This is great loved it..been busy and have a backlog of vehicles i havent tried yet ..this was pleasant surprise..if only sp have a proper superbike sound
@Mikey101234 by bar you mean the frontbumper?first I thought it will be that slope grip will be an issue Thanks will test it ..anymore issues do tell imma make improvements for next update
Bloody heck this is a pain in the a$$ to build for a newbie builder like me.. first veering off to left by a lot (cant even stay on runway) done suggestions and fixed it found out it not only dragglitch but weight and suspension connections to make it stiffer finally got it to almost straight veering 1 degree heading (from wright spawn point to runway end)and then troubles wth FT and about to upload then finding another issue so delay then delay ...thanks for the help manage to solve most of them
@edensk on help on forum
@jamesPLANESii on help on forum also on how to edit field of view yeah this view is better have to figure out devconsole
@Bogdanx for your codes on limiting top speed
@randomusername for your codes on limiting top speed and help on forums
@singularmuon for that project titled almost ackermann steering
@Armyguy1534 on forums
@Hellosss38 bombing? U mean the german STUKA dive bomber terror siren? Idk..maybe several of these maybe 4 and winchvolume 10000 and make it altitude base so when you go up it cuts off automatically? But my FT knowhow too limited thu..would like to see it built as well
@TheBritishAviator sorry for the late reply just woke...made Top winch speed is 0.02 as i remmember.. so its slow and winchvolumeproperty is 10 ive tried making it 100 but seems sounds thesame. Top winch has activation group is 5 and input is Activate5...must be the combination of slow & loud winch and condition as long AG5 is on..thats my theory to be honest i really dont know. On the lower one tried ive attempt to make it undulate by rate(AngleOfSlip) < 0.001 its result on debugger is very erratic it stops and turn on but im not satisfied with result idk if adding smooth will make it undulate. Im sure maybe someone with more Funky tree knowhow can make it better....
my wish list: hope others will make
`•simulate undulating sound fast version like a cops siren.
•slow for undulating sound firetruck.
•perhaps make a STUKA DIVE BOMBER terror siren.
`•hazard beeps sound like the ones on extremeheavyobjects moving back like in big truck & heavy machinery
@Nickil0212 still cant figure out the 2 winches on the front wheels what are they for?...first thought its an anti droop? and i thought its some kind of siren
like this one below Siren attempt link
@spefyjerbf TY again ..got it from a comment of yours (edit) it was sometime ago cant really remmember clearly but yeah since you mention it ive remember about that documentation)..made it a little habit of mine to list down providers of FT code i find usefull to at least give credit..this is an aplication of it...the delay worked flawless on the tiny chutes opening few seconds after AG2 is activated..idk cant say same on the ragdoll thu..planed to make it a driver or a pilot for jumping out of plane but delayed cuz of my building skill ..i know need some work still..but thank you for the code it worked first time ive used it
Ah Must have changed Engine-Prop-1 Engine-Prop-2 ..on sound I'll like to use them on a boat build someday ..a proper ,'chug' 'chug' 'chug' sound like the ones on an outboard boat propelller...idk if there were other hidden thu..only other one i know is passenger ..by changing any block xml partype to Passenger-1...on OLD propellers sometimes when i change it ...it dissapears
would love simple planes to have a gear parts as well ..like those in a differential in cars for dif locking ..sun..worm..gears ...gears for ornicopter flapping wings...when i search " differential " seen complex builds with gears & a lotta parts..for now i use funky trees for somekind of a shifter...On your edit part u must mean infinite rotators?..on driveshaft connected to wheels wil like to see that one as well
@Biscool dang just 3 days? Im working on my updated version more than a week and still im having issues on veering off the right...this has some uneven drag but its effects is very little..must be a building technique i havent known yet. awesome chassis btw
@SIRFRANK777 ako d pa naka testing pero try mo eto sa baba sa nagawa mong thread like this one..di gagana sa normal comment.
Sa picture sa website nanaghohost ng images yung alam ko langimgur.com.
