Nice have tested it for distance 0.5 miles = hit..must remind myself thu to activating AG5 to level gun before firing. And nice additional function you can move turret manually adjust a bit even when auto aim is on. BTW what are those ammo on Air to Air are those flak? And is there a way to make autoaim detect vehicles behind you?
Wow Its moves like a kaprosuchus! Maybe change name to it. Overall even this in beta preview i think its awesome already. Btw heres link. >>>Kapro link<<<
Hoping you can implement this DEATHROLL>>deathrollLink<<
Hmm probably this...
Type Aquatic Sarcosuchus is an extinct genus of crocodyliform. The dino eating crocodile
With special move
∆. Wide gape ..mouth open wide like wildcrocs do
∆. BITE ..clamphard.. possible addition of hmm some teeth..line of cannons with normal ammo & no sound no flash& short projectilelifespan so it can damage stuff it bites at will.
∆. DEATHROLL after a bite you can activate a highspeedRotator to roll the whole body and with it what it bites.
Oh and can swim swim even perhaps possiblysubmerge itself a partially like crocs do
Heck you can do crazy big a make it even bigger to bite the USS tiny and do a DEATHROLL
A plain visual addition. On resizable wheel menu...Add new options for wheel hub types and color trim to each.
∆."default type" .what we have now
∆. "Motor cycle spoked wheel type" for motorcycles
∆. "Beadlock type rim" for offroad tires with color bead trim option
∆. "Sport type rims" just a generic street hub rim
∆. "White side wall type" like on the classic cars
__
Possibly even make wheelhub size editable
Is it possible you can publish that suspension test course of yours for others to test their vehicles on? Btw adding a 40°/50°/60° 70°slope incline test will be great as well
Nice VTOL.. fuction looks very smooth on vertical and horizontal transition manuever..if you have not published it yet do tag me in case you did. If its out already can you link it here on this post.
Is this for ICEbase on snowstone?
Seen nothing like that thu on radar jammer..some method ive seen to kill the base and land inside
∆. Very Small Manueverable aircraft and enough countermeasures and ur piloting skill to avoid and land inside intact.
∆. Or use lotta guns ..i mean a LOTTA guns on aircraft to destroy any missiles that comes near and land.
∆. Use a super accurate long range cannon. seen some crafts here that can destroy icebase defense with one shot from wright default runway spawn...problem is u still need to get there and land on icebase to unlock it. Maybe u can add a plane oncraft to go there.
A small tweak for input controller regarding zeroOnDeactivate
This is an old gripe of mine for use on turrets,returning to last input automatically when you reactivatethe Activationgroup.
Example:
When you have AG1 as activationgroup on rotator and u use zeroOnDeactivate to true and set AG1 on and move turret 45 °(great)..then deactivate AG1 then turret returns to zero neutral position (perfect good for locking turret).but when you reactivate AG1 it turret returns automaticcally to 45° with no user input. (No bueno Grrr)
__
PLS make hoping it can deactivated/enable(as default)if one uses thisfunction. hated that behavior..that "last position memory" ..should stay neutral zero position when reactivated until user input.
@scratch yep something like that and like the access "movelist" from a fighting game. In some degree game already have description like when you select a sub assembly. a tab pops with description. That info can be added with the aircraft when submitted made by the builder.
controls/ActivationGroups and function details show up on selection on loading craft in game menu
Some craft can have complex controls..it be handy to have a copy of the control setup from the craft maker included when you download craft and make it show when you select said craft before loading on a map.
Add a better dummy for craft scaling and size reference
Averange Human sizeDummy we can adjust seating position like driving/pilot-motorcycle position and plain standing position so we can see the scale of our crafts when you put one beside it.to have a standard overall referrence size of crafts if one so choose
Maybe be handy on crafts especially on vehicles suspension.
