@vincentwwwwww No I'm NOT. Go and check out those featured planes on the main page and their builders. Also, @ SledDriver has something similar but better than this
Thank you guys this is my most upvoted build so far, but I don't think I deserve this. I've only put in about one hour adjusting the angles and absolutely no effort in building. Others spend days building an aircraft and don't get as many upvotes. I believe everyone wants a fair community where input is proportional to output and this is not like that. besides, @SledDriver has already made something much better than this. I hope people can pay more attention to those serious builders instead of random careless ones.
@jamesPLANESii @Bman01 @FuzzyAircraftProductions @JohnnyBoythePilot @Davisplanez @CarsonG1017
I really never expected so many upvotes -- this is supposed to be a recreational build. However, since people paid so much attention, I will build another artillery thing that destroys every destroyable object in a single salvo : )
Although SledDriver might have already built the same thing : (
Bought it. It seems the atmospheric effects in SR2 are quite laggy currently.
I can run Simple Planes at about 60 fps but with SR2, It's only above 10 fps. Also, SR2 is still in beta and as far as I know, bugs tend to appear in the editor. Other than that, it's all looking good. But if you think about it, there are also bugs in SP's editor. Also, the controls for docking sucks.
@NathanMikeska
One thing that's frustrating with SR2 is the node attaching system. Sometimes when you want to attach something onto the side when there is a node near, it automatically attaches to the node. Maybe add a button to turn on/off node attachments?
Also, when you try to use user-made parts with free fuselage nodes, the fuselage nodes gets prioritized more than other nodes (like detachers) which can be really frustrating.
@AndrewGarrison
I don't think so... I'm just starting and will probably have switched to blender by the time I start to make monetized stuff. I'd still like to know about the license for commercial games though, just for curiosity, if you would like to answer.
@spefyjerbf I've opened an exported model in blender and I know what it's like. That's why I say it's a "stupid" idea to make models using a game. But given that my progress in learning 3D modeling is slow and I've made some good-looking stuff in Simple Planes, it becomes an option and that's why I'm asking here.
I know it's kind of a stupid idea to make models using a game, but I've built something in Simple Planes before which I think might be useful in my game. So it's more convenient to just export than to start building from scratch.
@AndrewGarrison
So does it mean that I can use exported models as long as it doesn't include any modeled parts? I mean like if there's only fuselages and blocks.
I mean the licensing stuff. I know that the exported model is usable in almost all 3D authoring software but are we, the players, permitted to use the models in commercial or non-commercial projects?@jamesPLANESii @Avro683Lancaster
@metallicplanes
So let's put it this way: If you are trying to fly in formation with an AI, are you sure that it's at full throttle? And if you are using multiplayer mod, are you sure that it's not a problem with the mod?
I wonder how the reflection effects are achieved in Simple Planes PC, it seems it's more than simply reflection probes. I mean, you see accurate reflections of objects even at close range
@MOPCKOEDNISHE
I'm sorry I can't help with Simple Planes API's. I made tank tracks for a seperate Unity project. As for the mod API's, I'm still trying to understand how to make maps for Simple Planes.
Maybe u can ask the devs?
@MOPCKOEDNISHE
So now it seems more like a problem with Simple Planes API which I'm not familliar with. However, I can still tell you how i got my tracks to work with scripted suspension. It's faily simple: use a wheel with Rigidbody, a sphere collider and a hinge joint; Get Joint.currentForce.y and compare that to the displacement of the wheel multiplied by a stiffness value and move the wheel up or down along with Joint.connectedAnchor. However, you might need a damper to soften the motion because Joint.currentForce kind of produces a noise.
Also, I'm more than happy to give you the source code of my tracks.
@squideater56
To put in simpler terms, the problem is because the wheels in the game only consider one contact point that's just below the wheel. So when riding over obstacles, instead of having another contact point on the obstacle that slowly lifts the wheel up, the contact point remains on the ground until it reaches the obstacle and rise to the level of the obstacle in one frame. Now that's going to make the game think that something has hit the wheel really hard because the suspension spring has compressed so much so quickly. In simple planes, hitting something usually means exploding parts and that's why your track explodes.
\n
'But I don't experience that problem with stock wheels' you may say.Well, that is because they block sharp obstacles using invisible plates (i.e. 'colliders'). So as you might have noticed, stock wheels don't climb sharp or tall obstacles.
@MOPCKOEDNISHE
For the problem mentioned by @squideater56,
I think u can solve this problem by using sphere colliders (or mesh colliders if you like) instead of unity's built-in wheel collider. The problem is very likely to have been caused by the way wheel colliders work: they cast a ray down the y-axis, meaning a sudden decrease in the distance (usually caused by small, sharp obstacles like a brick) will compress the spring so much that it shoots the vehicle into the sky.
Using sphere colliders with a rigidbody and a joint, however, requires you to make a spring of your own, but I realized my tracks that way and I'm okay to give you the codes.
Still, if you think that is too much code or too expensive for mobile platforms, there is a simple workaround: Just put sphere colliders of the size of wheels slightly above the wheel collider (10% of its diameter probably) and make it move with the spring of the corresponding wheel collider.