Eto extra para mag link sa web on normal post disregard yung / backslash. Text sa loob ng [] at websitelink sa loob ng ( )
/ /TEXT
sample: test clickable link here
@Snowdog ow im sure you can do it in 2 mins.. like what i said just attach a cannon on the bomber plane you have...(Just in case you dont know XML but I feeling you already know)--->edit mode select cannon & click the airplane icon on lower part of screen (thats XML)---->click "part" on tab--->dropdown tab click cannon and edit cannon properties that ive posted below--->when done click "check" ...since cannon projectile velocity is 1 it drop like bombs.
@Nickil0212
Ohh an Ackermann? Did you made an ackermann geometry on the steering or used an FT code? Too bad im on a crappy mobile over 300 parts i'll lag
Awesome ...wished more builders should put FT codes on description like this for others to study...btw sometimes I get confused on which direction the craft is facing when I fail to notice the orientation legs or the face on craft..other than that love the build and the complex PID & FT codes.. wish i understand much more
@4:29 !!??? Zoom?? Is that from tracks mod? If so Too bad mobile dont have mods ...nice you made it 700 plus parts but looks like made up of 2000 awesome
On my end takeoff speed offroad is 200plus km ph and able to land it with minimal damage...funny thing was ive heard that tire noise like your braking when on air idk kinda odd...great job of hiding the main wings on body. first I thought the wings on the back will unfold to my surprise main wing pop up hehe...reminded me of buggy with a prop setup like yours but on parachutes seen on youtube
@CookieCrumz idk on using GS<0 .. It must have worked before update seems not now...btw withthe help from forums been using these on debugger "(AngleOfSlip < -150 & AngleOfSlip > -178)" for detecting moving back & right...and this for back & left "(AngleOfSlip < 178 & AngleOfSlip > 151)" both seem to do fine but im having issue on what to use moving forwards and back since GS is positive both forwards and back ...and angleofslip is irratic result idk maybe theres a better variable to use
@Maximum777 Looks like a proper rockcrawler nice..btw im still studying suspension parts and im wondering what are those horizontal shockspings on the rear suspension for? Are those sways bars?
TY again ..I really hated that random uneven drag glitch
Finally have submitted
@edensk on help on forum
@jamesPLANESii on help on forum
@Bogdanx for your codes on limiting top speed on post for study
@randomusername for your codes on limiting top speed on post study
@singularmuon on that almost ackermann
@edensk
@jamesPLANESii
on debugger
AngleOfSlip code moving backwards @ 1 kph = -179.99
added ceil
ceil(AngleOfSlip) and forward @ 1 kph= jumping from value of 0-1
ceil(AngleOfSlip) and back @ 1 kph= jumping from -179 to 180
ceil(AngleOfSlip) dead stop is all negative numbers
watta Heck is AngleOfSlip a hidden variable hmm maybe ive have missed it somehow? BTW
works for my needs THANK YOU ALL!!! you guys be credited when i publish my 1st submission
you see im trying to use diagonal 4wheelsteering(on Yaw) hence the going backwards issue.. since forward is not a problem
but going backwards lights will be incorrect therefore i should reverse it and needed a trigger code (going backwards) still having issue due to my lack of FT knowhow but the front andrear signal lights works
(Front signal light wont lightupmwhen goin backwards.. only forward issue result not consistent but here it is)
(On going backwards even the pitch input is released Rearlight will still lightup until stop (min(sign not needed but left it) rearRight normal
AngleOfSlip <-179 | min(sign(Pitch),0) | clamp(Roll, 0, 1)
rearLeft normal
AngleOfSlip <-179 | min(sign(Pitch),0) | clamp(Roll, -1, 0)
Still having issues getting that diagonal 4 wheel steering signal lights on backwards ..since all i can do for code is If else lol ..but still i have a trigger now for backwards TY
@jamesPLANESii on GForce() how to detect backward in code form? Been trying and seen no examples on crafts here...and you said when angle of slip >90° is backwards.. how to do that in Funkytree code? What variable should i put in for angle of slip?
