I especially liked fireworks at the end. (1:06)
I don't know about the tutorial. I've already disassembly some of cluster bombs, and structure is visible. (0:06)
IDK if you're still interested, but designer menu folders are created automatically if they're not empty.
To put something in folder you need to change category of DesignerPart xml tag, that's used both for vanilla parts (AppData/LocalLow/Jundroo/SimplePlanes/DesignerParts.xml), mods (somewhere within mod file) and sub-assemblies (in sub-assembly file, in AppData/LocalLow/Jundroo/SimplePlanes/SubAssemblies folder)
You can also put description there and change icon, but AFAIK you can't use external file as icon.
Vanilla parts also use studioScale/studioRotation/studioOffset for preview, but it doesn't works for sub-assemblies.
You've got 27 successors (at the moment, 2025-01-26 22-47UTC), but that's not a line, that's tree with 12 leaf nodes, so it mostly goes around, not further.
Nicky brewed this up in his experimental laboratory. They aren't your traditional trees, but rather an expression parser so you can write actual code that is evaluated for input controllers. Intended for XML modders, these allow you to blend inputs in any way you can imagine.
And now you wish to turn it into local variation of unityscript?
I remember on one of airplanes i coded for TVC was only enabled after 30deg AoA and that was mix of symmetric and semi-symmetric wings, so perhaps with flat-bottom wings or properly linearized lift curves it'll work without hidden mechanics or magic.
Version tree at 2024-11-17T08:01Z: https://imgur.com/a/yPjfUFw
JSON (starting at a7bta6 (here)): {"uXG6QL":{"Juqh0F":{"yUqF40":{"V7mG41":{"CAiXMf":{"rVbbR6":{"6t93Bx":{"3gzkmM":{"lK9P1j":{"Iwbo7a":{"6csf1s":{"1qS1l7":{"107i4I":{"hVNvmA":{"86gnwh":{"Wk3a92":{"yi1Fs5":{"zgO3lP":{"ReQ53F":{"BiQO9o":{"Y71Du7":{"Y03wZj":{"oKuPV3":{"HmD5Eb":{"curO5f":{"fWqxB0":{"0hE2s9":{"EEU7OU":{"d4O2lO":{}}}}},"o9Y216":{"5dGUjf":{"LVzyx7":{}}},"z07iGr":{},"vCfb0G":{}},"UChFa4":{"rY957g":{}}},"7s1zIT":{"y58pg5":{"fJvU3W":{"YA13zl":{}}}}},"YRyM8N":{},"GOVncl":{"wmONxo":{}},"74e1BJ":{}},"l15867":{},"V3d46F":{},"AVCY24":{}}},"jAffBm":{"k9nMbp":{"V9r3f3":{"iQ27gM":{}}}}}},"w2V1Jw":{"B0741s":{"DenG2i":{}}}}}}}}},"7hhqJ2":{"JMEc48":{"a9976O":{"lJ25nM":{"I83BTS":{}}}}}}},"Xd40z0":{}},"l6J2Y7":{"99Cgr1":{"ATKJa1":{"y7qaP7":{"iBz858":{}}},"250Ug3":{"zZO4s2":{}}},"JW32OA":{},"8RYxBA":{}},"66qjqO":{}}}}}}}},"P9TM0B":{}}
Multiplayer event isn't really something that depends on tech, it more depends on humans who plan it, and that can be someone from community.
For tech it's perhaps possible to add tooling for parametric design (that's like defining part properties with FT), and since it's build-time stuff it mustn't really affect in-level performance.
