Propellers on the Blade T2000 offsets weirdly if you set prop pitch to anything other than 0. Try it out yourself; set pitch control to fixed and adjust neutral pitch.
I've always wished that you can customize what the AI can automatically spawn instead of this restrictive, hidden process, like a list of spawnable aircraft. Perhaps a nice feature to be implemented in the next update?
I remember not liking how the cockpit looks on my increasingly complex looking build and soon realized that in order to adjust it, I have to change about 20 to 30+ corresponding parts to make that particular section look uniform and nice. This is not counting the number of reconnections and overload trickeries that have to be done. In contrast, my simpler builds only took 1 or 2 adjustments for immediate results. Like you've said, it's just not fun and tedious to make complex planes, especially when it is a custom design without a blueprint.
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Also, the damage model on simple builds are superior to a finely modeled 1000 parts build. A plane with a missing wing shouldn't fly like it still has 2 fully intact wings.
If a sequel is coming, I would love to see a Computer Assisted Design - The Game. Something along the lines of designed your own plane and fly it in an Ace Combat like campaign is fine too.
@Suica There's a code that assumes your plane is critically damaged and it messed up lift, the artificial horizon, rotators, thrust... etc. It seems like breaking glass that's connected to major structural sections of your build most easily trigger this code. A workaround I've found is to isolate your glass sections by connecting it to a gizmo or a non-structural wing. A rigid Rotators works well for this purpose.
Since this visual glitch persisted since forever, I'm going to keep pushing it. The propeller blades on Blade T2000 becomes off-centered if you change the prop pitch to anything other than neutral. All you need to see this bug is plop one down and change the prop pitch manually. I don't know if this is just me, but it's been a bug that's been bothering me for a while.
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Cannon tracer glitch. Sometimes, the tracer of a cannon projectile will glitch out and render in a weird way. This best way to see this is to continuously fire a rapid firing cannon. I've prepared an unlisted plane if you don't wanna set the cannon up yourself: https://www.simpleplanes.com/a/2Igt6b/XGD-04-Devastator-D
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Change of mass affects the behavior of wheels, shocks, rotators. Basically, this bug makes it hard to taxi a plane with custom landing gears (especially in a tricycle configuration), after heavy ordnances are dropped or a significant part of its overall mass are lost. It's like the physics of these parts aren't updated to match with how the plane has changed. Planes built with only stock landing gears don't experience this glitch.
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These bugs aren't new bugs introduced in 1.12, but bugs that persisted in this game for a long time. I'm really hoping that they get fixed sometimes in the future.
... And then you forgot to hold shift while dragging your mouse, so you ended up dislocating the entire middle section of your meticulously built fuselage that it somehow attached to, even though it seems like it should be attached to the wing. Then you are struck by the most awful feeling of apprehension when you realizes that the last time you saved was hours ago. The only way to undo the damage is to test your luck with the undo button. You end up spending the next few hours contemplating life.
A floating point error, but I do wish for some QoL fix for this, like an ability to 0 out everything along the center line at once (and those annoying miniscule rotation offsets too). I mean, hypothetically speaking, these tiny little errors can add up just enough to cause unwanted roll or yawing of the build.
Blade T2000's prop still visually glitched. If you adjust the pitch of the prop blades, the blade rotates to a weird position. Also, cannon tracers are glitched. The best way to recreate that bug is to build yourself a rapid firing cannon with tracers and fire continuously. You'll see that occasionally, the game will render the tracers seemingly stretching to infinity for a brief moment.
@PlanariaLab Ah, I meant that comment in jest. I was actually hoping for the dev to include a customizable hud/reflector part that allows html illiterate person like myself to customize and use. Your 1 part hud is very impressive for what it does, but that wall of html code tho.
What Gestour says. Imagine all the heartaches and hurt feelings that arises if the devs are to implement some form of rules to prevent that. There would be so much energy expended arguing with people, energy that could be used to develop the game instead. You've probably seen how fragile some SP users are on this forum, with their attention starved "leaving SP" posts and jealousy over users with lots of points and upvotes. Who knows? maybe it'll come back one day.