Guys I need a code for a condition on an IF Else statement CONDITION ? 1: 0 on beacon's input for
To detect backward movement even w/o input like example using Pitch for engine control and you pitch down then releasePitch so still moving backwards without a Pitch Input..trying codes on debugger with no luck like
(rate(Latitude) < -0.09 ) ? 1 : 0
worked (falsehope) then discovered it has reversed effect when you turnaround from your startingpoint
seen some still uses basic inputs on turrets maybe they can see this thread and slap this on
for 360° turret traverse turning
require for you to bring slider back to neutral to stop turning..not sure 0.5 is for but works.. [modification to the sum() code u guys provided below] sum(VTOL*0.5) or sum(Trim*0.5)
below just release input to stop sum(Yaw*0.5) sum(Roll*0.5)
for turret elevation/depression up-down
credit @Leehopardcode structure just change value of -1 how low and 1.5 how high
smooth(clamp(99999*Trim,-1,1.5),abs(pow(Trim,3)))
or smooth(clamp(99999*VTOL,-1,1.5),abs(pow(VTOL,3)))
or smooth(clamp(99999*Pitch,-1,1.5),abs(pow(Pitch,3)))
for turret stabilization via rotator, most ive seen have long codes ..mindblown..myself can barely understand codes above..seems smooth & clamp are useful.wished I understand more.
@BeryllCorp yeah but i think some may find a way to counter zeroOnDeactivate rotator memory via FT maybe on its ActivateGroup and hoping the DEVs fix selectedweapon on android and this. will save us effort putting up winches and magnets on turrets.
Edit: how do yoummake text BLUE lol???nvnmd foundout.. u just put ##text## it must have its own line so after the last# press enter like this
@Reuben201103 so.. Activate1=1 ? sum(Roll) : 0..nice never thought of using IF Else statement ..anyways the same annoying rotator having a memory of last position like having zeroOnDeactivate = true on setting
|||||||||||||||||||||||||||||
On all... what do you guys have for elevation using funky tree codes, like FT codes to elevate turret using PITCH/TRIM&VTOL
On project using ..sum(Trim+sum(0)) nice on small increments ..but requires you to drag it back to neutral to stop it.. failing to do so it keeps rotating...code does better when used in pitch thu like sum(Pitch+sum(0)) but also can over travel if u hold pitch and bummer for those who use pitch as throttle..wondering what you guys used
??? Dude..Both cannon and minigun must have their "disableAircraftCollisions" setting to TRUE ...cant hit enemy craft...fired bullets ghost thru them..just in case you havent noticed
@BeryllCorp yep perfect for my needs on rotator if only rotator stop having memory of its last position. Like on gyro controlled turret locking it while moving is an issue plus can nt use zero on deactivate but not rotators..if only i know how to stop that im on my way to finally submit creation
On turret topic...anyone have used these 360 rotator code with adding zeroOnDeactivate = True on its input setting with xml?...like pressing an AG to return rotator to its neutral 0 traverse position. Unlike gyro controlled turret which cant do these with AG but theres an issue...pressing AG it does return to neutral but reactivating AG again causes turretto automatically``return to its`` last position ....Any funky trick code or method to make rotator not do that? Like deactivate AG turret neutral then Reactive AG the rotator stays put in place until use
That whoooouugh sound and body articulation combined make this worrthy of a horror film.. love it
+1Hmmm posible to stick this on a car's fron end but on downwards direction to keep the nose down ...very clever vtol propulsion btw
love the Side profile.. you can imagine if this have wheel on it will look like a highend sportscar
Dang surely be much easier on the eyes hope ill find a plug-in of some sort like this for my browser
+1@Sm10684 need feedback on this current project canyou try out this current project? need feedback
This is great loved it..been busy and have a backlog of vehicles i havent tried yet ..this was pleasant surprise..if only sp have a proper superbike sound
@Mikey101234 by bar you mean the frontbumper?first I thought it will be that slope grip will be an issue Thanks will test it ..anymore issues do tell imma make improvements for next update
@Mikey101234 wut....have you found any issue with the build? needed some feedback
Bloody heck this is a pain in the a$$ to build for a newbie builder like me.. first veering off to left by a lot (cant even stay on runway) done suggestions and fixed it found out it not only dragglitch but weight and suspension connections to make it stiffer finally got it to almost straight veering 1 degree heading (from wright spawn point to runway end)and then troubles wth FT and about to upload then finding another issue so delay then delay ...thanks for the help manage to solve most of them
+1@edensk on help on forum
@jamesPLANESii on help on forum also on how to edit field of view yeah this view is better have to figure out devconsole
@Bogdanx for your codes on limiting top speed
@randomusername for your codes on limiting top speed and help on forums
@singularmuon for that project titled almost ackermann steering
@Armyguy1534 on forums
@Hellosss38 hmm possible perhaps with gyro i havent tried yet
@Hellosss38 lol my crappy attempt link here
@Hellosss38 bombing? U mean the german STUKA dive bomber terror siren? Idk..maybe several of these maybe 4 and winchvolume 10000 and make it altitude base so when you go up it cuts off automatically? But my FT knowhow too limited thu..would like to see it built as well
@TheBritishAviator sorry for the late reply just woke...made Top winch speed is 0.02 as i remmember.. so its slow and winchvolumeproperty is 10 ive tried making it 100 but seems sounds thesame. Top winch has activation group is 5 and input is Activate5...must be the combination of slow & loud winch and condition as long AG5 is on..thats my theory to be honest i really dont know. On the lower one tried ive attempt to make it undulate by rate(AngleOfSlip) < 0.001 its result on debugger is very erratic it stops and turn on but im not satisfied with result idk if adding smooth will make it undulate. Im sure maybe someone with more Funky tree knowhow can make it better....
