Advanced fuselage editing (you could make it a separate panel just to not confuse new players) with cutting, actual hollow parts, and there was this one SP mod which I can’t seemed to find but allowed for custom fuselages, basically it had a bunch of nodes that could be dragged so like you could make only a small portion of it stretch to the sides instead of the whole thing stretching, basically just the editing system in Flyout. (Very cool sim game in early development, go check it out).
That’s because this is just a cinematic trailer to show what gameplay might be like it is not meant to actually show gameplay, and is just a hype trailer. @wwwNews222com
Hmm, I see what looks like Mars.......
Also, what did you even put in the last cargo bay, and third, will the game have support for iOS below 11.0? I'm stuck at 9.3.5.
That last pic looks like a new engine. Also, is there going to be science like in KSP? I want to see antennas and dishes and all the good sciencey shtuff. -probably gonna build a giant station covered in science stuff- (the HQ will never notice) this is all if it comes out. (The science, of course).@AndrewGarrison
@ivansheppard853 Rocket engines and explosions do push separate crafts/lose objects however there’s no real need for air pushing physics like that, would just make more things for a phone to have to calculate.
Reminds me of an old post on simpleplanes talking about the uses for airfoils, nice math. As for basic uses, symmetrical is best for very high speed planes, but note you won’t get much lift at lower speeds. Semi symmetrical is a good choice for things like commercial jets and such which fly fast but still need to be able to get lift at slower speeds. Flat bottom produces the most lift at slow speeds and thus also produces lots of drag at higher speeds. Best on gliders and other very slow planes.
Fun to see these, sad I missed the engine xmls which got me disqualified lol. (For people without context, the plane was partially built before the challenge and I forgot I had edited the engines to weigh less). And also Mostly, if you just had to guess where do you think mine would have placed?
I’ve had an issue with this using reverse tricycle gear (think bush planes, because that’s what it was). I have no clue what the issue was but I just put on a regular front gear and it worked ok. Make sure the front gear is infront of the COM, I think that’s what causes it but not sure
No idea where to put some feedback, but on crew rescue missions I recommend making it so the contract finish waits a second to verify the crew is alive, I landed in the ocean and completely destroyed my craft and the crew with it on one mission but it still completed the contract because I touched the water a split second before everything exploded
@FalconAero I’ll try, I kept attempting to see if I could figure out the problems but now some of the joints simply won’t work and are glitched out even if replaced, (dual rotator input menus, one with the correct values and the other with stock values, even when replaced it still won’t spin and the double menus reappear after one flight). I’ll see if I can’t get a working version uploaded but this might take a bit
Just wondering, have you ever work with custom landing gear on heavy craft? (99k kg) I’ve made some gear for my plane I made but the joints I use to rotate the wheels (I can upload a demo that won’t spaghetti so you can see how they are supposed to work) become wobbly the moment they make contact with the ground. Do you have any idea how to fix this?
Okay correction, doesn’t work on the wasp (I thought it did, the wheels don’t have motor torque) but the default new plane should be able to taxi. (Your turning throttle to 100 with the engines off right?)@TweedleAerospace
Yes I know, also it’s not just a few meters. Turn the engines off on the default new plane or the wasp and you should simply be able to taxi using only the wheels.@TweedleAerospace
Also, the wheels keep doing this even if brake is full on and throttle is off. The craft does gain a tiny bit of forward momentum if I have throttle on but it’s barely anything, not even 1m/s.
That’s true, although we have our own version of parts translation. (We have it it’s just we have to edit it with the numbers, we don’t have arrows.) @HermesE
I honestly don’t understand how anyone builds in this game. Maybe I’m just too used to stuff actually snapping and connecting correctly from SimplePlanes (although that has its own problems but it’s considerably easier to use for me (tho I still can’t build anything lol) Great job man
While it can hover, I recommend just having it be able to fly as I’m going to be racing these low to the ground and being able to fly will help with certain manuvours, I think I’m going to set up a course somewhere on the moon using custom made checkpoints.@Chtite451SR2
I will be having a separate bracket for those who can’t/don’t want to follow the rules I have set, so feel free to break any of them! It won’t matter towards score at all. @Chtite451SR2
I wouldn’t recommend making your submission because I still need to lay out a bunch of stuff but feel free to start playing around and testing things@Staticalliam7
I was thinking some form of triathlon thing, or just an agility test/race and a race/test that’s more speed based than agility based. (I think I’m gonna have the third one be an endurance test to see if your craft can make it through a course (or how many laps it can make) on a certain amount of fuel)
For craft building I want to to be decently realistic (minus the engines, as I will explain) so I think imma not allow mass scaling of parts, and also have the craft have to have designated fuel tanks (basically no filling some random parts with fuel).