Add ActivationGroups on Shock and springs so we can just do funkytree bolean true= soften/ False= stiff on its values or something like that
Add flex on floppy jointrotator /Heim joint - Rod ball-ends
A Separate part
or add options on floppy hingerotator for FLEXrange3 axis that overrides the default range.
Separate Slider option 0-360° flexrange for X (side to side),Y (up-down),Z (parrarel axis rotation).
Able user to switch toggle to any extra cockpit you have on craft.
Since we dont have an avatar that can go out and in to another cockpit. Make it posible user to make any cockpit viewed as maincockpit.
∆. Add wheel engine source input separate that has its own Activationgroup option..so we can make differential via Funky trees.
∆. Add ability to adjust torque on each wheel via resizable wheel option or separate input for funky trees on MAXAngular velocity on each wheel.
∆. Separate BRAKE input option on each wheel so you can adjust via Funky trees if you want a handbrake
Land vehicles dont get love-- were stuck on one car engine sound--be it a tank --motor cycle- offroad bouncer same engine sound,
SOUND is a bigpart of the enjoyment.
Make More Engine sounds be made on the car motor you provided that u can edit on engine option like choose type sound.
∆. high rev engine sound for motorcycles,hypercars or F1 cars
∆. Big Truck engine sound
∆. V6-big block V8 sound for off road vehicles
On that add ability to shut engine sound completely ..like if you have multiple engines on craft.
"Test mo sana sa hill na may slope na 60° kung makaka akyat"
Needs 1000 hpengine and vtol to high to climb that slope angle thu results to unrealistic acceleration on flat terrain
Wished SP has torque settings
Current SP gives no love to land vehicles wished they added more functions/parts
°°°
When you go for smooth acceleration one cant climb slopes 40-60 degrees ..most vehicles here have this issue ive noticed
°°°
When raise wheel forward grip you can have issue with frontflipping when braking
°°°
..2 ways to psedu-torque
Low max angular velocity on wheels and high engine power
--------issue: your stuck at that specified speed
°°°
Or high engine power and speed limit engine power via Funkytrees
Issue:------- can be complicated
°°°
Ive been stuck with these issue on my land crafts especially the unrealistic acceleration but they can climb 60° slopes with standard wheel forwardgrip settings
@Kimfri will you guys make video on the MP event? Also a request can you guys give input on these 2 vehicles made last year..been workin on the update for both..like to know how these vehicles perform on rattlesnake and if the functions worked for that part of map >>>ATV<<< >>>Buggy<<<
Nice ..ive been experimenting on PID ..i always fail to stop it while moving cuz im using simple airbrakes ..this may be the solution..ow plz do tag me when you release those usefull formula u mentioned..will like to learn more
Dang 3000? ..Hope u can make a low part version as well just the engine and chassis suspension for testing..for the longest time im stuck on engine FT's variable speed especialy crawl mode on my project update it got some kind of torque but it intruduces some bugs...interested on how you achieved this automatic transmission with torque curve.
..hope the developers add someday
•a better sounding car engine( idle, accelerate, decelerate)
•Rodball ends part (heim joints) for multilink/ 4 link
•differential part and ability to lock (front,rear center)
---if not above ability to change engine input on each wheel
•handbrake (lock front only or lock a specific wheel) or park for slopes
•fix strange wheel collision like on those runway edges
•a simple map for crawling , topspeed test, dirt track, monster jam ramps, stadium truck circuit
@N7xRevival oh so nice to hear that you like it..upvote it then! ..hehe joking..comment/input for improvement i value more..ive been planning then to update this dummy and make it do a escape manuever inside on a ww2 plane..bailing out manuever what ever its called.. Cancelled for till motivation returns..currently experimenting on car and lost focus.