In 1.11.101, the propeller looked ugly, but at least the off-centered visual glitch was fixed for the Blade T2000 engine. That change seems to have been reverted and the visual glitch is back. Is this only a temporary thing while the new propeller is being refined?
Modeled airfoils also give the benefit of having a more true damage model for any given design. Damaged or missing fake fuselage wings don't affect flight performance the same way missing real wing parts do.
Dammit, I've just corrected my habit of checking the website 10 times a day for update. Y u do dis!?!?! Seriously though, the hollowed fuselage is finally given a real purpose. With all these new features, I hope there will be QoL improvement on parts selection. Anyone noticed the excellent hull forming glass on the WIP Lynx?
Since the next update encourages making cockpits, please consider revising how the glass part takes damage and how shattered glass interacts with the plane. In its current implementation, the glass part is too fragile (shatters in a single hit regardless of what its health is set to) and shattering it causes the whole plane to enter a critically damaged state (reduced control and broken rotators) if it is attached to a structural part. It would be best if the glass part simply behaves like any other structural parts in the game.
A nice thing to have is the removal of the automatic cockpit ejection. In 90% of high speed collisions, the primary cockpit is automatically detached, even if the aircraft is mostly intact. I find this feature to be jarring and unnecessary, considering there is already a functional damage model in the game.
Please allow the player to use any vehicles, without restrictions, on challenges that have been cleared once. For example, if the WWII dogfight challenge is completed, then the player is allowed to use non-WWII parts in subsequent runs.
Please add a feature that allows the player to control how the AI is automatically spawning traffic. As far as I'm concerned, the current limit is 7 wings max, and 150? parts max. It'd be great if the player can change that, or even better, manage a list of planes that the AI can spawn.
Ah yes. Finally, I can induce vomitting in a painless manner by performing a virtual 69 g backflip following by a 420 degree per second flatspin to the ground. In all seriousness, I do hope that the game component receives some love as well, seeing that this new VR mode is all about the flying.
I'm waiting for the announcement where the Devs goes, "Surprise! we commissioned MOPCKOEDNISHE to officially implement textured fuselage into the game proper"
I saw the title of this post made by Andrew and I was elated! I sincerely believed that it was news, regarding Simple Planes, but instead, it was about how a minority of users can't handle being told that they're wrong on the internet... le sigh...
Jundroo is a game developer, and for them to continue existing, they need to create new products to sell. Continuing to update SP is nice for us, but it doesn't help their bottom line. I trust that the devs are building a better SP using all the feedbacks we have given them over the years.
The great MOPCKOEDNISHE hath blessed us with a gift on this merry holiday. Set your plane up with functional rudders for the best mouse control experience.
The sole advantage of regular, non-structural wings (Wing-3) is its better damage model. When it is destroyed by bullets, it does not take out adjacent wings or other wings it is linked to. Meanwhile, the destruction of a single structural wing can potentially take out other structural wings that is attached to it, and possibly even the fuselage it is attached to - all depending on how the game internally groups the parts together.
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Last thing I found while I was figuring out SP's damage model system. It turns out that you can manipulate the center of rotation of a build by placing the primary cockpit on a non-structural part (Wing-3, any gizmos). Note that this only affects how the plane flies in external view, namely: chase, orbit, and fly-by. In 1st person view such as the cockpit or custom camera, the center of rotation is always where the camera is located at. I have a twin fuselage build that demonstrates this.
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https://www.simpleplanes.com/a/gGP2kg/X28-Robust-Tester
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Anyways, its weird that the center of rotation is not located at the center of mass. You can fix the external view problem by placing the primary cockpit on a structural part that is connected to other structural parts, but you're SOL if you prefers flying in 1st person view.
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I'ma also try again to bring awareness to the weird traction glitch resizable wheels have when there's a change of mass. This build demonstrates what I'm trying to show. https://www.simpleplanes.com/a/3mL88m/GD-01-Aegis-IV-Bug-Test-Ver
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I guess I'll try again: The T2000 is glitched visually. When the propeller pitch is set at a setting other than neutral, the blades will be visually off-centered. Also, when the rotation is reversed, the position of the propeller blades shift.
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The inclusion of glass fuselage also adds a critical weakness to any build that uses it. I have a build demonstrating both complaints. To see the effects of glass fuselage induced weakness, shoot the glass after take-off.