my wish list: hope others will make
`•simulate undulating sound fast version like a cops siren.
•slow for undulating sound firetruck.
•perhaps make a STUKA DIVE BOMBER terror siren.
`•hazard beeps sound like the ones on extremeheavyobjects moving back like in big truck & heavy machinery
+1@Nickil0212 still cant figure out the 2 winches on the front wheels what are they for?...first thought its an anti droop? and i thought its some kind of siren
like this one below
Siren attempt link
@spefyjerbf TY again ..got it from a comment of yours (edit) it was sometime ago cant really remmember clearly but yeah since you mention it ive remember about that documentation)..made it a little habit of mine to list down providers of FT code i find usefull to at least give credit..this is an aplication of it...the delay worked flawless on the tiny chutes opening few seconds after AG2 is activated..idk cant say same on the ragdoll thu..planed to make it a driver or a pilot for jumping out of plane but delayed cuz of my building skill ..i know need some work still..but thank you for the code it worked first time ive used it
Thanks to @spefyjerbf for sharing code on forums TY
@WarHawk95 ohh nice
Ah Must have changed Engine-Prop-1 Engine-Prop-2 ..on sound I'll like to use them on a boat build someday ..a proper ,'chug' 'chug' 'chug' sound like the ones on an outboard boat propelller...idk if there were other hidden thu..only other one i know is passenger ..by changing any block xml partype to Passenger-1...on OLD propellers sometimes when i change it ...it dissapears
would love simple planes to have a gear parts as well ..like those in a differential in cars for dif locking ..sun..worm..gears ...gears for ornicopter flapping wings...when i search " differential " seen complex builds with gears & a lotta parts..for now i use funky trees for somekind of a shifter...On your edit part u must mean infinite rotators?..on driveshaft connected to wheels wil like to see that one as well
@Biscool dang just 3 days? Im working on my updated version more than a week and still im having issues on veering off the right...this has some uneven drag but its effects is very little..must be a building technique i havent known yet. awesome chassis btw
@SIRFRANK777 try mo testimage for testing no spaces at no /
TEST Image https://www.simpleplanes.com/Content/img/logo.png
Nai lagay ko yung sample image pinakababa ng 1st vehicle post ko.
test clickable link here
@SIRFRANK777 ako d pa naka testing pero try mo eto sa baba sa nagawa mong thread like this one..di gagana sa normal comment.
Sa picture sa website nanaghohost ng images yung alam ko lang
imgur.com
.For more elaboration
Link forum Post on image posting click here
Eto extra para mag link sa web on normal post disregard yung / backslash. Text sa loob ng [] at websitelink sa loob ng ( )
/ /TEXT
sample:
test clickable link here
Kailangan ng Pinas ito tsaka mga planes na e ca-carrie
@Snowdog ow im sure you can do it in 2 mins.. like what i said just attach a cannon on the bomber plane you have...(Just in case you dont know XML but I feeling you already know)--->edit mode select cannon & click the airplane icon on lower part of screen (thats XML)---->click "part" on tab--->dropdown tab click cannon and edit cannon properties that ive posted below--->when done click "check" ...since cannon projectile velocity is 1 it drop like bombs.