@N7xRevival on that..if u want to move it on air..resize and reattach the cockpit on its head to enable use of stamina cannon..also make it not disconnect on impact..on cannon disconnect the 2 cannons and reatttach it to the head hinge rotator so u can pitch up and down..and add a little bit of cannon recoil ..the gyro for turning in air needs work..the update on the dummy is delayed since pandemic..maybe idk be motivated again
@Thunderhawk btw the cannon on its neck is suppose to propel the dummy in air..in this u can re-add lotta ammo on it also u can recconect the cannon to the hinge the moves on pitch the neck if my memory serves me right..so u can go up/down on pitch+Hold staminacannon ..was not able to add that modification when submitted
Nice have tested it for distance 0.5 miles = hit..must remind myself thu to activating AG5 to level gun before firing. And nice additional function you can move turret manually adjust a bit even when auto aim is on. BTW what are those
ammo on Air to Air
are those flak? And is there away to make autoaim detect vehicles behind you
?Wow Its moves like a kaprosuchus! Maybe change name to it. Overall even this in beta preview i think its awesome already. Btw heres link.
+1>>>Kapro link<<<
Hoping you can implement this
DEATHROLL
>>deathrollLink<<Hmm probably this...
Type Aquatic
Sarcosuchus
is an extinct genus of crocodyliform. The dino eating crocodileWith special move
∆.
Wide gape
..mouth open wide like wildcrocs do∆.
BITE
..clamphard.. possible addition of hmm some teeth..line of cannons with normal ammo & no sound no flash& short projectilelifespan so it can damage stuff it bites at will.∆.
DEATHROLL
after a bite you can activate ahighspeedRotator
to roll the whole body and with it what it bites.Oh and can swim
swim
even perhaps possiblysubmerge itself
a partially like crocs doHeck you can do crazy big a make it even bigger to bite the USS tiny and do a DEATHROLL
+2On
resizable wheels
add wheel hub types optionA plain visual addition. On resizable wheel menu...Add new options for
+17wheel hub types
and color trim to each.∆."default type" .what we have now
∆. "
Motor cycle spoked
wheel type" for motorcycles∆. "
Beadlock
type rim" for offroad tires with color bead trim option∆. "
Sport type
rims" just a generic street hub rim∆. "
White side wall
type" like on the classic cars__
Possibly even make wheelhub size editable
Is it possible you can publish that suspension test course of yours for others to test their vehicles on? Btw adding a 40°/50°/60° 70°slope incline test will be great as well
+4I love this man ..thumbs up
Oh this is nice..thumbs up
+1Nice VTOL.. fuction looks very smooth on vertical and horizontal transition manuever..if you have not published it yet do tag me in case you did. If its out already can you link it here on this post.
+3Can you link that craft from the picture as unlisted in here?..would like to study codes with my puny mind.
+1Nice a single shock on frontsuspension..seen an RC car like that then.. forgot the name.
+1Try this craft to avoid missiles by using pitch when missile is near and get closer to entrancce>>>tic tac ufo<<<
Is this for ICEbase on snowstone?
+3Seen nothing like that thu on radar jammer..some method ive seen to kill the base and land inside
∆. Very Small Manueverable aircraft and enough countermeasures and ur piloting skill to avoid and land inside intact.
∆. Or use lotta guns ..i mean a LOTTA guns on aircraft to destroy any missiles that comes near and land.
∆. Use a super accurate long range cannon. seen some crafts here that can destroy icebase defense with one shot from wright default runway spawn...problem is u still need to get there and land on icebase to unlock it. Maybe u can add a plane oncraft to go there.
Update the full list XMLproperties cheatlist its still 2017 i believe And also some example value for the properties to test.
Pls
+4A small tweak for input controller regarding zeroOnDeactivate
This is an old gripe of mine for use on turrets,
returning to last input automatically when you reactivate
the Activationgroup
.Example:
When you have AG1 as activationgroup on rotator and u use zeroOnDeactivate to true and set AG1 on and move turret 45 °(great)..then deactivate AG1 then turret returns to zero neutral position (perfect good for locking turret).but when you reactivate AG1 it turret returns automaticcally to 45° with no user input. (No bueno Grrr)
__
PLS make
hoping it can deactivated/enable(as default)if one uses thisfunction.
hated that behavior..that "last position memory" ..should stay neutral zero position when reactivated until user input.@scratch yep something like that and like the access "movelist" from a fighting game. In some degree game already have description like when you select a sub assembly. a tab pops with description. That info can be added with the aircraft when submitted made by the builder.