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http://www.simpleplanes.com/a/8m55N9/EP-06N-Twin-R-Night-Bug-Test-Ver
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Also, I think that requiring mods to be disabled for signing in should be removed. At this point, this is an inconvenience.
@rexrexThezion Have you tried flying it in cockpit view only? This is the most consistent way of seeing the effect of this bug. Alternatively, you can use a camera part. For the external views (chase cam, orbit cam) to be bugged, the main cockpit needs to be attached to a non-structural part (gizmos and Wing-3).
@Mostly hmm, may you show us how you attached the glass fuselage? You may have found another way of cheating the system. For now, the most reliable way I know of is to attach glass to "Wing-3".
I may have found a temporary fix for this problem. Attach the glass fuselage to a "Wing-3" part (use overload to check). If you have a series of glass pieces forming a canopy, only a single, designated piece should be attached to "Wing-3". Make sure that the rest of the glass pieces are attached to nothing else but each other. This should stop the plane from going haywire when glasses are broken.
I've already submitted a bug report about this in the last beta and tried to raise awareness of it in my last forum post. Hopefully, this issue will be resolved in the next update. They should just remove this critically damage state bs completely honestly.
For advance mode to work, we actually need more of those advanced features. Stuff like a, scripting system, detailed parts management, modular engine system, complex fuselage shapes, advanced wing simulation along with wing design, complex weapons system, and more. Right now, SP is still like lego plane builder, wiith added cheat mode (overload and funky tree)
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The balance of the game has been long lost since the inclusion of overload. I think now is a good time for the Devs to just go wild and add various things to SP and see how it affects the overall game. Then they would take notes and use that lesson learned to make a better, more robust game. SP2 anyone?
Where can I find the fast forward button for 2024?
+4bug
Propellers on the Blade T2000 offsets weirdly if you set prop pitch to anything other than 0. Try it out yourself; set pitch control to fixed and adjust neutral pitch.
+2I've always wished that you can customize what the AI can automatically spawn instead of this restrictive, hidden process, like a list of spawnable aircraft. Perhaps a nice feature to be implemented in the next update?
+3I remember not liking how the cockpit looks on my increasingly complex looking build and soon realized that in order to adjust it, I have to change about 20 to 30+ corresponding parts to make that particular section look uniform and nice. This is not counting the number of reconnections and overload trickeries that have to be done. In contrast, my simpler builds only took 1 or 2 adjustments for immediate results. Like you've said, it's just not fun and tedious to make complex planes, especially when it is a custom design without a blueprint.
+2.
Also, the damage model on simple builds are superior to a finely modeled 1000 parts build. A plane with a missing wing shouldn't fly like it still has 2 fully intact wings.
If a sequel is coming, I would love to see a Computer Assisted Design - The Game. Something along the lines of designed your own plane and fly it in an Ace Combat like campaign is fine too.
+1So what percent is the amount of obviously, very important people announcing that they are quitting SP?
+1Take me higher! Any chance of the three ships from Ultraman Dyna as well?
@Suica There's a code that assumes your plane is critically damaged and it messed up lift, the artificial horizon, rotators, thrust... etc. It seems like breaking glass that's connected to major structural sections of your build most easily trigger this code. A workaround I've found is to isolate your glass sections by connecting it to a gizmo or a non-structural wing. A rigid Rotators works well for this purpose.
+2.
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These bugs aren't new bugs introduced in 1.12, but bugs that persisted in this game for a long time. I'm really hoping that they get fixed sometimes in the future.
... And then you forgot to hold shift while dragging your mouse, so you ended up dislocating the entire middle section of your meticulously built fuselage that it somehow attached to, even though it seems like it should be attached to the wing. Then you are struck by the most awful feeling of apprehension when you realizes that the last time you saved was hours ago. The only way to undo the damage is to test your luck with the undo button. You end up spending the next few hours contemplating life.
+16A floating point error, but I do wish for some QoL fix for this, like an ability to 0 out everything along the center line at once (and those annoying miniscule rotation offsets too). I mean, hypothetically speaking, these tiny little errors can add up just enough to cause unwanted roll or yawing of the build.