P.S. thank you MOPCKOEDNISHE for that wonderful tutorial.
WOW THAT'S AMAZING! How did u write the whole script of traction, suspension, track scroll, and coordination between tracks? I mean, its really a huge project. I am learning unity so is it possible to tell a little bit about the technical aspect of this mod?
I'd say it would be very nice if SR2 had the same customizable fuselage and other parts as SP, and the crafts of the two games were to be compitable to each other. The biggest advantage of SP is its great customizability of parts, and I think it will also be the greatest advantage of SR2 over KSP: Players can build whatever shape they want without the limitation of what the parts look like.
So why should we make the crafts compitable? Sandbox games like SP or SR2 need a large community, and if we make the crafts exchangable between the two games, the size of the community gets a lot bigger. Also, a lot of people (at least the ones I know) who are alredy playing SP would want to build in both games and making the crafts compitable would make the life of these people a lot easier.
@Nerfenthusiast The problem is that there is no default location on the destroyers. So for random people who saved a spawn point on the destroyer, the position of the destroyer itself is random. Also, there are a total of four destroyers in sandbox mode so how can anyone know which one is THE destroyer?
Hi everyone, tomorrow I will release the 2nd gen extreme range artillery,which blows up everything except the convoy.
Thank you again everyone for the attention you've paid.
Well, it's not a new generation per se but I think it's cool to call it like that.
@vincentwwwwww No I'm NOT. Go and check out those featured planes on the main page and their builders. Also, @ SledDriver has something similar but better than this
+4Thank you guys this is my most upvoted build so far, but I don't think I deserve this. I've only put in about one hour adjusting the angles and absolutely no effort in building. Others spend days building an aircraft and don't get as many upvotes. I believe everyone wants a fair community where input is proportional to output and this is not like that. besides, @SledDriver has already made something much better than this. I hope people can pay more attention to those serious builders instead of random careless ones.
+4@jamesPLANESii @Bman01 @FuzzyAircraftProductions @JohnnyBoythePilot @Davisplanez @CarsonG1017
What about friendly AI's that engage hostile AI's?
+2Now after all these mods I'm starting to suspect that you are a dev of War Thunder
+2I really never expected so many upvotes -- this is supposed to be a recreational build. However, since people paid so much attention, I will build another artillery thing that destroys every destroyable object in a single salvo : )
+2Although SledDriver might have already built the same thing : (
Sounds more like a problem with pilot skills to me.
+1Bought it. It seems the atmospheric effects in SR2 are quite laggy currently.
I can run Simple Planes at about 60 fps but with SR2, It's only above 10 fps. Also, SR2 is still in beta and as far as I know, bugs tend to appear in the editor. Other than that, it's all looking good. But if you think about it, there are also bugs in SP's editor. Also, the controls for docking sucks.
Don't know why I'm doing game review here though.
+1So is this a paint scheme or something?
+1THIS IS AMAZING!!! It's got realistic size, weight, and a tons of detail while keeping mobile friendly! How is this possible?
+1@CruzerBlade Actually I'm looking for the mod Simple Space 2
+1Can you add the buildings please
Or can you release the source so I can try to add it on my own
I think X-Plane is better because I like the fully functional cockpit.
@NathanMikeska
One thing that's frustrating with SR2 is the node attaching system. Sometimes when you want to attach something onto the side when there is a node near, it automatically attaches to the node. Maybe add a button to turn on/off node attachments?
Also, when you try to use user-made parts with free fuselage nodes, the fuselage nodes gets prioritized more than other nodes (like detachers) which can be really frustrating.
I wonder if you can achieve the same thing with time acceleration mod
So there happens to be an island in their way and the devs didn't bother to test if the fleet run into any terrain... in an hour.
@AndrewGarrison
I don't think so... I'm just starting and will probably have switched to blender by the time I start to make monetized stuff. I'd still like to know about the license for commercial games though, just for curiosity, if you would like to answer.
@spefyjerbf I've opened an exported model in blender and I know what it's like. That's why I say it's a "stupid" idea to make models using a game. But given that my progress in learning 3D modeling is slow and I've made some good-looking stuff in Simple Planes, it becomes an option and that's why I'm asking here.
I know it's kind of a stupid idea to make models using a game, but I've built something in Simple Planes before which I think might be useful in my game. So it's more convenient to just export than to start building from scratch.
@AndrewGarrison
So does it mean that I can use exported models as long as it doesn't include any modeled parts? I mean like if there's only fuselages and blocks.
I mean the licensing stuff. I know that the exported model is usable in almost all 3D authoring software but are we, the players, permitted to use the models in commercial or non-commercial projects?@jamesPLANESii @Avro683Lancaster
And also the F4U
@metallicplanes So the AI's don't fly at full throttle, and neither should you if you want to fly with them. Simple.
@metallicplanes
So let's put it this way: If you are trying to fly in formation with an AI, are you sure that it's at full throttle? And if you are using multiplayer mod, are you sure that it's not a problem with the mod?