@TrislandianAlliance hehe if thats whats it looks like its not what I intended
@Nickil0212
Ohh an Ackermann? Did you made an ackermann geometry on the steering or used an FT code? Too bad im on a crappy mobile over 300 parts i'll lag
For that...for a lazy builder like me I would just
stick a cannon on any plane i have
on cannons xml change
projectileVelocity =1
ammoCount = 1000
firingDelay = -0
flashScale = -0
launchVolume = 0
= 1000 Tiny bombs on a plane
+2im Wondering why this has low downloads upvotes ...this is great build
Awesome ...wished more builders should put FT codes on description like this for others to study...btw sometimes I get confused on which direction the craft is facing when I fail to notice the orientation legs or the face on craft..other than that love the build and the complex PID & FT codes.. wish i understand much more
Bold _
_Bold _
_Italic
*bold*
*bold*
_*1 bullet.
_*1 bullet.__
REDtext
`REDtext`
Heading 1
#Heading 1
Heading 2
##Heading 2
Heading 2
##
Heading 2
\Heading 3
###Heading 3
Heading 4
####Heading 4
Heading 5
#####Heading 5
test clickable link click here
Nice link worked

+2Ohhfff seems pictures dont work in comments testing
@4:29 !!??? Zoom?? Is that from tracks mod? If so Too bad mobile dont have mods ...nice you made it 700 plus parts but looks like made up of 2000 awesome
@Biscool must be the AG1 drive mode active..but still its on air...i think i was performing a tight pitch turn when that happened
On my end takeoff speed offroad is 200plus km ph and able to land it with minimal damage...funny thing was ive heard that tire noise like your braking when on air idk kinda odd...great job of hiding the main wings on body. first I thought the wings on the back will unfold to my surprise main wing pop up hehe...reminded me of buggy with a prop setup like yours but on parachutes seen on youtube
Reminds me of that "tusk" movie ..great chassis btw can't tip it over
@Maximum777 oh never thought those were a part of front suspension ..very clever..i may try to use sway bar for my next car submission
+1@CookieCrumz idk on using GS<0 .. It must have worked before update seems not now...btw withthe help from forums been using these on debugger "(AngleOfSlip < -150 & AngleOfSlip > -178)" for detecting moving back & right...and this for back & left "(AngleOfSlip < 178 & AngleOfSlip > 151)" both seem to do fine but im having issue on what to use moving forwards and back since GS is positive both forwards and back ...and angleofslip is irratic result idk maybe theres a better variable to use
@Maximum777 Looks like a proper rockcrawler nice..btw im still studying suspension parts and im wondering what are those horizontal shockspings on the rear suspension for? Are those sways bars?
+1Idk what exactly you wanted.. Maybe something like this? 3-Variable speed single engine click here
Ohh Thanks for the upvotes!!! Finally my voting is unlocked
TY again ..I really hated that random uneven drag glitch
Finally have submitted
@edensk on help on forum
@jamesPLANESii on help on forum
@Bogdanx for your codes on limiting top speed on post for study
@randomusername for your codes on limiting top speed on post study
@singularmuon on that almost ackermann
@edensk
@jamesPLANESii
on debugger
AngleOfSlip code moving backwards @ 1 kph = -179.99
added ceil
ceil(AngleOfSlip) and forward @ 1 kph= jumping from value of 0-1
ceil(AngleOfSlip) and back @ 1 kph= jumping from -179 to 180
ceil(AngleOfSlip) dead stop is all negative numbers
watta Heck is AngleOfSlip a hidden variable hmm maybe ive have missed it somehow? BTW
works for my needs THANK YOU ALL!!! you guys be credited when i publish my 1st submission
you see im trying to use diagonal 4wheelsteering(on Yaw) hence the going backwards issue.. since forward is not a problem
but going backwards lights will be incorrect therefore i should reverse it and needed a trigger code (going backwards) still having issue due to my lack of FT knowhow but the front andrear signal lights works
(Front signal light wont lightupmwhen goin backwards.. only forward issue result not consistent but here it is)
frontright
ceil(AngleOfSlip) > 0 ? clamp(Roll, 0, 1) : 0
frontleft
ceil(AngleOfSlip) > 0 ? clamp(Roll, -1, 0) : 0
(On going backwards even the pitch input is released Rearlight will still lightup until stop (min(sign not needed but left it)
rearRight normal
AngleOfSlip <-179 | min(sign(Pitch),0) | clamp(Roll, 0, 1)
rearLeft normal
AngleOfSlip <-179 | min(sign(Pitch),0) | clamp(Roll, -1, 0)
Still having issues getting that diagonal 4 wheel steering signal lights on backwards ..since all i can do for code is If else lol ..but still i have a trigger now for backwards TY
+3@jamesPLANESii on GForce() how to detect backward in code form? Been trying and seen no examples on crafts here...and you said when angle of slip >90° is backwards.. how to do that in Funkytree code? What variable should i put in for angle of slip?