For engines, your going to need to make them unrealistically powerful as your craft should be fast and be able to stop its momentum very quickly (this will come in handy on the agility test). I would also recommend putting powerful retro/custom rcs on your craft so it can turn itself on a dime (I’m going to be racing crafts as fast as I can, so quick turning will be helpful to you)
I have a good amount of other ideas but this is long enough lol. @Staticalliam7 @theUSSR @Chtite451SR2
Is that a detailed fuselage I see??!??!!
+6 6.7 years agoAdvanced fuselage editing (you could make it a separate panel just to not confuse new players) with cutting, actual hollow parts, and there was this one SP mod which I can’t seemed to find but allowed for custom fuselages, basically it had a bunch of nodes that could be dragged so like you could make only a small portion of it stretch to the sides instead of the whole thing stretching, basically just the editing system in Flyout. (Very cool sim game in early development, go check it out).
+4 1.4 years agoThat’s because this is just a cinematic trailer to show what gameplay might be like it is not meant to actually show gameplay, and is just a hype trailer. @wwwNews222com
+3 5.3 years agoSame
+2 5.2 years agoAlso, you used a very unrealistic rocket to land both.@wwwNews222com
+2 5.3 years agoI want to do this entire project now. I can’t wait until all the rockets and the sandbox for this is released!
+2 5.3 years agoOddesy, discovery, or Tsien. (All 2001 references)
+2 6.0 years agoHe has to take a gif of him eating it
+2 6.2 years agoFor landing on the moon I just put on unbreakable parts and lam into the moon. (Space flight simulator)@AceDAVE3000
+2 6.2 years agoHmm, I see what looks like Mars.......
+2 6.3 years agoAlso, what did you even put in the last cargo bay, and third, will the game have support for iOS below 11.0? I'm stuck at 9.3.5.
Wait... Look at heat shield info box, then look at the bottom. It says explode
+2 6.5 years agoThat last pic looks like a new engine. Also, is there going to be science like in KSP? I want to see antennas and dishes and all the good sciencey shtuff. -probably gonna build a giant station covered in science stuff- (the HQ will never notice) this is all if it comes out. (The science, of course).@AndrewGarrison
+2 6.6 years ago@ivansheppard853 Rocket engines and explosions do push separate crafts/lose objects however there’s no real need for air pushing physics like that, would just make more things for a phone to have to calculate.
+1 1.8 years ago:(@Kell
+1 5.2 years agoIce cream truck
+1 5.3 years agoStock docking ports, and general size of lab to be large regular or small?@MyCoolFace256
+1 5.3 years agoKsp wouldn’t have any buyers if it was 200-300$s, and, your grammar is horrible. Clearly showing your not from 1970@wwwNews222com
+1 5.3 years agoHOVER TRAIN. ON THE MOON.
+1 5.3 years agoF
+1 5.8 years agoI'm on iOS @RailfanEthan
+1 6.1 years agoI heard about the Soyuz on the radio. A booster problem or something.
+1 6.2 years agoCan I sign up for project manager or engineer? (I might not be able to download the game, so engineer might not work) thanks.
+1 6.2 years agoOn the 8th picture, the wood looks like wood. Costomizeable paint?
+1 6.2 years agoThx man@nathanmagnus
+1 6.3 years agoA space spider! Also, probably, I'm gonna make a line of escape pods, rovers, and sats.
+1 6.3 years agoWill buildings be destroyable like in KSP?
+1 6.3 years agoDeja vu!
+1 6.3 years agoI have I-pad mini2@Awsomur
+1 6.6 years agoLove number 5
+1 6.8 years agoLol how is this possible?
+1 6.8 years ago@Pedro Thanks man
1.2 years agoCan someone find the Razor build shown in the trailer from :41- :44? I can’t find it here on the website.
1.2 years agoReminds me of an old post on simpleplanes talking about the uses for airfoils, nice math. As for basic uses, symmetrical is best for very high speed planes, but note you won’t get much lift at lower speeds. Semi symmetrical is a good choice for things like commercial jets and such which fly fast but still need to be able to get lift at slower speeds. Flat bottom produces the most lift at slow speeds and thus also produces lots of drag at higher speeds. Best on gliders and other very slow planes.