@126 some variables are lists in index=a?xa:(index=b?xb:... form. to make them shorter i omitted closing parenthesis. it works fine with ft interpreter, but variable editor widget has it's own checker that says that such code isn't correct. to pass it you need to add those parenthesis back, e.g. turn
p_tgt.i=1?6020:(p_tgt.i=2?5885:(p_tgt.i=3?5805:(p_tgt.i=4?5805:(p_tgt.i=5?5805:(p_tgt.i=6?5805:(p_tgt.i=7?5805:(p_tgt.i=8?5805:(p_tgt.i=9?5805:(p_tgt.i=10?5805:(p_tgt.i=11?5885:(p_tgt.i=12?6020:(p_tgt.i=13?6020:(p_tgt.i=14?6020:(p_tgt.i=15?6020:(p_tgt.i=16?5880:(p_tgt.i=17?5670:(p_tgt.i=18?5670:(p_tgt.i=19?5670:(p_tgt.i=20?5685:(p_tgt.i=21?5600:(p_tgt.i=22?5600:(p_tgt.i=23?5635:0
into
p_tgt.i=1?6020:(p_tgt.i=2?5885:(p_tgt.i=3?5805:(p_tgt.i=4?5805:(p_tgt.i=5?5805:(p_tgt.i=6?5805:(p_tgt.i=7?5805:(p_tgt.i=8?5805:(p_tgt.i=9?5805:(p_tgt.i=10?5805:(p_tgt.i=11?5885:(p_tgt.i=12?6020:(p_tgt.i=13?6020:(p_tgt.i=14?6020:(p_tgt.i=15?6020:(p_tgt.i=16?5880:(p_tgt.i=17?5670:(p_tgt.i=18?5670:(p_tgt.i=19?5670:(p_tgt.i=20?5685:(p_tgt.i=21?5600:(p_tgt.i=22?5600:(p_tgt.i=23?5635:0))))))))))))))))))))))
(for debug purposes)
print(re.sub(r"\<#(?:([A-F0-9])([A-F0-9])([A-F0-9])[A-F0-9]?|([A-F0-9][A-F0-9])([A-F0-9][A-F0-9])([A-F0-9][A-F0-9])(?:[A-F0-9][A-F0-9])?)>",lambda m:"\x1b[48;2;"+str(int(m[1] or m[4],16))+";"+str(int(m[2] or m[5],16))+";"+str(int(m[3] or m[6],16))+"m",s).replace("<br>","\n").replace("."," "))
Replaces color tags with ANSI ones.
@TRS051
If code's generated but doesn't shows in SP, try to:
- increase label's width and height;
- set label's alignment to top-left;
if image's displayed but is cut off, try to decrease image's size and generate code again. apparently label's limited to 100k dots and it's not something i can change
If it doesn't generates label's code, try to:
- make sure image isn't svg;
- if you're using image link, make sure that hosting allows cross-origin resource sharing (or download image and try again);
- check browser's dev console (usually F12) to see what's wrong
@Matteosiufromfifakit
Just raise your hand
And reach out for the spell
Find the door to the promised land
Just believe in yourself
Close your eyes and your will find
The way out of the dark
...Or read the post again, there's two links to github.
Perhaps it can be better if you'll say it's unity's C# and miss some parts of description but tell it basic info about flight dynamics and geometry instead.
And as Redrocktumbler said you'll perhaps need to repeat your description once in a while, because ANN itself is stateless and "memory" of that one is just last ~3k of tokens glued to your message.
And no, you must not overestimate ANN, it's more like polynomial approximation than AI you wish to see.
Is it really faster to use a variable and format string for each pixel (<#{!pixel?"0000":pixel}>...) instead of using an expression for each frame ({t=0?frame:""}{t=1?frame:""}...)?
@DatMaluchGuy19 VC variable, it's in meters per second, and it's signed i.e. negative value means it must go backwards. TC controls engine directly, you can set it to 1 if you want to go as fast as possible.
Husky's right, SP build files aren't that large.
If you want, you can upload them as hidden ("Visibility" button in uploading widget), they'll be saved on SP site but will only be visible for you.
@winterro p_tgt.i stores id of currently selected point
p_tgt.x, p_tgt.z are coords of currently selected point p_tgt.links.x, p_tgt.links.z are ids of points where it can go from currently selected one.
p_tgt.i switches to one of p_tgt.links.x%100, p_tgt.links.x//100, p_tgt.links.y%100, and p_tgt.links.y//100 every time car gets close-enough to currently selected point
Other variables aren't significant for routing, they're used to tame car itself, to make it unable to go to previous point, to make it not headbutt others, to make it stop at dead ends, to make it remember gifts without leaving too much inside label...
Link to txt file CameraPosX variable must be camera's horizontal offset in meters
IDK if it'll work, but if it will it must be 5cm orange circle clamped by two vertical edges located 10cm away from label's left edge.
Stick here.
It's still good if you need abstract stuff.
From abstract stuff strong-willed ones build sub-assemblies and game itself.
From abstract stuff weak-minded ones build flying tic-tac and Andrew's face.
Well, i don't really understand how to get that index. It appears to be related to time (or rather number of crafts uploaded), last uploaded one (X0Zk6W) uses 1289, 0BFd5E from two days ago uses 1288, Maxwell from 8 months ago uses 1185.
