@WIZARD2017 Yeah tried it, it worked, and for some reason it's in MPH (all other XML modding are metric unit)
This is great news, it means ramjets and combat slats are now all possible.
Too bad it doesn't work for activation group though, only input.
@Stingray Does snow/sand landing make a difference in SP? This tool only creates a visual reference to prevent you from crashing into the ground, you are still effectively landing on snow/sand because the runway has no collision model and your wheels simply go through it.
@Deadly8Nightshade hmm... you sure you turned it on? the Gyro is located in the upper rear of the cabin, pretty much where the 3rd crew member would be (could be a radio operator or a gunner) ,you can take a look and see if the settings are correct. It's almost factory settings though lol.
@Deadly8Nightshade It has shocks (well, more precisely, shock function in the resizable wheel) and it definitely has a gyro, activate AG3 to turn it on. I thought about making it on at all times but it causes trouble on high-angle hill climbing.
The gyro was originally used to make the car float horizontally in water (because I can't balance it good enough), but I later found out it worked even better on keeping the car stable when driving on dry land)
I tried adjusting the built-in shocks of the resizable wheels a lot, but none of those worked better than the gyro.
I thought about smaller lower plates (in fact, smaller lower hull), but that's the part responsible for most of the buoyancy... (and for containing the engine) If I lose that part of buoyancy the propeller would be too deep and I didn't find a way to make the propeller work at such a depth.
Go ahead and upgrade it, it sounds interesting to see my own creation to be enhanced by someone else, especially someone far more experienced than myself like you.
basically:
1. use a detacher that "detaches" things at extreme power that it feels like a gun.
2. shrink a boom 25 so that it looks like a bullet.
3. The difficult part: make it reload (unless you're making single-shot huge guns like the German SG104, which is a single shot, 14-inch recoiless rifle)
4. Make sure the boom 25s are discharged in correct order (or you're gonna blast yourself.)
@jamesPLANESii Hmm, so normal guns can damage buildings? is this correct?
edit: yeah I don't think I'm buying it, I've been shooting modded guns with 5000+ damage each shot at bridges and windmills and it's just not getting damaged.
As I just checked, only 3 out of 28 planes on the front page (excluding the featured ones) are duck-related. It could be a problem, but probably not yet.
Underwater Cameras<<<done by mods
The Kraken<<< already there, except if you're talking about "killable" kraken
Rocket Engines<<<done by mods
The ability to get struck by lightning
Cannons<<<done by mods
Nukes<<<done by mods
Afterburners<<<done by mods
Guided Bombs<<< done by mods and some specially built sub-assemblies
Malfunctions<<<already there. currently the engines, detachers (including pylons), weapons and bombs, as well as in only one case the artificial horizon, can all malfunction if damaged.
Bird Strikes
Lasers<<<done by mods
Flamethrowers<<<done by mods
Sonic Booms<<<done by mods
Midair Refueling<<<done by mods though I'm not sure if it still works
Wings Leaking Fuel <<<already there
Removing Autoroll and Autoyaw<<<you need to balance your plane.
Do you mean when stoppING or stoppED?
having too soft suspensions could cause drifting left and right during braking action, but it shouldn't happen when the plane is stationary.
@ViridiCinis Sincerely speaking SR2 still looks more space-centered to me. If I am to choose I think having a SP2 would be a bit better than having all the improvements to SP in SR2.
Still, any improvement is welcomed as I'm already seeing the limitations of SP as it is.
Does Simple Rockets really threaten SP that much? AFAIK it has no combat system, right? Well perhaps it's just me cuz I've been building fighters and bombers almost exclusively...
What about burst count and reload time?
And the spread for the second gun, too.
and muzzle velocity? If you don't know about it, the default is 800 (m/s).
Is it possible to make the condensation cloud work for vanilla wings as well? I want to create a plane with condensation cloud/wingtip contrails without having to re-design the whole thing.
@JamesBoA
Yeah pretty much. muzzleVelocity is in m/s, and it's not just tracer, it's for all the rounds.
I once hoped that large impactforce could rip off more parts, thereby increasing actual damage, but it doesn't seem to work.
