I think I can "translate" the description into better English...
Tank Destroyer is a unit in the real-time strategy game "red alert 2", belonging to the Germany nation as its special unit. Tank Destroyer is essentially a self-propelled anti-tank gun, its firepower is overwhelming against armored vehicles, but is weak against structures and infantries, which greatly reduced its practical value.
@CookieDefender
you know what sounds weird to me? It's that people who didn't seem to have a problem previously suddenly started to have problems.
Supposedly nothing changed recently in SP, and this really shouldn't happen.
Did you update a graphic card driver or something recently?
@ThatOneF15Eagle The problem is that this "runway" is segmented. A 1km runway needs 10 sections and thus needs 10 precisely marked spawn points.
I tried to spawn a 3km runway in one segment in early stages of this project and I found that it either crashes the game or destroy the runway, or both.
Well whatever, putting both in Google or not, it is principally doable. The only problem might be the devs would probably have to make 2 versions when developing new updates.
Yeah it's just like what Nekopara did when Steam still forbids sexual contents.
Put a platform-compatible version on that platform and put everything else somewhere else.
BTW the problem was... solved in a bad way. I attached the switch outside of my plane and then nudged it all the way until in place. The attach relationship is wrong but at least I get what I want... until my cockpit is destroyed I guess...
@MegaFox Azur Lane is a game about personified WWII ships.
I think the reason why this crashes on mobile is the size plus the parts count. If I remember correctly, the threshold for a mobile-friendly build would be <150 parts or less.
Also this is actually about 1/3~1/4 of the actual size, so you would probably need a scaled down plane to successfully land on it.
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.
@mikoyanster Well at least your answer shows that it was NOT supposed to not attack me... I've noticed that it is sometimes possible to block enemy attack for some reason, perhaps by damaging the weapons module... Though I know it's not really reasonable to think that I disabled both the missile launcher and the AAA in one strafing run...
Hmm, is it normal for the Tropical Fear (4th mission) to not attack me at all?
I didn't expect there to be a 3rd wave of enemy ships, so I had no choice but to engage with guns, and for some reason I never received any returning fire...
I'm always thinking that there should be a third kind of them... semi-fiction, semi-historical.
For instance, there are some blueprint planes who basically NEEDs some fiction to just complete them. Or some designs that just doesn't work in SP's physics and had to be modified. Or, some designs that exist but failed both in reality and in-game, and had to be modified.
@ollielebananiaCFSP This FT line was designed before we have calculus. This FT command uses aircraft speed to "calculate" (instead of directly measure) the vertical speed/climb rate (they ARE the same thing).
As such, there will be errors due to not being able to eliminate all the factors (for example, AoA works on the aircraft's coordinate system, not on the absolute coordinate system, so unless you are perfectly level on the roll axis there WILL be an error).
After the introduction of calculus, a simpler and more accurate way will be to use "rate(Altitude)" instead
Oh by the way, if your landing gear "will stop at halfway" then you definitely set the wrong zero.
landing gears have always been a 0-1 stuff (either by setting the max as 1 and min as 0, or by using clamp functions), if any one of your component requires a full 1~-1 to work ,that can only mean on thing: that component is zeroed at halfways, which nobody does.
@FeiWu No, my original post was coded with LandingGear command and if it works with GearDown that'll be a miracle.
The article was written right before GearDown even existed, and they have only barely changed the old LandingGear command back to give it some backward compatibility (at my request!).
There is no guarantee that they didn't make further changes afterwards and I will not make changes to my (possibly outdated) post for this.
@FeiWu GearDown and LandingGear is different.
GearDown is 1 when gear is down, LandingGear is -1.
in my post I was using LandingGear, if you use GearDown it will be reversed, though after a few adjustment you should be able to make it work.
@hpgbproductions Yeah, directly dropping default bombs doesn't seem to be problematic, but when you're making custom bombs there are cosmetic as well as functional reasons that require you to add a fuselage shell to it.
In my case I made a "skip bomb" (a bomb that skids above water, can hit ships from 10km away) which require buoyancy, which in turn requires fuselage part.
I think I'm gonna try hiding the fuselage INSIDE the bomb then (I think the problem is caused by the fuselage shell somehow "shielding" the bomb part from impact, so supposedly making the bomb part entirely exposed should work).
Luckily I'm making an American plane and chances are I can find a default bomb more or less similar to it.
@KnightOfRen Which is why this original post existed.
I cannot agree with the community's standard for the upvote system so I announce that I will no longer pursue it. Legit.
