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.
@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
Thanks allot! I gave it a try. Looks great but the performance cost is immense. Even a 32x32 image has a performance cost of twenty parts though.
This got me thinking. I’m not much of a coder myself and I’m just barely learning it but maybe this would come in handy. Assuming the generation works about the same where each pixel is assigned a color individually even if it repeats, what if instead, the generator built a list of used hex colors and assigned them variables.
I think this would be beneficial because instead of giving a full hex color each pixel, it would just point to the color on the list. If I’m correct, the performance savings would be immense as the code would only be pulling the colors once instead of hundreds of times.
In theory the performance benefits would be huge for large images with simple colors.
I’m still just only learning the language of code but I hope this line of thinking that came up comes in handy.
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.
@LarryTad alright flys fine with just VR controls! My main note is you may want to label your levers but that’s about it. Other then that, she flys great! Once you release it listed just shoot me a ping and I’ll mark it as curated
@Shootlegger sorry but i'm not much of a mobile guy. I took all of my screenshots on pc. I think you can mess around with the on screen controls in the settings menu though
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.
Any ideas how I can set flaps to a button and have them cycle through the settings? I’m replicating a German design and the flaps are on push buttons that cycle between the different flap settings.
+0.10 VTOL maybe?
So can we get a flat and paintable artificial horizon for some replica applications? The update is amazing so far but I’m just missing that one little thing.
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.
@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.
Man 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
@hpgbproductions AWSOME! Super exited for that~
Can’t wait to fly through some clouds in my somewhat secret new build in progress
+1So 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
@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
+1I also got some other builds in the works but they are currently VERY detail hungry lmao.
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
+1@Rework
AAAAAAAAAAAAA
FIVE ENTIRE YEARS
@MrCOPTY OH MY GOD THIS MISTAKE HAS BEEN UNCHECKED FOR YEARS
@PlaneFlightX thanks allot! This should come very handy!
+1Is this map compatible with vr?
Thanks allot! I gave it a try. Looks great but the performance cost is immense. Even a 32x32 image has a performance cost of twenty parts though.
This got me thinking. I’m not much of a coder myself and I’m just barely learning it but maybe this would come in handy. Assuming the generation works about the same where each pixel is assigned a color individually even if it repeats, what if instead, the generator built a list of used hex colors and assigned them variables.
I think this would be beneficial because instead of giving a full hex color each pixel, it would just point to the color on the list. If I’m correct, the performance savings would be immense as the code would only be pulling the colors once instead of hundreds of times.
In theory the performance benefits would be huge for large images with simple colors.
I’m still just only learning the language of code but I hope this line of thinking that came up comes in handy.
@IzzyIA
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.
+2How did you commit this magic? And how do I obtain such power XD. This would make some amazing one part emblems.
+1@LarryTad yeah, my guess is they probably are just busy, they usually see things as soon as they have the VR tag on them.
@LarryTad also sure thing.
@LarryTad alright flys fine with just VR controls! My main note is you may want to label your levers but that’s about it. Other then that, she flys great! Once you release it listed just shoot me a ping and I’ll mark it as curated
@LarryTad alright! I’ll have a look!
@LarryTad yeah I can have a look, what’s the creation?
@LarryTad what’s up?
@AndrewGarrison heheh this'll be chaos
+1sounds like fun! is xml modding allowed?
@Shootlegger sorry but i'm not much of a mobile guy. I took all of my screenshots on pc. I think you can mess around with the on screen controls in the settings menu though
nevermind its back to normal now
@AndrewGarrison This seems to have destroyed the screenshots. Is there a way to correct this or add custom ones?
made a small update correcting landing gear location
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.
+10If any of the selected testers are up to it. Could ya test something out for me? Will the control bases work in vr if they are set to an action group?
Hmm that would go pretty well with the smooth function. Now if only I can figure out how to make it work in increments @Dima0012m
Any ideas how I can set flaps to a button and have them cycle through the settings? I’m replicating a German design and the flaps are on push buttons that cycle between the different flap settings.
+0.10 VTOL maybe?
So can we get a flat and paintable artificial horizon for some replica applications? The update is amazing so far but I’m just missing that one little thing.
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.
+2@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.
+1Here’s a question for When vr comes out. If a control base has its axis changed to activate1 will it activate ag1 when it hits the end of its travel?
Thanks allot! This is going to come very handy in future builds.@HellFireKoder
+1