@Skykid028 I do not have android device.
About colors, i got one more similar message recently and i noticed that result from different user is slightly different, but at the moment i don't know why is it different and how to fix it.
For your specific case i can suggest to increase number of bits per color if possible, although i doubt it is the problem.
min(90,max(10+atan(TAS/(2*pi*PROP_RADIUS*0.5*PROP_RPM*60)),0))/90 will perhaps work
PROP_RADIUS is in meters, not blocks.
So, you calculate velocity at the middle of blade, add velocity of airplane relative to air, calculate angle between result and propeller plane, and add 10 degrees.
@Johnnyynf Because of colliders?
Colliders are convex even for hollow fuselages, so i don't think they will make gear collide like actual one, it will rather work like cylinder or cone.
@jamesPLANESii
I think there's still things that act on specific part, not body, like collisions and bullets.
For entire body you can't remove internal faces, because body can be changed, e.g. one part can reveal other one when destroyed. But if some object is single part, you can make sure that it's meshes will never be changed, so you can remove all internal faces by the time you load part specifications.
You can use control bases to make specific parts bend in specific places, and i bet actual soft-body part will lag five times more than entire build without it.
You do not need to account for altitude if you're using IAS. IAS is instrumental airspeed, for SP IAS equal to speed*exp(Altitude/-7640) iirc.
Last piece of code corrected a bit: floor(smooth(max(0,Is LG experiencing the maximum design force?), (Current Drag Force experienced by LG)/(impulse to break LG)))
(separated by linefeed because comment field doesn't let see it if it's on single line)
You need to clamp first part of smooth (since it's boolean) so it won't go below zero and won't ruin your timing. And then, since smooth won't go below 0, floor(something) will do same thing as clamp01(something)>=1
You don't really need to make airplane unstable to make it maneuverable.
High AoA won't increase maximum GForce (in general situation with dumb AI it will rather decrease it) and won't help you to evade gunfire, it can only help you to point your guns faster (to some extent, and with aerodynamic control only it will rather be dash than continuous increase in turnrate) at the cost of speed (which is life) and glide ratio (which is what wing built for).
So if you need to increase GForce i recommend to increase wing area and then move CoM so that angle of attack during turn will be just a bit below stall (13deg for symmetric wing, 16deg for semi-symmetric, 28deg for flat-bottom).
For "part" in general you can make light work always and attach sort of shutter to part you're interested in.
So if part will be destroyed shutter will fall off and reveal light.
Almost 1.5 years after update, someone actually used it for tracks.
Low quality is not a problem, you can use actual texture if you wish (SPRASTER) and perhaps you can change colors for weared pads, dust etc.
F22 is forever? Doesn't wastes savings? Perhaps you don't know how hard is fighter jet maintenance, but hey, you must at least remember that F22's "cosmetics" is tons of stealth coating?
I think body lift on F35 will suck. It will of course increase lift but i think it won't increase glide ratio, and thus won't increase maximum acceleration at given thrust.
Different F35, same problems. Perhaps it's a bad idea to combine bomber, stealth and quadcopter in single airframe?
Anyway, please tag me when you'll finish it.
It looks nice, but a bit too idealized. Yesterday i was trying to fly in space (200km ASL) and rate(Altitude) did not really work because position was as accurate as in minecraft, and i don't want to use AoA/AoS (i don't like to fly relative to wind even if there's no air). Do you have any recommendations for such situation?
Guys, do we at least have weapon that deals same damage each time?
UPD: i downloaded this craft and changed explosion scale to zero and impact damage scale to 0.2 and tried to destroy that block 50 times.
12 times i needed 6 shoots to destroy it
20 times i needed 11 shoots to destroy it
17 times i needed 16 shoots to destroy it
and 1 time i needed 17 shoots to destroy it.
It's very strange results.
If damage is choosen randomly for each shot it will need something between (HP/min damage) and (HP/max damage) shoots to destroy a block. But it gives just three peaks (11 shoots plus-minus 45 percents it seems) as if damage is choosen one time at level start.
I'm interested (information is always a good thing (as long as it's not information about me, lol)), but i don't have much info. HP of connected parts affects number of shoots needed to destroy "this" part, but i was testing it with miniguns (average of ten attempts to destroy a block) and it was very much random.
About "one block at a time": perhaps shell disappears when it touches something, and since it's spherical or sharp-nosed it may be hard to make it touch two blocks simultaneously, so it only touches the block in front of cannon while it's alive.