+4Blade T2000's prop still visually glitched. If you adjust the pitch of the prop blades, the blade rotates to a weird position. Also, cannon tracers are glitched. The best way to recreate that bug is to build yourself a rapid firing cannon with tracers and fire continuously. You'll see that occasionally, the game will render the tracers seemingly stretching to infinity for a brief moment.
+1@PlanariaLab Ah, I meant that comment in jest. I was actually hoping for the dev to include a customizable hud/reflector part that allows html illiterate person like myself to customize and use. Your 1 part hud is very impressive for what it does, but that wall of html code tho.
+2Actual Hud, reflector sight part when?
+1Making the AI fly the race course a little better would also be nice
What Gestour says. Imagine all the heartaches and hurt feelings that arises if the devs are to implement some form of rules to prevent that. There would be so much energy expended arguing with people, energy that could be used to develop the game instead. You've probably seen how fragile some SP users are on this forum, with their attention starved "leaving SP" posts and jealousy over users with lots of points and upvotes. Who knows? maybe it'll come back one day.
+1This should be an official implementation rather than a mod 😅
+18A simple HUD like this and reflect sight are all that's missing for this update. Thank you for making this.
+4In 1.11.101, the propeller looked ugly, but at least the off-centered visual glitch was fixed for the Blade T2000 engine. That change seems to have been reverted and the visual glitch is back. Is this only a temporary thing while the new propeller is being refined?
Speaking of AI spawning, is there some ways to control how the AI chooses which vehicle to automatically spawn as traffic?
Modeled airfoils also give the benefit of having a more true damage model for any given design. Damaged or missing fake fuselage wings don't affect flight performance the same way missing real wing parts do.
+2They got us good with that recurring Friday blog posts
+8Dammit, I've just corrected my habit of checking the website 10 times a day for update. Y u do dis!?!?! Seriously though, the hollowed fuselage is finally given a real purpose. With all these new features, I hope there will be QoL improvement on parts selection. Anyone noticed the excellent hull forming glass on the WIP Lynx?
Since the next update encourages making cockpits, please consider revising how the glass part takes damage and how shattered glass interacts with the plane. In its current implementation, the glass part is too fragile (shatters in a single hit regardless of what its health is set to) and shattering it causes the whole plane to enter a critically damaged state (reduced control and broken rotators) if it is attached to a structural part. It would be best if the glass part simply behaves like any other structural parts in the game.
+1For those of us who insist on using OG wing parts - customizable control surface shape plz.
+4A nice thing to have is the removal of the automatic cockpit ejection. In 90% of high speed collisions, the primary cockpit is automatically detached, even if the aircraft is mostly intact. I find this feature to be jarring and unnecessary, considering there is already a functional damage model in the game.
+4Make the OG gun parts to be as customizable as the cannon part without the use of overload. Also, allow them to be mounted on any viable surfaces.
+1Please allow the player to use any vehicles, without restrictions, on challenges that have been cleared once. For example, if the WWII dogfight challenge is completed, then the player is allowed to use non-WWII parts in subsequent runs.
+7Please add a feature that allows the player to control how the AI is automatically spawning traffic. As far as I'm concerned, the current limit is 7 wings max, and 150? parts max. It'd be great if the player can change that, or even better, manage a list of planes that the AI can spawn.
+5Ah yes. Finally, I can induce vomitting in a painless manner by performing a virtual 69 g backflip following by a 420 degree per second flatspin to the ground. In all seriousness, I do hope that the game component receives some love as well, seeing that this new VR mode is all about the flying.
The real question is... will Jundroo ever count to 3?
+5"Write that down... WRITE THAT DOWN!" - Jundroo, hopefully
I'm waiting for the announcement where the Devs goes, "Surprise! we commissioned MOPCKOEDNISHE to officially implement textured fuselage into the game proper"
+9I saw the title of this post made by Andrew and I was elated! I sincerely believed that it was news, regarding Simple Planes, but instead, it was about how a minority of users can't handle being told that they're wrong on the internet... le sigh...
+2Soon™
Jundroo is a game developer, and for them to continue existing, they need to create new products to sell. Continuing to update SP is nice for us, but it doesn't help their bottom line. I trust that the devs are building a better SP using all the feedbacks we have given them over the years.