@DerpTheSoyacfartala in my case the bomb doesn't explode. You can see a tiny explosion, which is the shell (fuselage parts) being destroyed on impact, but the bomb just continues going down.
@KnightOfRen I still respectfully disagree turning my thumbnail into a big-head photo.
I prefer showing my plane WITH CONTEXT. Like when dropping bombs or otherwise interacting with the environment (perhaps when pulling a post-stall maneuver).
For contrast I noticed that I'm struggling with the contrast of SP's in-game screen. They are too bright this instance and too dark the next...I hope it's a screen config issue and not my eyes.
Interesting, I'll try my best to make an entry.
+1@Mustang51 Personally I'd support something like carrier+seaplane (including flying boat)+ASW helicopter...
+1@MrVaultech
+1@FranzPeterSiegfried
@MrHoboDuck
@ChisP detonated with a modded rocket that doesn't have thrust but will self-destruct (=detonate) after a given time
+1Just curious: Where's the laser weapon on the last mission?
+1I dropped nukes and was never intercepted... or maybe it was...?
grey
+1@Sgtk @DPSAircraftManufacturer @Aeromen
+1@Adanene They were people who asked to be tagged when I released a preview earlier.
+1@enrikogaming @NicePlanes @Mmdben @PositivePlanes @USSR @AircraftoftheRedStar @ChiChiWerx @belugasub @aviationaiden @IStoleYourMeme @ironkid4444 @EliteArsenals24 @Chancey21 @ACEPILOT109 @ TheFantasticTyphoon @Sgtk @DPSAircraftManufacturer @Aeromen
+1There are people who upvote but don't download.
+1Just because it's a good plane doesn't mean I want it.
@TheFantasticTyphoon Found it and killed it with my P.1107/II, thanks.
+1Yeah I'm thinking about that, too....
+1been working on my (hopefully) silver-getting plane
Until I heard about Kyoto Animation...
I think I can "translate" the description into better English...
Tank Destroyer is a unit in the real-time strategy game "red alert 2", belonging to the Germany nation as its special unit. Tank Destroyer is essentially a self-propelled anti-tank gun, its firepower is overwhelming against armored vehicles, but is weak against structures and infantries, which greatly reduced its practical value.
+1@CookieDefender
you know what sounds weird to me? It's that people who didn't seem to have a problem previously suddenly started to have problems.
+1Supposedly nothing changed recently in SP, and this really shouldn't happen.
Did you update a graphic card driver or something recently?
yeah cockpit speed.
+1Missile locking is also slaved to the cockpit, which stops you from making a useable radar...
Great, now make a cell phone that detonates it (FBI knock knock)
+1Formosan mountain dog. (google it if you don't know about them)
+1Healthy, loyal, intelligent, and not too big.
@ThatOneF15Eagle The problem is that this "runway" is segmented. A 1km runway needs 10 sections and thus needs 10 precisely marked spawn points.
+1I tried to spawn a 3km runway in one segment in early stages of this project and I found that it either crashes the game or destroy the runway, or both.
Well whatever, putting both in Google or not, it is principally doable. The only problem might be the devs would probably have to make 2 versions when developing new updates.
+1@Minecraftpoweer uh pretty sure that's not gonna work, AFAIK google asks "ALL games should be 64 bit" not "all games should have a 64 bit version...
+1Yeah it's just like what Nekopara did when Steam still forbids sexual contents.
+1Put a platform-compatible version on that platform and put everything else somewhere else.
I like the Grey Ghost more, perhaps you can even make it into a Urban camo.
+1@JamesBoA I was making a landing gear lever/switch.
+1@jamesPLANESii yeah I did just that. The attaching was soooo easy.
@jamesPLANESii will try next time...
BTW the problem was... solved in a bad way. I attached the switch outside of my plane and then nudged it all the way until in place. The attach relationship is wrong but at least I get what I want... until my cockpit is destroyed I guess...
+1@MegaFox Azur Lane is a game about personified WWII ships.
I think the reason why this crashes on mobile is the size plus the parts count. If I remember correctly, the threshold for a mobile-friendly build would be <150 parts or less.
Also this is actually about 1/3~1/4 of the actual size, so you would probably need a scaled down plane to successfully land on it.
+1Do 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.
@XxDannehxX Check this
+1https://www.simpleplanes.com/a/Hk81PR/XxDannehxXs-Request
@XxDannehxX check if these are what you want.
+1@BlueCitrus If they are to retain this as a feature I hope there's a way to control it, such as adding a visual lock switch and a reset button.