My concept about connections was "HP pools": similarly to your concept, i was trying to use few blocks with high HP and standard blocks connected to them and them only (see link above).
Stop crushing my dreams about sane user and please try to understand what the fuck is going wrong.
I can not and do not track each your step (plus i thought that hoomans who'll use my program will be able to use their own brains properly) so you must do it yourself (to some extent at least).
Well, i'm getting such response second time, and second time without any info. Can you please clarify what do you mean?
If you're not getting any output, are you sure your image is raster (SVG is not supported)?
If it's image from web and you're not getting any output, did you tried to use downloaded copy of image?
If it doesn't looks correctly, are you sure your label is large-enough?
Yes, it is possible. TGTPos_Local_x/y variables from 1part hud divided by TGTPos_Local_z but with aircraft's position and rotation replaced with bomb's position and rotation.
Welcome back, sensei!
@Skykid028 I do not have android device.
+1About colors, i got one more similar message recently and i noticed that result from different user is slightly different, but at the moment i don't know why is it different and how to fix it.
For your specific case i can suggest to increase number of bits per color if possible, although i doubt it is the problem.
@DJW730 AG1&TargetSelected
@StonedOutBurger Some people say it does but i didn't tested it myself.
Epic fail.
+1Try to ask in FTLab, they had a channel for pre-made codes.
you say while continuing to complain.
Did someone report about it? Is it possible to fix without tearing engine apart?
Rocket.
Labels, it will always be more customizable than any grid.
"S" on image is concealed in cloud, so looks like text says "TARFIGHTER", not "STARFIGHTER".
@piglincheerful To clarify, are you a bot?
+1What's up with that link you attached to the end of your comment?
There's always a way to ruin tech, but can you make the tech better?
+1@32 Just designer and it's not that close to release, more like pre-alpha.
Autocorrect preferring collar over collab? Hey, that's pretty interesting!
+1How did you even teach it?
@U2
To store value select address (buttons a0...a7), select value (buttons 0...7), enable wrt button, switch clk button.
To read value select address (buttons a0...a7), disable wrt button, switch clk button.
There's two pages from author on renderdock, perhaps there's more info than you found on old blueprint.
+2link1 link2
EA6B (electronic warfare) with chaos rat camo.
+1min(90,max(10+atan(TAS/(2*pi*PROP_RADIUS*0.5*PROP_RPM*60)),0))/90
will perhaps workPROP_RADIUS is in meters, not blocks.
So, you calculate velocity at the middle of blade, add velocity of airplane relative to air, calculate angle between result and propeller plane, and add 10 degrees.
You can try to use button with interactionType=Toggle and some activation group for actual weapons.
+1@Johnnyynf Because of colliders?
Colliders are convex even for hollow fuselages, so i don't think they will make gear collide like actual one, it will rather work like cylinder or cone.
I mean control base can act as a spring both for position and rotation, and with some tweaking you can make it bend just as much as you need.
+2@jamesPLANESii
I think there's still things that act on specific part, not body, like collisions and bullets.
For entire body you can't remove internal faces, because body can be changed, e.g. one part can reveal other one when destroyed. But if some object is single part, you can make sure that it's meshes will never be changed, so you can remove all internal faces by the time you load part specifications.
You can use control bases to make specific parts bend in specific places, and i bet actual soft-body part will lag five times more than entire build without it.
+1@TheFlightGuySP AFAIK bending wings and rotators is a bug of game engine, not feature of a game.
+1You do not need to account for altitude if you're using IAS. IAS is instrumental airspeed, for SP IAS equal to
speed*exp(Altitude/-7640)
iirc.Last piece of code corrected a bit:
floor(smooth(max(0,Is LG experiencing the maximum design force?),
(Current Drag Force experienced by LG)/(impulse to break LG)))
(separated by linefeed because comment field doesn't let see it if it's on single line)
You need to clamp first part of smooth (since it's boolean) so it won't go below zero and won't ruin your timing. And then, since smooth won't go below 0,
floor(something)
will do same thing asclamp01(something)>=1
You don't really need to make airplane unstable to make it maneuverable.
+1High AoA won't increase maximum GForce (in general situation with dumb AI it will rather decrease it) and won't help you to evade gunfire, it can only help you to point your guns faster (to some extent, and with aerodynamic control only it will rather be dash than continuous increase in turnrate) at the cost of speed (which is life) and glide ratio (which is what wing built for).