Guys I need a code for a condition on an IF Else statement CONDITION ? 1: 0 on beacon's input for
To detect backward movement even w/o input like example using Pitch for engine control and you pitch down then releasePitch so still moving backwards without a Pitch Input..trying codes on debugger with no luck like
(rate(Latitude) < -0.09 ) ? 1 : 0
worked (falsehope) then discovered it has reversed effect when you turnaround from your startingpoint
seen some still uses basic inputs on turrets maybe they can see this thread and slap this on
for 360° turret traverse turning
require for you to bring slider back to neutral to stop turning..not sure 0.5 is for but works.. [modification to the sum() code u guys provided below]
sum(VTOL*0.5)
orsum(Trim*0.5)
below just release input to stop
sum(Yaw*0.5)
sum(Roll*0.5)
for turret elevation/depression up-down
credit
@Leehopard
code structure just change value of -1 how low and 1.5 how highsmooth(clamp(99999*Trim,-1,1.5),abs(pow(Trim,3)))
or
smooth(clamp(99999*VTOL,-1,1.5),abs(pow(VTOL,3)))
or
smooth(clamp(99999*Pitch,-1,1.5),abs(pow(Pitch,3)))
for turret stabilization via rotator, most ive seen have long codes ..mindblown..myself can barely understand codes above..seems smooth & clamp are useful.wished I understand more.
@BeryllCorp yeah but i think some may find a way to counter
zeroOnDeactivate
rotator memory via FT maybe on its ActivateGroup and hoping the DEVs fixselectedweapon
on android and this. will save us effort putting up winches and magnets on turrets.Edit: how do yoummake text BLUE lol???nvnmd foundout.. u just put ##text## it must have its own line so after the last# press enter like this
test
+3@Reuben201103 so.. Activate1=1 ? sum(Roll) : 0..nice never thought of using IF Else statement ..anyways the same annoying rotator having a memory of last position like having zeroOnDeactivate = true on setting
|||||||||||||||||||||||||||||
On all... what do you guys have for elevation using funky tree codes, like FT codes to elevate turret using PITCH/TRIM&VTOL
On project using ..sum(Trim+sum(0)) nice on small increments ..but requires you to drag it back to neutral to stop it.. failing to do so it keeps rotating...code does better when used in pitch thu like sum(Pitch+sum(0)) but also can over travel if u hold pitch and bummer for those who use pitch as throttle..wondering what you guys used
??? Dude..Both cannon and minigun must have their "disableAircraftCollisions" setting to TRUE ...cant hit enemy craft...fired bullets ghost thru them..just in case you havent noticed
+1@BeryllCorp yep perfect for my needs on rotator if only rotator stop having memory of its last position. Like on gyro controlled turret locking it while moving is an issue plus can nt use zero on deactivate but not rotators..if only i know how to stop that im on my way to finally submit creation
On turret topic...anyone have used these 360 rotator code with adding zeroOnDeactivate = True on its input setting with xml?...like pressing an AG to return rotator to its neutral 0 traverse position. Unlike gyro controlled turret which cant do these with AG but theres an issue...pressing AG it does return to neutral but
reactivating AG again causes turret
to automatically``return to its`` last position
....Any funky trick code or method to make rotator not do that? Like deactivate AG turret neutral then Reactive AG the rotator stays put in place until useThanks anyways & lol still tryin to figure out those electric engines youve made there awesome
@randomusername okay but do you think its possible with clamp01(rate(ammo(weaponname)))???