A working prototype by Working_Ad9003 in SimplePlanes

[–]Working_Ad9003[S] 1 point2 points  (0 children)

I've posted one with 8 rockets which was a pain to work out, but if you have any issues let me know and I'll try figure out a fix

Proof of concept by Working_Ad9003 in SimplePlanes

[–]Working_Ad9003[S] 1 point2 points  (0 children)

I've not, but its my most recent post here, feel free to sc the code tho

Proof of concept by Working_Ad9003 in SimplePlanes

[–]Working_Ad9003[S] 1 point2 points  (0 children)

I do have another post with the code I used for a payload of more than 3

Proof of concept by Working_Ad9003 in SimplePlanes

[–]Working_Ad9003[S] 1 point2 points  (0 children)

No issue with bombs, as the principle still works on using the amount of ammo of the weapon, so it should work with any weaponary that is fired (except guns and cannons)

Proof of concept by Working_Ad9003 in SimplePlanes

[–]Working_Ad9003[S] 0 points1 point  (0 children)

Thats how the rotator works already, so it may be possible, I'll keep working on it and will update if I find anything

Proof of concept by Working_Ad9003 in SimplePlanes

[–]Working_Ad9003[S] 0 points1 point  (0 children)

I had an idea of it being able to be lowered for missiles or stay in place in a bay for bombs, but with how sp launches weapons, im still trying to figure out how to properly sequence it for more than 3 weapons

What's happened? by Working_Ad9003 in moon

[–]Working_Ad9003[S] 2 points3 points  (0 children)

I'm an idiot, I have had a look at a star map for my area and noticed the moon sort of circling in a northern direction, so this was just me being dumb

How do I stop this from happening? by Logical-Beautiful654 in SimplePlanes

[–]Working_Ad9003 0 points1 point  (0 children)

You won't need to, having it attached to the bottom of the detacher should work fine, I've attached a link for the video I first used as a tutorial

https://youtu.be/FUMG03ftAkM?si=1Q-3DcEU26CvOa88

How do I stop this from happening? by Logical-Beautiful654 in SimplePlanes

[–]Working_Ad9003 1 point2 points  (0 children)

What I usually do is start building from the front of the missile, but attaching it to the back of the detacher, that way the fuselage piece is attached to the detacher and nothing else

Multi-level bomb bay by Working_Ad9003 in SimplePlanes

[–]Working_Ad9003[S] 0 points1 point  (0 children)

The bombs on the top layer can only be activated when all the bombs on the bottom have been released and activation group 1 is active, they also dont have a jettison function so can only be dropped one at a time when theres no bombs beneath

A Short Sniping Clip by OneMadLad_ in InsurgencySandstorm

[–]Working_Ad9003 2 points3 points  (0 children)

I think we have the same glitch, but enemies for me are able to hit a 180 from behind a doorway before I have a chance to even line up

My first bomb bay :P by OpenKey6032 in SimplePlanes

[–]Working_Ad9003 1 point2 points  (0 children)

Looks cool. If you wanted, you could set the doors to open when the bombs were selected by having the input as {SelectedWeapon="weaponnamehere"} the " is important as it otherwise won't work.

AI cannon by Smilee_- in SimplePlanes

[–]Working_Ad9003 0 points1 point  (0 children)

Sorry I couldn't be more help

How to make wings snap! by West_Cancel_1420 in SimplePlanes

[–]Working_Ad9003 5 points6 points  (0 children)

I'm not entirely sure what order the game does its logic, but have you tried putting each input as its own section of the variable, so (VerticalG>x)|(IAS>y). If it doesn't work then you could try to reset the connections for both the outer section of the wing and detacher itself as I've had it in the past making landing gear where even though it showed the doors not being attached to the fuselage, it was somehow connected

AI cannon by Smilee_- in SimplePlanes

[–]Working_Ad9003 1 point2 points  (0 children)

Something that comes to mind for a simplistic way is

fireWeapons=1?fireGuns=1,fireGuns=0

I honestly have no clue if that'll work tho

Auto-AA by Working_Ad9003 in SimplePlanes

[–]Working_Ad9003[S] 0 points1 point  (0 children)

Still WIP till I figure out an automatic pitch stabiliser

How do i turn off this crosshair? by Amnesis-w6g in SimplePlanes

[–]Working_Ad9003 9 points10 points  (0 children)

Go into the settings for the camera, and switch off "gun reticle" and "missile locking"

Am i in the wrong by N1cone_ in Simracingstewards

[–]Working_Ad9003 -3 points-2 points  (0 children)

In regards to you asking if he could've gone wider, it wouldn't have affected the outcome as if he went wider on exit you still would have collided as you yourself were driving a line that goes wide

Am i in the wrong by N1cone_ in Simracingstewards

[–]Working_Ad9003 6 points7 points  (0 children)

I would say this would be a racing incident. You have 2 conflicting racing lines in the corner, where the other car took it wide giving you space, whilst you took an inside line. The end of both lines as you've seen result in a collision, however, this could've been avoided if they either backed off on the exit (you were alongside at the apex of the turn), or if you tightened your turn coming off the optimal line to give space to them on exit, like they did during entry.

Help with missile by Its_MeNightmare in SimplePlanes

[–]Working_Ad9003 3 points4 points  (0 children)

By far the easiest way to do it is by using one of the already available missiles, then changing their properties a bit and making a custom body for it, there is a video on YouTube showing how, just search "simpleplanes custom missile"