What is The Rock cooking...? For once, it's not bullsh*t! UPDATE, 8/3/2025: Started work on the V8 and the Tri-plane. Added more detail to a couple things, started adding the canvas skins. I'm going away until around Aug. 20th, so no progress will be made on any of my mods until after that time. UPDATE, 8/23/2025: We getting closer boys! UPDATE, 8/31/2025: The appearance of the model hasn't changed much since last post, but a few more things have been finalized. The materials as shown have existed for quite some time, I just hadn't bothered showing them as they don't have textures yet. This screenshot is mainly to highlight the ridiculously overcomplicated control system I devised for the elevators. I wanted everything to be purely cables, but I just couldn't figure out how to make a 2-seater plane that long and not have the cables clipping through stuff. Ailerons and rudder are purely cable though. I've added a new plan, and that is to have the control-surfaces physically linked to the pilots' controls. This way, the connection can be... interrupted... hopefully causing some interesting situations. lol I have also started work on the .Jbeam. It's gone slower than normal because I'm trying an experimental "all L-Beam" technique, which I may end up having to scrap since I've already run into several bizarre issues. The keen observer will note that aside from the criss-crossed "tension cables" (Anisotropic beams), there are no surfacial diagonals. This is because I am rigidifying every corner (and every straight) with an L-beam instead. I'm hoping it will simplify things, but it may prove more trouble than it's worth. We'll see. I am also having trouble with pressureWheels, but that's nothing new. UPDATE, 9/6/2025: I've been working on getting the basic .Jbeam'd parts in-game. Ran into some weird issues with L-Beams. Apparently L-Beams and rails/slidenodes do not play nice with eachother. If a given slidenode has multiple L-Beams linked to it, it likes to grenade itself... even with beamSpring and beamDamp set to 0. Took several hours to find the cause of that and sort it out. Anyway, I'm gonna keep puttering along on the framing bits and I think the canvas skins will be the last .Jbeams I make before initial release. I think guns will come a bit later. I am also giving up on my "all L-Beam" construction because while it is simpler, it is also very finnicky and issue-prone... AND it doesn't really work for flat, rigid things... like wings........... loooooool UPDATE, 9/13/2025: Got some more stuff in-game. Nothing is finalized yet as I still need to tune beamSpring, beamDamp, beamDeform, and beamStrength. I also need to add couplers and breakGroups to some things. I have no code for the engine or fuel tank yet, so they're just bricks basically. It still doesn't have wheels as I still can't figure out my pressureWheels problem and no one on the help and support section has responded to my post lol... I'll keep getting stuff in-game, then it'll be tuning for ages. MODEL: Like 90%-ish, idrkfs (100% scratch-made, dummies are my Outlaw riders for scale only, it'll get a custom pilot eventually) JBEAM: idk like 10% TEXTURES: 0% PLANS: - Mono, bi, and tri-wing configurations - Single-seater, double-seater and a different double-seater configuration with a rear-facing gunner - Radial 9-cylinder and V8 engine options - A flimsy, crumbly, flammable .Jbeam to allow for some pretty dynamic crashes - Compatibility with @Agent_Y 's Universal Machine Gun - A droppable bomb if I can figure out how - A skinnable canvas... skin... which can tear away from the wooden frame - A few variations of some parts, allowing the player to mimic the appearance of various famous WWI aircraft - A modernized stunt-plane variant - A .Jbeam'd pilot and copilot who can be dynamically "injured" and thereby lose their control over the plane - A physical link between pilots' controls and the actual control-surfaces, which can be dynamically broken, causing degredation of control IN SUMMARY: I have roughly 25 hours of work in this thing in-total. My initial estimates of how much work is left to do have been proven to be optimistic... lol... It'll be done when it's done. Stay tuned.
When I said; I was thinking specifically of a Stearman. It won't be a 1:1 copy, but a relatively-faithful clone. The stunt-plane is going to be a while after the initial release though... I want the normal plane working well before I get carried away making all the stunt-plane extras. Funny you should mention that.........................................................................
Wdym lol --- Post updated --- And i love the thing of the control surfaces being physically connected to the yoke
Just like the real thing. Better have a smooth runway or the landing gear will be just rolling start wheels