So if you need to increase GForce i recommend to increase wing area and then move CoM so that angle of attack during turn will be just a bit below stall (13deg for symmetric wing, 16deg for semi-symmetric, 28deg for flat-bottom).
For "part" in general you can make light work always and attach sort of shutter to part you're interested in.
+2So if part will be destroyed shutter will fall off and reveal light.
R.I.P.
+1Almost 1.5 years after update, someone actually used it for tracks.
Low quality is not a problem, you can use actual texture if you wish (SPRASTER) and perhaps you can change colors for weared pads, dust etc.
F22 is forever? Doesn't wastes savings? Perhaps you don't know how hard is fighter jet maintenance, but hey, you must at least remember that F22's "cosmetics" is tons of stealth coating?
+1Snowstone doesn't have any naval vehicles at the moment, right?
@DEADSHOT15 ... And all this is rendered on your 2d screen, which is old and boring...
+7I rebuilt it with vertical bars to make actually wireframe.
+2I think body lift on F35 will suck. It will of course increase lift but i think it won't increase glide ratio, and thus won't increase maximum acceleration at given thrust.
Different F35, same problems. Perhaps it's a bad idea to combine bomber, stealth and quadcopter in single airframe?
Anyway, please tag me when you'll finish it.
My entry.
I tried.
+2It looks nice, but a bit too idealized. Yesterday i was trying to fly in space (200km ASL) and rate(Altitude) did not really work because position was as accurate as in minecraft, and i don't want to use AoA/AoS (i don't like to fly relative to wind even if there's no air). Do you have any recommendations for such situation?
PitchAngle becomes NaN near 90 degrees.
png; craft
Is stabilator counted as control surface?
Is there any performance limit? Like maximum gforce or maximum velocity
I think she needs a 10-15m-long drone.
+1@Kendog84 IDK then, sorry.
+2@DatRoadTrainGuy19 311x15=4665 performance cost, but with 15 AI scripts, 15 variable sets etc..
+1Guys, do we at least have weapon that deals same damage each time?
+2UPD: i downloaded this craft and changed explosion scale to zero and impact damage scale to 0.2 and tried to destroy that block 50 times.
12 times i needed 6 shoots to destroy it
20 times i needed 11 shoots to destroy it
17 times i needed 16 shoots to destroy it
and 1 time i needed 17 shoots to destroy it.
It's very strange results.
If damage is choosen randomly for each shot it will need something between (HP/min damage) and (HP/max damage) shoots to destroy a block. But it gives just three peaks (11 shoots plus-minus 45 percents it seems) as if damage is choosen one time at level start.
I'm interested (information is always a good thing (as long as it's not information about me, lol)), but i don't have much info.
+2HP of connected parts affects number of shoots needed to destroy "this" part, but i was testing it with miniguns (average of ten attempts to destroy a block) and it was very much random.
About "one block at a time": perhaps shell disappears when it touches something, and since it's spherical or sharp-nosed it may be hard to make it touch two blocks simultaneously, so it only touches the block in front of cannon while it's alive.
My concept about connections was "HP pools": similarly to your concept, i was trying to use few blocks with high HP and standard blocks connected to them and them only (see link above).
Stop crushing my dreams about sane user and please try to understand what the fuck is going wrong.
I can not and do not track each your step (plus i thought that hoomans who'll use my program will be able to use their own brains properly) so you must do it yourself (to some extent at least).
@HololiveFan2009
Well, i'm getting such response second time, and second time without any info. Can you please clarify what do you mean?
If you're not getting any output, are you sure your image is raster (SVG is not supported)?
If it's image from web and you're not getting any output, did you tried to use downloaded copy of image?
If it doesn't looks correctly, are you sure your label is large-enough?
@HololiveFan2009 There's a site and plane634 said already about apps.
+1@PlanariaLab add cockpit coords and subtract missile coords before transformation? Still looks like a work for search-and-replace tool tbh.
+1Link here.
Perhaps
+2repeat(floor(sum(1)*10),10)
will work fine. But to be honest it's not really random, it's just counter.Yes, it is possible.
+2TGTPos_Local_x/y
variables from 1part hud divided byTGTPos_Local_z
but with aircraft's position and rotation replaced with bomb's position and rotation.I bet it's planned as someone's decorative illumination for christmas, not actual tank.