Knowing that you can use brute force to try all possible indexes (looks like there's no rate limit) but it takes a lot of time and i feel bad about it.
async function get(airplane_id,minIndex,maxIndex){
lnk="https://jundroo.blob.core.windows.net/simpleplanes/GameData/aircraft/_I_/"+airplane_id+".xml"
if(minIndex===undefined){minIndex=0}
if(maxIndex===undefined){maxIndex=2048}
var res=-1
async function tryLoad(i){
try{
await fetch(lnk.replace("_I_",i.toString()))
.then((resp)=>{if(resp["status"]==200){res=i}})
}catch(err){return}
}
for(i=minIndex;i<=maxIndex;++i){
await tryLoad(i)
if(res!=-1){return res}
}
}
The last part (cGGD1h) is obviously aircraft id, but i don't understand what 728 means here and just letting it as-is doesn't works.
So to use it you need id of craft (which is not a thing everyone memorizes) and some number of unknown purpose (which might be id of archive or folder stored internally just for faster indexing).
So yes, "jundroo forgot to delete aircraft files" sounds cool but doesn't really sounds useful for now. (for crafts that were not deleted there's standard api, https://www.simpleplanes.com/Client/DownloadAircraft?a=ID)
@FlyingPotato_131 Thanks for reminding about it, but no.
It was generated 2.2 years ago and became legacy 2 or 3 months after. Just use labels if you need.
I especially liked fireworks at the end. (1:06)
+1I don't know about the tutorial. I've already disassembly some of cluster bombs, and structure is visible. (0:06)
@Freerider2142 Black ops!
+1@JamesBleriot It's a BOMBER!
+1Compare superheavy tank and car with fixed gun.
two turning, two burning, two smoking, and two more unaccounted for
+1Superbugs adapts to the drugs, but can't defend against bacteriophages... But bacteriophages somehow can't destroy the useful bacteria...
+1Cool tower! How about adding some 16 lb cannons?
+11:19 Is it racetrack autopilot with imported model (spawnable by player) or is it a part of map (like SP1 convoys)?
P hotkey by default
Actually just read all hotkeys (settings/controls IIRC), maybe you'll find something useful
Piston is fixed and it's oscillation period is constant, so it also allows enemy to get accurate heading of your cockpit part.
Maybe you can reduce cpu load if you'll use one-two triangle blocks instead of fuselage?
IDK if you're still interested, but designer menu folders are created automatically if they're not empty.
To put something in folder you need to change
category
ofDesignerPart
xml tag, that's used both for vanilla parts (AppData/LocalLow/Jundroo/SimplePlanes/DesignerParts.xml
), mods (somewhere within mod file) and sub-assemblies (in sub-assembly file, inAppData/LocalLow/Jundroo/SimplePlanes/SubAssemblies
folder)You can also put description there and change icon, but AFAIK you can't use external file as icon.
Vanilla parts also use
studioScale
/studioRotation
/studioOffset
for preview, but it doesn't works for sub-assemblies.No brakes at all. It's okay for self-piloting, it's just that we humans need to remember about it.
You've got 27 successors (at the moment, 2025-01-26 22-47UTC), but that's not a line, that's tree with 12 leaf nodes, so it mostly goes around, not further.
Archeology is fun
It seems so ancient now
And now you wish to turn it into local variation of unityscript?
T
?I remember on one of airplanes i coded for TVC was only enabled after 30deg AoA and that was mix of symmetric and semi-symmetric wings, so perhaps with flat-bottom wings or properly linearized lift curves it'll work without hidden mechanics or magic.
Hey-hey-hey, i know there's spheres/wireframes/images, but airplane doesn't fits into block and it adds 2x more parts than there was.