+3controls/ActivationGroups and function details show up on selection on loading craft in game menu
+6Some craft can have complex controls
..it be handy to have a copy of the control setup from the craft maker included when you download craft and make it show when you select said craft before loading on a map.Add a better dummy for craft scaling and size reference
Averange Human sizeDummy we can adjust seating position like driving/pilot-motorcycle position and
+5plain standing position
so we cansee the scale of our crafts
when you put one beside it.to have a standard overall referrence size of crafts if one so chooseAdd new Square modern paraglidingchute part
for para gliding with pitch and roll controls maybe fun on VR
+7Toggle Spring and shockabsorber stiffness
Maybe be handy on crafts especially on vehicles suspension.
+2Add ActivationGroups on Shock and springs so we can just do funkytree bolean true= soften/ False= stiff on its values or something like that
Option Toggle to Stiffen floppy Rotator complely remove movement range
Toggle Via ActivationGroup// example toggle floppy ragdoll to a controllable dummy and vice versa
+1Add flex on floppy jointrotator /Heim joint - Rod ball-ends
A Separate part
or add options on floppy hingerotator for
+7FLEXrange
3 axis that overrides the default range.Separate Slider option 0-360° flexrange for
X (side to side),Y (up-down),Z (parrarel axis rotation)
.Play customized background music in-game
Have a dedicated folder on SP for own background music tracks to listen to in game instead of SPs BG music on editmode and map
+5Multiple Cockpit
Able user to switch toggle to any extra cockpit you have on craft.
+9Since we dont have an avatar that can go out and in to another cockpit. Make it posible user to make any cockpit viewed as maincockpit.
Edit Gun sound intensity option
Pls make gattlinggun/machinegun sound editable ...like the cannons have ..too loud if you have multiple on craft RIP headphone users ears.
+13More Resizable WHEELS options
∆. Add wheel engine source input separate that has its own Activationgroup option..so we can make differential via Funky trees.
+10∆. Add ability to adjust torque on each wheel via resizable wheel option or separate input for funky trees on MAXAngular velocity on each wheel.
∆. Separate BRAKE input option on each wheel so you can adjust via Funky trees if you want a handbrake
More CarEngine sounds
Land vehicles dont get love-- were stuck on one car engine sound--be it a tank --motor cycle- offroad bouncer same engine sound,
SOUND is a bigpart of the enjoyment.
Make More Engine sounds be made on the car motor you provided that u can edit on engine option like choose type sound.
∆. high rev engine sound for motorcycles,hypercars or F1 cars
∆. Big Truck engine sound
∆. V6-big block V8 sound for off road vehicles
On that add ability to shut engine sound completely ..like if you have multiple engines on craft.
+15This is nice ..Can i use this ft codes on my build?
+2@MrGreen oh i see ..im used to 360 traverse rotation..anyways hope u add a gun sight if you update this
You have a gun site for this? Anyways I Have to change the traverse input to sum(Yaw*0.5) the traverse movement angle too short for my liking
"Test mo sana sa hill na may slope na 60° kung makaka akyat"
Needs 1000 hpengine and vtol to high to climb that slope angle thu results to unrealistic acceleration on flat terrain
Wished SP has torque settings
Current SP gives no love to land vehicles wished they added more functions/parts
°°°
When you go for smooth acceleration one cant climb slopes 40-60 degrees ..most vehicles here have this issue ive noticed
°°°
When raise wheel forward grip you can have issue with frontflipping when braking
°°°
..2 ways to psedu-torque
Low max angular velocity on wheels and high engine power
--------issue: your stuck at that specified speed
°°°
Or high engine power and speed limit engine power via Funkytrees
Issue:------- can be complicated
°°°
Ive been stuck with these issue on my land crafts especially the unrealistic acceleration but they can climb 60° slopes with standard wheel forwardgrip settings
Wondering What causes it to jitter/ shake a bit ?..if thats eliminated this would be perfect for a hovering gunship/artilery platform.