I've changed the value between 20 and hundreds, and don't really see a difference.
This is what I do about damage though:
Vanilla wing gun (assume it's 12.7mm) : 40 (measured by firing at USS Beast)
20/23mm: 70 to 80
30mm: 150-250 depending on rounds.
37/40mm: 750-850
45mm: 2500 (to compensate with the slow firing and lack of explosion)
50mm: 3000
@WIZARD2017 Yeah tried it, it worked, and for some reason it's in MPH (all other XML modding are metric unit)
This is great news, it means ramjets and combat slats are now all possible.
Too bad it doesn't work for activation group though, only input.
I'm interested in this "velocity input" too, may I ask?
Is it like you type "v>(number" in the "input" slot?
@Stingray Does snow/sand landing make a difference in SP? This tool only creates a visual reference to prevent you from crashing into the ground, you are still effectively landing on snow/sand because the runway has no collision model and your wheels simply go through it.
@WarHawk95 No, check my other posts, I'm Taiwanese (that's why so many Chinese Nationalist planes).
The VBL with 20mm Rh202 autocannon was my favorite in Armored Warfare before they removed it (replaced with VBL Ingwe which sucks), that's why.
@Deadly8Nightshade hmm... you sure you turned it on? the Gyro is located in the upper rear of the cabin, pretty much where the 3rd crew member would be (could be a radio operator or a gunner) ,you can take a look and see if the settings are correct. It's almost factory settings though lol.
@Deadly8Nightshade It has shocks (well, more precisely, shock function in the resizable wheel) and it definitely has a gyro, activate AG3 to turn it on. I thought about making it on at all times but it causes trouble on high-angle hill climbing.
The gyro was originally used to make the car float horizontally in water (because I can't balance it good enough), but I later found out it worked even better on keeping the car stable when driving on dry land)
I tried adjusting the built-in shocks of the resizable wheels a lot, but none of those worked better than the gyro.
I thought about smaller lower plates (in fact, smaller lower hull), but that's the part responsible for most of the buoyancy... (and for containing the engine) If I lose that part of buoyancy the propeller would be too deep and I didn't find a way to make the propeller work at such a depth.
Go ahead and upgrade it, it sounds interesting to see my own creation to be enhanced by someone else, especially someone far more experienced than myself like you.
Make sure you're doing with "burst count" and not "ammo count".
+2ammo count doesn't have function.
and check your firing rate.
Uh, remember, snowstone is to the north.
So South Hemisphere is a no-go.
A MiG-29?
basically:
1. use a detacher that "detaches" things at extreme power that it feels like a gun.
2. shrink a boom 25 so that it looks like a bullet.
3. The difficult part: make it reload (unless you're making single-shot huge guns like the German SG104, which is a single shot, 14-inch recoiless rifle)
4. Make sure the boom 25s are discharged in correct order (or you're gonna blast yourself.)
at least that's the theory...
hmm, is it possible to put pictures in replies? I think we can make a Simple AC thread.
@Awsomur Unmodded? Well it's doable, just need time. A lot of.
What if some planes are not AI-compatible? There are some great planes that AIs just don't know how to control them.
@jamesPLANESii Well maybe that's the problem cause guns don't seem to damage structures at all in 1.8.
@jamesPLANESii Let me guess, years ago?
@jamesPLANESii Hmm, so normal guns can damage buildings? is this correct?
edit: yeah I don't think I'm buying it, I've been shooting modded guns with 5000+ damage each shot at bridges and windmills and it's just not getting damaged.
@jamesPLANESii I thought guns can't damage buildings like windmills and bridges? Or are you using those specially designed "bomb guns"?
just use a pylon. Long pylons can be attacked to fuselage.
As I just checked, only 3 out of 28 planes on the front page (excluding the featured ones) are duck-related. It could be a problem, but probably not yet.
Ion thrusters and zero emission engines, I think.
The Ion thrusters are already here, just need more tweaking before it could be used commercially.
Well then there's your problem, iOS.
without mod capability you really would lose a lot of fun stuff here in SP... Damn Apple.