Version tree at 2024-11-17T08:01Z: https://imgur.com/a/yPjfUFw
JSON (starting at a7bta6 (here)): {"uXG6QL":{"Juqh0F":{"yUqF40":{"V7mG41":{"CAiXMf":{"rVbbR6":{"6t93Bx":{"3gzkmM":{"lK9P1j":{"Iwbo7a":{"6csf1s":{"1qS1l7":{"107i4I":{"hVNvmA":{"86gnwh":{"Wk3a92":{"yi1Fs5":{"zgO3lP":{"ReQ53F":{"BiQO9o":{"Y71Du7":{"Y03wZj":{"oKuPV3":{"HmD5Eb":{"curO5f":{"fWqxB0":{"0hE2s9":{"EEU7OU":{"d4O2lO":{}}}}},"o9Y216":{"5dGUjf":{"LVzyx7":{}}},"z07iGr":{},"vCfb0G":{}},"UChFa4":{"rY957g":{}}},"7s1zIT":{"y58pg5":{"fJvU3W":{"YA13zl":{}}}}},"YRyM8N":{},"GOVncl":{"wmONxo":{}},"74e1BJ":{}},"l15867":{},"V3d46F":{},"AVCY24":{}}},"jAffBm":{"k9nMbp":{"V9r3f3":{"iQ27gM":{}}}}}},"w2V1Jw":{"B0741s":{"DenG2i":{}}}}}}}}},"7hhqJ2":{"JMEc48":{"a9976O":{"lJ25nM":{"I83BTS":{}}}}}}},"Xd40z0":{}},"l6J2Y7":{"99Cgr1":{"ATKJa1":{"y7qaP7":{"iBz858":{}}},"250Ug3":{"zZO4s2":{}}},"JW32OA":{},"8RYxBA":{}},"66qjqO":{}}}}}}}},"P9TM0B":{}}
Multiplayer event isn't really something that depends on tech, it more depends on humans who plan it, and that can be someone from community.
For tech it's perhaps possible to add tooling for parametric design (that's like defining part properties with FT), and since it's build-time stuff it mustn't really affect in-level performance.
Some of these are just bots.
@126 some variables are lists in
index=a?xa:(index=b?xb:...
form. to make them shorter i omitted closing parenthesis. it works fine with ft interpreter, but variable editor widget has it's own checker that says that such code isn't correct. to pass it you need to add those parenthesis back, e.g. turnp_tgt.i=1?6020:(p_tgt.i=2?5885:(p_tgt.i=3?5805:(p_tgt.i=4?5805:(p_tgt.i=5?5805:(p_tgt.i=6?5805:(p_tgt.i=7?5805:(p_tgt.i=8?5805:(p_tgt.i=9?5805:(p_tgt.i=10?5805:(p_tgt.i=11?5885:(p_tgt.i=12?6020:(p_tgt.i=13?6020:(p_tgt.i=14?6020:(p_tgt.i=15?6020:(p_tgt.i=16?5880:(p_tgt.i=17?5670:(p_tgt.i=18?5670:(p_tgt.i=19?5670:(p_tgt.i=20?5685:(p_tgt.i=21?5600:(p_tgt.i=22?5600:(p_tgt.i=23?5635:0
into
p_tgt.i=1?6020:(p_tgt.i=2?5885:(p_tgt.i=3?5805:(p_tgt.i=4?5805:(p_tgt.i=5?5805:(p_tgt.i=6?5805:(p_tgt.i=7?5805:(p_tgt.i=8?5805:(p_tgt.i=9?5805:(p_tgt.i=10?5805:(p_tgt.i=11?5885:(p_tgt.i=12?6020:(p_tgt.i=13?6020:(p_tgt.i=14?6020:(p_tgt.i=15?6020:(p_tgt.i=16?5880:(p_tgt.i=17?5670:(p_tgt.i=18?5670:(p_tgt.i=19?5670:(p_tgt.i=20?5685:(p_tgt.i=21?5600:(p_tgt.i=22?5600:(p_tgt.i=23?5635:0))))))))))))))))))))))
Well, history tends to repeat itself.
It's sale again and i ask again: Who's this girl on banner?
(for debug purposes)
print(re.sub(r"\<#(?:([A-F0-9])([A-F0-9])([A-F0-9])[A-F0-9]?|([A-F0-9][A-F0-9])([A-F0-9][A-F0-9])([A-F0-9][A-F0-9])(?:[A-F0-9][A-F0-9])?)>",lambda m:"\x1b[48;2;"+str(int(m[1] or m[4],16))+";"+str(int(m[2] or m[5],16))+";"+str(int(m[3] or m[6],16))+"m",s).replace("<br>","\n").replace("."," "))
Replaces color tags with ANSI ones.
@TRS051
If code's generated but doesn't shows in SP, try to:
- increase label's width and height;
- set label's alignment to top-left;
if image's displayed but is cut off, try to decrease image's size and generate code again. apparently label's limited to 100k dots and it's not something i can change
If it doesn't generates label's code, try to:
- make sure image isn't svg;
- if you're using image link, make sure that hosting allows cross-origin resource sharing (or download image and try again);
- check browser's dev console (usually F12) to see what's wrong
@TheAviator77 Can you please send image you used and result you got?
I remember spectrogram of jet engine, it was very wide and noisy, so it's a wonder you can play music with it.