1.3 years agoFun to see these, sad I missed the engine xmls which got me disqualified lol. (For people without context, the plane was partially built before the challenge and I forgot I had edited the engines to weigh less). And also Mostly, if you just had to guess where do you think mine would have placed?
1.3 years ago@StockPlanesRemastered No, that wasn’t it. That mod just seems mostly about textures on fuselage, not the actual editing of the shape.
1.4 years agoI’ve had an issue with this using reverse tricycle gear (think bush planes, because that’s what it was). I have no clue what the issue was but I just put on a regular front gear and it worked ok. Make sure the front gear is infront of the COM, I think that’s what causes it but not sure
1.4 years ago@CyprusAerospaceIndustries weather probably won’t be happening, no use for it and it just takes up processing power.
1.4 years agoNo idea where to put some feedback, but on crew rescue missions I recommend making it so the contract finish waits a second to verify the crew is alive, I landed in the ocean and completely destroyed my craft and the crew with it on one mission but it still completed the contract because I touched the water a split second before everything exploded
1.4 years agoI don’t think your images loaded
1.4 years ago@FalconAero I’ll try, I kept attempting to see if I could figure out the problems but now some of the joints simply won’t work and are glitched out even if replaced, (dual rotator input menus, one with the correct values and the other with stock values, even when replaced it still won’t spin and the double menus reappear after one flight). I’ll see if I can’t get a working version uploaded but this might take a bit
2.0 years agoJust wondering, have you ever work with custom landing gear on heavy craft? (99k kg) I’ve made some gear for my plane I made but the joints I use to rotate the wheels (I can upload a demo that won’t spaghetti so you can see how they are supposed to work) become wobbly the moment they make contact with the ground. Do you have any idea how to fix this?
2.0 years agoOkay correction, doesn’t work on the wasp (I thought it did, the wheels don’t have motor torque) but the default new plane should be able to taxi. (Your turning throttle to 100 with the engines off right?)@TweedleAerospace
3.6 years agoYes I know, also it’s not just a few meters. Turn the engines off on the default new plane or the wasp and you should simply be able to taxi using only the wheels.@TweedleAerospace
3.6 years agoAlso, the wheels keep doing this even if brake is full on and throttle is off. The craft does gain a tiny bit of forward momentum if I have throttle on but it’s barely anything, not even 1m/s.
3.6 years agoThat’s true, although we have our own version of parts translation. (We have it it’s just we have to edit it with the numbers, we don’t have arrows.) @HermesE
3.7 years agoI honestly don’t understand how anyone builds in this game. Maybe I’m just too used to stuff actually snapping and connecting correctly from SimplePlanes (although that has its own problems but it’s considerably easier to use for me (tho I still can’t build anything lol) Great job man
3.7 years agoWhile it can hover, I recommend just having it be able to fly as I’m going to be racing these low to the ground and being able to fly will help with certain manuvours, I think I’m going to set up a course somewhere on the moon using custom made checkpoints.@Chtite451SR2
4.0 years agoI will be having a separate bracket for those who can’t/don’t want to follow the rules I have set, so feel free to break any of them! It won’t matter towards score at all. @Chtite451SR2
4.0 years agoI wouldn’t recommend making your submission because I still need to lay out a bunch of stuff but feel free to start playing around and testing things@Staticalliam7
4.0 years agoI was thinking some form of triathlon thing, or just an agility test/race and a race/test that’s more speed based than agility based. (I think I’m gonna have the third one be an endurance test to see if your craft can make it through a course (or how many laps it can make) on a certain amount of fuel)
For craft building I want to to be decently realistic (minus the engines, as I will explain) so I think imma not allow mass scaling of parts, and also have the craft have to have designated fuel tanks (basically no filling some random parts with fuel).
For engines, your going to need to make them unrealistically powerful as your craft should be fast and be able to stop its momentum very quickly (this will come in handy on the agility test). I would also recommend putting powerful retro/custom rcs on your craft so it can turn itself on a dime (I’m going to be racing crafts as fast as I can, so quick turning will be helpful to you)
I have a good amount of other ideas but this is long enough lol. @Staticalliam7 @theUSSR @Chtite451SR2
4.0 years ago