Underwater Cameras<<<done by mods
+7The Kraken<<< already there, except if you're talking about "killable" kraken
Rocket Engines<<<done by mods
The ability to get struck by lightning
Cannons<<<done by mods
Nukes<<<done by mods
Afterburners<<<done by mods
Guided Bombs<<< done by mods and some specially built sub-assemblies
Malfunctions<<<already there. currently the engines, detachers (including pylons), weapons and bombs, as well as in only one case the artificial horizon, can all malfunction if damaged.
Bird Strikes
Lasers<<<done by mods
Flamethrowers<<<done by mods
Sonic Booms<<<done by mods
Midair Refueling<<<done by mods though I'm not sure if it still works
Wings Leaking Fuel <<<already there
Removing Autoroll and Autoyaw<<<you need to balance your plane.
Do you mean when stoppING or stoppED?
+1having too soft suspensions could cause drifting left and right during braking action, but it shouldn't happen when the plane is stationary.
wow that's more than all my planes combined...
@ViridiCinis Sincerely speaking SR2 still looks more space-centered to me. If I am to choose I think having a SP2 would be a bit better than having all the improvements to SP in SR2.
Still, any improvement is welcomed as I'm already seeing the limitations of SP as it is.
well it's never a bad thing to happen anyway. I just hope SP can get improved, whether in SR2, having a SP2 or just in the original SP.
Does Simple Rockets really threaten SP that much? AFAIK it has no combat system, right? Well perhaps it's just me cuz I've been building fighters and bombers almost exclusively...
@MOPCKOEDNISHE Yeah I was thinking about the same. Zero lift, zero weight, zero drag to minimize the effect to the original plane...
Will try after 1.1 comes out.
https://www.simpleplanes.com/a/5riv9p/Mysweetbolognas-Request-Item-updated
Check it out.
ah I didn't see your spread and muzzle velocity post, do you need me to adjust it?
https://www.simpleplanes.com/a/uylehn/Mysweetbolognas-Request
See if this fits your need. I set both guns to have 0 spread, and all other unknown stats are basically left as default.
What about burst count and reload time?
And the spread for the second gun, too.
and muzzle velocity? If you don't know about it, the default is 800 (m/s).
How did you make the healing? A gun with negative firepower?
I was always hoping for an on-board fire extinguisher...
Is it possible to make the condensation cloud work for vanilla wings as well? I want to create a plane with condensation cloud/wingtip contrails without having to re-design the whole thing.
damn, should've used that on my HGIII... any chance of replacing it just by inputting something in XML?
@XxDannehxX Check this
+1https://www.simpleplanes.com/a/Hk81PR/XxDannehxXs-Request
@XxDannehxX check if these are what you want.
+1I tried, I can't mod the torpedo you want, but I can do the other two.
Ok the thing is simple, tell someone to build a "plane" containing these parts already modded by XML modding, and you just download it.
2 and 3 can be done by using overload mod, just need to key-in a few numbers.
Count me in, I can help with a combat flying 101.
STOL challenge? no tailhook, no airbrake, no drag chute, has to reach certain max speed, see whose plane can take off and land with the shortest run.
+2Oh ok so that's why (I spawned them at Wright approach).@HarryBen47
@JamesBoA Check the list I made in an earlier post below, I have a caliber/damage chart.
@JamesBoA I know that very well. I changed all my guns to 70+ damage.
@JamesBoA
Yeah pretty much. muzzleVelocity is in m/s, and it's not just tracer, it's for all the rounds.
I once hoped that large impactforce could rip off more parts, thereby increasing actual damage, but it doesn't seem to work.
You mean the friendly (blue) target should turn green by flying near it?
I've changed the value between 20 and hundreds, and don't really see a difference.
This is what I do about damage though:
+2Vanilla wing gun (assume it's 12.7mm) : 40 (measured by firing at USS Beast)
20/23mm: 70 to 80
30mm: 150-250 depending on rounds.
37/40mm: 750-850
45mm: 2500 (to compensate with the slow firing and lack of explosion)
50mm: 3000
@Flash0of0green I wasn't referring to you. I'm just suggesting that you can answer that "who do you hate" guy with these answers.
Answer him: I hate questions like this.
If you are in a bad mood: I hate people who ask this.