@Matteosiufromfifakit
Just raise your hand
And reach out for the spell
Find the door to the promised land
Just believe in yourself
Close your eyes and your will find
The way out of the dark
...Or read the post again, there's two links to github.
@UnidentifiedStapler that's sad, but i can't (and i don't wish to) fix GBoard, so perhaps it's not my business.
Perhaps it can be better if you'll say it's unity's C# and miss some parts of description but tell it basic info about flight dynamics and geometry instead.
And as Redrocktumbler said you'll perhaps need to repeat your description once in a while, because ANN itself is stateless and "memory" of that one is just last ~3k of tokens glued to your message.
And no, you must not overestimate ANN, it's more like polynomial approximation than AI you wish to see.
Is it really faster to use a variable and format string for each pixel (<#{!pixel?"0000":pixel}>...) instead of using an expression for each frame ({t=0?frame:""}{t=1?frame:""}...)?
@DatMaluchGuy19
VC
variable, it's in meters per second, and it's signed i.e. negative value means it must go backwards.TC
controls engine directly, you can set it to 1 if you want to go as fast as possible.Ehm, you do know there's (builtin)
atan
function for angle and pythagorian addition for distance, right?Husky's right, SP build files aren't that large.
If you want, you can upload them as hidden ("Visibility" button in uploading widget), they'll be saved on SP site but will only be visible for you.
@winterro
p_tgt.i
stores id of currently selected pointp_tgt.x
,p_tgt.z
are coords of currently selected pointp_tgt.links.x
,p_tgt.links.z
are ids of points where it can go from currently selected one.p_tgt.i
switches to one ofp_tgt.links.x%100
,p_tgt.links.x//100
,p_tgt.links.y%100
, andp_tgt.links.y//100
every time car gets close-enough to currently selected pointOther variables aren't significant for routing, they're used to tame car itself, to make it unable to go to previous point, to make it not headbutt others, to make it stop at dead ends, to make it remember gifts without leaving too much inside label...
Link to txt file
CameraPosX
variable must be camera's horizontal offset in metersIDK if it'll work, but if it will it must be 5cm orange circle clamped by two vertical edges located 10cm away from label's left edge.
Don't worry, being stupid isn't something special nowadays.
Reshade is perhaps what you meant, but it have nothing to do with Jundroo.
Stick here.
It's still good if you need abstract stuff.
From abstract stuff strong-willed ones build sub-assemblies and game itself.
From abstract stuff weak-minded ones build flying tic-tac and Andrew's face.
Camera must not be attached to thing rotated by rotator.
ammo("Weapon Name")
("
here is " )See comment here for fly-by-wire, i don't want to repeat it here.
"going away from target" is literally
rate(TargetDistance)>0
, is it what you need?Well, i don't really understand how to get that index. It appears to be related to time (or rather number of crafts uploaded), last uploaded one (X0Zk6W) uses 1289, 0BFd5E from two days ago uses 1288, Maxwell from 8 months ago uses 1185.
Knowing that you can use brute force to try all possible indexes (looks like there's no rate limit) but it takes a lot of time and i feel bad about it.
async function get(airplane_id,minIndex,maxIndex){
lnk="https://jundroo.blob.core.windows.net/simpleplanes/GameData/aircraft/_I_/"+airplane_id+".xml"
if(minIndex===undefined){minIndex=0}
if(maxIndex===undefined){maxIndex=2048}
var res=-1
async function tryLoad(i){
try{
await fetch(lnk.replace("_I_",i.toString()))
.then((resp)=>{if(resp["status"]==200){res=i}})
}catch(err){return}
}
for(i=minIndex;i<=maxIndex;++i){
await tryLoad(i)
if(res!=-1){return res}
}
}
The last part (
cGGD1h
) is obviously aircraft id, but i don't understand what728
means here and just letting it as-is doesn't works.So to use it you need id of craft (which is not a thing everyone memorizes) and some number of unknown purpose (which might be id of archive or folder stored internally just for faster indexing).
So yes, "jundroo forgot to delete aircraft files" sounds cool but doesn't really sounds useful for now. (for crafts that were not deleted there's standard api,
https://www.simpleplanes.com/Client/DownloadAircraft?a=ID
)@FlyingPotato_131 Thanks for reminding about it, but no.
It was generated 2.2 years ago and became legacy 2 or 3 months after. Just use labels if you need.
Do something with your text, it takes too much time to read it with all those effects.
Oh, so it can write a switch statement in python, so what?
@BotFinder2023 Boy, do you really think others are held together by magic?