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  1. 2 votes
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    C S supported this idea  · 
  2. 3 votes
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    C S supported this idea  · 
  3. 8 votes
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    C S supported this idea  · 
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    C S commented  · 

    I feel like a "Transmission" part would be even better. Then vehicles can have gears, but also HP can get turned into Torque, making things useful in more and unique ways.
    Primarily, because not all of us know how to do the Funky Trees coding, so a "dumb" way for us to make stuff that accomplishes similar, would be great.

    This way we'd have options like "Number of Gears" (ie 4-speed transmission, ala 4th-gear), then maybe a "Final Drive" ratio (defined as a max-speed input value) that could be divided by the number of gears in order to work out the max speed of each gear... just to keep it "simple".

    Of course, that can be made even more dynamic by attaching two transmissions, either in parallel or series, to do even more. In series to act like a Transfer Case for 4x4,6x6, etc. Or to have a 2-speed rear-end like in a Semitruck to make a 5-speed transmission into a 10-speed.

    BUT WAIT, THERE'S MORE! Why stop at just using the Car Engine then? With the Transmission Part you'd be able to do like modern day helicopters (and tanks), by using a jet turbine as a power plant! ;)
    Just sayin'...

  4. 5 votes
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    C S supported this idea  · 
  5. 3 votes
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    C S supported this idea  · 
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    C S commented  · 

    I feel like what you've described is basically the "Hollow Fuselage".

    However, I suspect that the main reason you want this is so that you can zoom through your build without all the visual annoyances of the "fuselage bulkheads" showing up. So that you can easily find and edit interior (hidden) parts.

    If that's the reason behind this idea, then I agree, that'd be really nice. :P
    My personal way to work-around that is using Fine Tuner to Nudge the part out of the way by a whole number (like 1.0) to gain access to the small parts that are hard to find. Then when I'm done, move that big part back into place. Which I agree, is a lot of work for players to do when enabling "Backface Culling" is a thing in the graphics world (and already coded for with Glass Fuselage, as you've pointed out!)

  6. 5 votes
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    C S commented  · 

    Not only this, but would also provide the mobile players with the ability to use those things.
    I'm a PC player, so I don't have that issue, and I know that once upon a time Android users at least could use them. This is the obvious work-around for solving those new mobile platform limitations.

    Something I pitched to Sony that I'll pitch here as well since it's now that same situation with mods...
    If you include a ton of "dummy files" in the game, which are zero KB in size due to having no content, these can be used as ways to load mods since those dummy files would not be added after the fact. A mod is selected on the website and then downloaded in the same way a shared creation is, and saved that way, replacing these dummy files with the mod's code/files. Basically, mods become DLC in a way.

    I suspect if games like Roblox can incorporate a built-in system to let users create minigames (""experiences"" as they're defining them lol), there's no reason Jundroo shouldn't be able to figure out a similar work-around. Amirite?! :D

  7. 69 votes
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    C S supported this idea  · 
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    C S commented  · 

    I'm burning 3 of my Updoots on this one, because I hate that we can "Mirror" our plane, and yet SOMEHOW the left side's parts create more drag than the right side's... inducing the annoying auto-roll! >_<

    Yes, we can fix it with modding, but the idea of "Simple Planes" is that it's "Simple" to make an airplane that "just works". Right now, it lets us make an airplane that "mostly works", and we are left to dick around in the files (which I imagine is highly annoying for mobile users to do) in order to address what's wrong.

    At the end of the day, the 'simple' fact remains: the drag system has bugs, bugs that are able to be encountered through vanilla creations that are unmodified.

    Lastly, if reluctance to incorporate a better drag modeling system comes down to the new system being too process intensive, the obvious solution to me is to have both, and then only compute the new drag when the user requests it be updated.
    If a plane is using the new modeling system and is modified in the designer, prompt the player upon playing whether they'd like to calculate and updated drag model.
    --If Yes: Let it crunch the numbers and hold the game from spawning for those 5-30sec
    --If No: Set a flag that marks it to remind them next time, and default back to current flawed system, so that they can still try it out. (after all, not ever time we load a plane to test something, are we doing so to actually fly it, so having to recalc every time isn't necessary)

    Just my two cents. And I know the reason why SP isn't able to be as great as it could be is due to Unity sucking a giant egg when it comes to proper multithreading, with the core of the engine still being serial, but that also doesn't excuse leaving a flawed system in play. :P

  8. 237 votes
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    C S supported this idea  · 

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