Definitely put in much more effort than I did, and definitely deserve an upvote.
But why would you base it on my design anyway? I literally took ten minutes to build it and It's size is wrong.
@Zplanemaker Here
I wonder how the reflection effects are achieved in Simple Planes PC, it seems it's more than simply reflection probes. I mean, you see accurate reflections of objects even at close range
@MOPCKOEDNISHE
I'm sorry I can't help with Simple Planes API's. I made tank tracks for a seperate Unity project. As for the mod API's, I'm still trying to understand how to make maps for Simple Planes.
Maybe u can ask the devs?
@MOPCKOEDNISHE
So now it seems more like a problem with Simple Planes API which I'm not familliar with. However, I can still tell you how i got my tracks to work with scripted suspension. It's faily simple: use a wheel with Rigidbody, a sphere collider and a hinge joint; Get Joint.currentForce.y and compare that to the displacement of the wheel multiplied by a stiffness value and move the wheel up or down along with Joint.connectedAnchor. However, you might need a damper to soften the motion because Joint.currentForce kind of produces a noise.
Also, I'm more than happy to give you the source code of my tracks.
@squideater56
To put in simpler terms, the problem is because the wheels in the game only consider one contact point that's just below the wheel. So when riding over obstacles, instead of having another contact point on the obstacle that slowly lifts the wheel up, the contact point remains on the ground until it reaches the obstacle and rise to the level of the obstacle in one frame. Now that's going to make the game think that something has hit the wheel really hard because the suspension spring has compressed so much so quickly. In simple planes, hitting something usually means exploding parts and that's why your track explodes.
\n
'But I don't experience that problem with stock wheels' you may say.Well, that is because they block sharp obstacles using invisible plates (i.e. 'colliders'). So as you might have noticed, stock wheels don't climb sharp or tall obstacles.
@MOPCKOEDNISHE
For the problem mentioned by @squideater56,
I think u can solve this problem by using sphere colliders (or mesh colliders if you like) instead of unity's built-in wheel collider. The problem is very likely to have been caused by the way wheel colliders work: they cast a ray down the y-axis, meaning a sudden decrease in the distance (usually caused by small, sharp obstacles like a brick) will compress the spring so much that it shoots the vehicle into the sky.
Using sphere colliders with a rigidbody and a joint, however, requires you to make a spring of your own, but I realized my tracks that way and I'm okay to give you the codes.
Still, if you think that is too much code or too expensive for mobile platforms, there is a simple workaround: Just put sphere colliders of the size of wheels slightly above the wheel collider (10% of its diameter probably) and make it move with the spring of the corresponding wheel collider.
P.S. thank you MOPCKOEDNISHE for that wonderful tutorial.
WOW THAT'S AMAZING! How did u write the whole script of traction, suspension, track scroll, and coordination between tracks? I mean, its really a huge project. I am learning unity so is it possible to tell a little bit about the technical aspect of this mod?
wanted to upvote but there's no mobile version : (
still upvoted though because I love War Thunder : )
@Wahoo12 How do u change the description of an uploaded aircraft?
I'd say it would be very nice if SR2 had the same customizable fuselage and other parts as SP, and the crafts of the two games were to be compitable to each other. The biggest advantage of SP is its great customizability of parts, and I think it will also be the greatest advantage of SR2 over KSP: Players can build whatever shape they want without the limitation of what the parts look like.
So why should we make the crafts compitable? Sandbox games like SP or SR2 need a large community, and if we make the crafts exchangable between the two games, the size of the community gets a lot bigger. Also, a lot of people (at least the ones I know) who are alredy playing SP would want to build in both games and making the crafts compitable would make the life of these people a lot easier.
@ZackAttack5050 Actually you can destroy it with stock P-51 by dive bombing if you approach from the summit behind it : )
@ogtopey here
Strangely nobody notices it even when it's been down in the comments for ages.
@Nerfenthusiast The problem is that there is no default location on the destroyers. So for random people who saved a spawn point on the destroyer, the position of the destroyer itself is random. Also, there are a total of four destroyers in sandbox mode so how can anyone know which one is THE destroyer?
@Nerfenthusiast the convoy at Karkabloa because it's spawned randomly and everything at Maymar because I play on Android
@SostarAviation u can increase angle of elevation but that will also extend flight time
You can shoot Wright from Ice Base if you turn it 180 degrees I guess.#(滑稽)
How long did it take to calibrate to Avalanche Airport?
BB-55 North Carolina?
The next artillery build has come out!
check it out here
You need to start from Wright Airport also. Sorry I left this out in the description, I was treating this as a given.
@IzzyIA Thanks
Didn't mean the bold font. How do u format the aircraft description btw, is there a tutorial or something?
Hi everyone, tomorrow I will release the 2nd gen extreme range artillery,which blows up everything except the convoy.
Thank you again everyone for the attention you've paid.
Well, it's not a new generation per se but I think it's cool to call it like that.
@SledDriver I think u've done something similar before
Upvoted without hesitation.
I wanted to make something like this long ago
@jamesPLANESii Thanks