heheh this'll be chaos
+1@Jwpdaviesjr I was honestly surprised ios beta was even a thing. It’s kinda cool but I’m still a Pc power user though. If only you could get overload and fine tuner scaling on mobile lol
+1@vonhubert yeah an extra internal axis would be great. You could assign it to a lever and then put a greater than function on it. Then when you pull it all the way back it activates a action group. It would be great for flap levers and ejector seat pull handles. The applications are limitless!
+1I asked this earlier but I think the question got buried. If I were to set the axis of a control base to a action group via xml. When VR releases will the control base output the action group of its set like that?
If so, that would really be handy for ejection seats and canopy releases. It also means I don’t need to rework the canopy release on my current build from the ground up.
+1Thanks allot! This is going to come very handy in future builds.@HellFireKoder
+1Can I get a text example on how to use this? I’d like to put the new function to use. The post shows what the labels are capable of but it just doesn’t quite explain how to write the inputs.
+1A new rpm function dedicated to jets would also be nice to have for cockpit building.
+1Awesome! Is manually adding mods from the website also going to be an option @AndrewGarrison
+1Are spmods going to work in vr? I’d love to use the cctv mod for some mech action.
+1Man now if only we could get a g-1000 and digital panels into the game as well. There are allot of work in progress builds of mine that could really use those.
+1@V that’s cool! I may need to experiment with rotors a bit more then.
+1Paneling is a hard thing to do but man is it handy for making nice cockpits.
+1This is a pretty sweet creation! Is that rotor powered at all? if flys like it’s actually auto rotating.
+1Can’t wait to get back to building fancy cockpits! Getting some working stream gauge parts would be great for keeping those part counts down.
Hand building gauges is probably one of the most time consuming and part count intensive parts of a cockpit.
+1Thanks allot! I’m hoping to put out a few new builds I’ve been working on for a while! What do you think on the mechanical instrumentation mod by the way? @Alta2809
+1Man this I was just something chaotic I built on a friends request. Even at 0.1 throttle it’s hardly even flyable lol
Pretty sweet!
AND THIS BUILD WAS TECHNICAL AS IS WEHHHH
Overall, I’m very happy with how this build came out still, definitely outclasses the previous 2.0 version by a long shot. I think Going from the ground up was definitely worth it. I’ll probably do the same with the R103 Delphinus whenever I get around to it. I have some new cockpit ideas and it’s gonna very different then what I usually work with. It’s gonna be crazy technical.
It’s a quirk, simpleplanes has things setup so the rocket I’m using for the smoke effect must always explode. That’s why when the five seconds are up, the build is setup to automatically forcefully eject it using a detacher. That gets it safely away from the airplane. Until rockets get an explosion scale xml option, I can’t make a fully working fix for that quirk.
It doesn’t affect how the build flys but it’s a small thing to note until a update makes it plausible to fix
LMAO YOU TURNED IT INTO A BIPLNE! THATS GLORIOUS
So curious question, will this work properly in vr mode? I’d love to get proper clouds since allot of these mods and maps have been missing vr shaders since simpleplanes vr beta.
HAHAHAHA ITS BEEN HELICOPTERED
I think I’ll experiment and see if I can get something that looks good next build.
@ColonelCanada magical places lol
@X99STRIKER funny enough I was thinking of mixing it together in the primary thumb nail. Probably might put it in a corner or something.
If you use mobile or Vr, I highly recommend using the roll assist system on AG3 it’ll smooth things out quite a bit in this build
Can we get ways to affect VTOL and TRIM with buttons. Probably with a step or slow increase kind of function
It would be really handy for electronic trims and other gear that use buttons instead of a lever
I also got some other builds in the works but they are currently VERY detail hungry lmao.