+1@mikoyanster Well at least your answer shows that it was NOT supposed to not attack me... I've noticed that it is sometimes possible to block enemy attack for some reason, perhaps by damaging the weapons module... Though I know it's not really reasonable to think that I disabled both the missile launcher and the AAA in one strafing run...
+1Hmm, is it normal for the Tropical Fear (4th mission) to not attack me at all?
+1I didn't expect there to be a 3rd wave of enemy ships, so I had no choice but to engage with guns, and for some reason I never received any returning fire...
I'm always thinking that there should be a third kind of them... semi-fiction, semi-historical.
+1For instance, there are some blueprint planes who basically NEEDs some fiction to just complete them. Or some designs that just doesn't work in SP's physics and had to be modified. Or, some designs that exist but failed both in reality and in-game, and had to be modified.
@ollielebananiaCFSP This FT line was designed before we have calculus. This FT command uses aircraft speed to "calculate" (instead of directly measure) the vertical speed/climb rate (they ARE the same thing).
As such, there will be errors due to not being able to eliminate all the factors (for example, AoA works on the aircraft's coordinate system, not on the absolute coordinate system, so unless you are perfectly level on the roll axis there WILL be an error).
After the introduction of calculus, a simpler and more accurate way will be to use "rate(Altitude)" instead
@ollielebananiaCFSP Climb rate and vertical speed is the same thing.
@ollielebananiaCFSP Now we have rate and sum (i.e. calculus), simply doing "rate(Altitude)" would be simpler.
Oh by the way, if your landing gear "will stop at halfway" then you definitely set the wrong zero.
landing gears have always been a 0-1 stuff (either by setting the max as 1 and min as 0, or by using clamp functions), if any one of your component requires a full 1~-1 to work ,that can only mean on thing: that component is zeroed at halfways, which nobody does.
@FeiWu No, my original post was coded with LandingGear command and if it works with GearDown that'll be a miracle.
The article was written right before GearDown even existed, and they have only barely changed the old LandingGear command back to give it some backward compatibility (at my request!).
There is no guarantee that they didn't make further changes afterwards and I will not make changes to my (possibly outdated) post for this.
@FeiWu GearDown and LandingGear is different.
GearDown is 1 when gear is down, LandingGear is -1.
in my post I was using LandingGear, if you use GearDown it will be reversed, though after a few adjustment you should be able to make it work.
@KnightOfRen Yup, and I'm going with what I enjoy.
@hpgbproductions Yeah, directly dropping default bombs doesn't seem to be problematic, but when you're making custom bombs there are cosmetic as well as functional reasons that require you to add a fuselage shell to it.
In my case I made a "skip bomb" (a bomb that skids above water, can hit ships from 10km away) which require buoyancy, which in turn requires fuselage part.
I think I'm gonna try hiding the fuselage INSIDE the bomb then (I think the problem is caused by the fuselage shell somehow "shielding" the bomb part from impact, so supposedly making the bomb part entirely exposed should work).
Luckily I'm making an American plane and chances are I can find a default bomb more or less similar to it.
@KnightOfRen Which is why this original post existed.
I cannot agree with the community's standard for the upvote system so I announce that I will no longer pursue it. Legit.
@DerpTheSoyacfartala Enemy units also didn't take damage, it's not "not rendered" it's simply "didn't explode".
@hpgbproductions But I only encountered this bug after a small patch after 1.10 IIRC...
@DerpTheSoyacfartala in my case the bomb doesn't explode. You can see a tiny explosion, which is the shell (fuselage parts) being destroyed on impact, but the bomb just continues going down.
@KnightOfRen I still respectfully disagree turning my thumbnail into a big-head photo.
I prefer showing my plane WITH CONTEXT. Like when dropping bombs or otherwise interacting with the environment (perhaps when pulling a post-stall maneuver).
For contrast I noticed that I'm struggling with the contrast of SP's in-game screen. They are too bright this instance and too dark the next...I hope it's a screen config issue and not my eyes.
Good note on the discord though.
Perhaps I need to make thumbnails from cockpits then.
(I have been making 100% working cockpits since just before FT existed...)
Some planes are not AI friendly, and AI normally don't land successfully. When they land, they crash.
Do you have to hover inside it? can I just land in it? (like, by crashing the first time, mark a spawn point and spawn in a new plane)
Also about how much HP does those engines have?
@rexrexThezion Feel free to use any parts on this plane, just remember to credit.
@marcox43 I've always have problem programming lights. In this Radar I simply used a dot and hide it in the sweep axle when not activated.