+1The great MOPCKOEDNISHE hath blessed us with a gift on this merry holiday. Set your plane up with functional rudders for the best mouse control experience.
Fix the traction bug that occurs whenever there's a large shift in mass (i.e. dropping bombs, firing missiles)
This madlad. Take notes folks, this is how you make a goodbye post.
For those curious about what FlyOut is about, check out this youtube channel https://www.youtube.com/channel/UCRCNVzCVrRC4yY2Nyd4_BWA
The sole advantage of regular, non-structural wings (Wing-3) is its better damage model. When it is destroyed by bullets, it does not take out adjacent wings or other wings it is linked to. Meanwhile, the destruction of a single structural wing can potentially take out other structural wings that is attached to it, and possibly even the fuselage it is attached to - all depending on how the game internally groups the parts together.
You can avoid drama in one simple step: play SP or or spend time developing a technical skill. Arguing on the internet? please, who has time for that.
@jamesPLANESii Don't do that, don't give me hope
+1bug
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Last thing I found while I was figuring out SP's damage model system. It turns out that you can manipulate the center of rotation of a build by placing the primary cockpit on a non-structural part (Wing-3, any gizmos). Note that this only affects how the plane flies in external view, namely: chase, orbit, and fly-by. In 1st person view such as the cockpit or custom camera, the center of rotation is always where the camera is located at. I have a twin fuselage build that demonstrates this.
.
https://www.simpleplanes.com/a/gGP2kg/X28-Robust-Tester
.
Anyways, its weird that the center of rotation is not located at the center of mass. You can fix the external view problem by placing the primary cockpit on a structural part that is connected to other structural parts, but you're SOL if you prefers flying in 1st person view.
bug
.
+1I'ma also try again to bring awareness to the weird traction glitch resizable wheels have when there's a change of mass. This build demonstrates what I'm trying to show. https://www.simpleplanes.com/a/3mL88m/GD-01-Aegis-IV-Bug-Test-Ver
bug
.
+10I guess I'll try again: The T2000 is glitched visually. When the propeller pitch is set at a setting other than neutral, the blades will be visually off-centered. Also, when the rotation is reversed, the position of the propeller blades shift.
.
The inclusion of glass fuselage also adds a critical weakness to any build that uses it. I have a build demonstrating both complaints. To see the effects of glass fuselage induced weakness, shoot the glass after take-off.
.
http://www.simpleplanes.com/a/8m55N9/EP-06N-Twin-R-Night-Bug-Test-Ver
.
Also, I think that requiring mods to be disabled for signing in should be removed. At this point, this is an inconvenience.
@rexrexThezion Have you tried flying it in cockpit view only? This is the most consistent way of seeing the effect of this bug. Alternatively, you can use a camera part. For the external views (chase cam, orbit cam) to be bugged, the main cockpit needs to be attached to a non-structural part (gizmos and Wing-3).
@Mostly hmm, may you show us how you attached the glass fuselage? You may have found another way of cheating the system. For now, the most reliable way I know of is to attach glass to "Wing-3".
I may have found a temporary fix for this problem. Attach the glass fuselage to a "Wing-3" part (use overload to check). If you have a series of glass pieces forming a canopy, only a single, designated piece should be attached to "Wing-3". Make sure that the rest of the glass pieces are attached to nothing else but each other. This should stop the plane from going haywire when glasses are broken.
I've already submitted a bug report about this in the last beta and tried to raise awareness of it in my last forum post. Hopefully, this issue will be resolved in the next update. They should just remove this critically damage state bs completely honestly.
+3For advance mode to work, we actually need more of those advanced features. Stuff like a, scripting system, detailed parts management, modular engine system, complex fuselage shapes, advanced wing simulation along with wing design, complex weapons system, and more. Right now, SP is still like lego plane builder, wiith added cheat mode (overload and funky tree)
+5.
The balance of the game has been long lost since the inclusion of overload. I think now is a good time for the Devs to just go wild and add various things to SP and see how it affects the overall game. Then they would take notes and use that lesson learned to make a better, more robust game. SP2 anyone?