Can you put a link here to a unlisted simple low part car that utilize this FT code to study?
+1Hope you guys continue this series
How about a new tag as well
∆. "innovation" for newly player made techniques in building or
unique new innovative features made by builders
∆. "Discoveries" found usefull unknown game features or
+3USEFULLglitch
∆."WellTuned" something to do with craft handling and overall
performance
Nice...hoping, even better if the update finally comes..includes cockpit part that has essentials intrumentation with it in one part
+2@Kimfri will you guys make video on the MP event? Also a request can you guys give input on these 2 vehicles made last year..been workin on the update for both..like to know how these vehicles perform on rattlesnake and if the functions worked for that part of map
>>>ATV<<<
>>>Buggy<<<
Whoah did not know u can do that on debugger..can u put /share the debugger commands used here
+1Ah this is the one u talked about..strange missle effect even on ground it just go to a target ..fire and forget missile.. nice
Btw you should have set up a link to this on that forum post..awesome discovery
Nice ..ive been experimenting on PID ..i always fail to stop it while moving cuz im using simple airbrakes ..this may be the solution..ow plz do tag me when you release those usefull formula u mentioned..will like to learn more
+1This should be usefull when i finally create a decent flying plane..is it okay if i use this on my project? Ive no idea of missile xml properties
@Aweyer26 ow ..on your description you mentioned something about a lead predictor and this was 9 months ago..btw still a good turret
This is amazing work
Ow!! this great!! auto aim and firing turret..is there an update on this turret?
Hehe maybe some will find a way to make a high pitch sound on max throttle with this ..we can only dream engine sounds like this one on >>>>link<<<<
+1Can you also make a toturial of making .gif from videos
Dang 3000? ..Hope u can make a low part version as well just the engine and chassis suspension for testing..for the longest time im stuck on engine FT's variable speed especialy crawl mode on my project update it got some kind of torque but it intruduces some bugs...interested on how you achieved this automatic transmission with torque curve.
+1..hope the developers add someday
•a better sounding car engine( idle, accelerate, decelerate)
•Rodball ends part (heim joints) for multilink/ 4 link
•differential part and ability to lock (front,rear center)
---if not above ability to change engine input on each wheel
•handbrake (lock front only or lock a specific wheel) or park for slopes
•fix strange wheel collision like on those runway edges
•a simple map for crawling , topspeed test, dirt track, monster jam ramps, stadium truck circuit
@N7xRevival oh so nice to hear that you like it..upvote it then! ..hehe joking..comment/input for improvement i value more..ive been planning then to update this dummy and make it do a escape manuever inside on a ww2 plane..bailing out manuever what ever its called.. Cancelled for till motivation returns..currently experimenting on car and lost focus.
@N7xRevival on that..if u want to move it on air..resize and reattach the cockpit on its head to enable use of stamina cannon..also make it not disconnect on impact..on cannon disconnect the 2 cannons and reatttach it to the head hinge rotator so u can pitch up and down..and add a little bit of cannon recoil ..the gyro for turning in air needs work..the update on the dummy is delayed since pandemic..maybe idk be motivated again
@Thunderhawk btw the cannon on its neck is suppose to propel the dummy in air..in this u can re-add lotta ammo on it also u can recconect the cannon to the hinge the moves on pitch the neck if my memory serves me right..so u can go up/down on pitch+Hold staminacannon ..was not able to add that modification when submitted
!!!???? You mean this below
Articulated quad rider link
Ive put that (An2k) on end on crafts name so i can easily find my crafts on search on my collection
IDK why u removed the launcher..seems only option is mid-air drop