@AshdenpawTG22 Understood. Thank you for your input, I'll take a note of that for my future project. As I expect that to happen, I've linked the previous version as well. Again, thank you very much, I appreciate that.
@AshdenpawTG22 I'm sorry if the update didn't improve the flying experience. Can you tell why is it worse than the previous one? If its too big of a problem I'll downgrade it to the previous version.
Don't connect one bomb to another. Try connecting the bomb below to the Fuselage center. When I try your plane and detach the bomb that connected to another bomb the bomb works again. Also there is unconnected half circle fuselage in the rear of the bomb bay
Use sum("control that you use")
If that's not fast enough multiply the control inside the collum
sum(ctrl*x)
ctrl is the control that you will use
x is the multiplication number
Increase the speed of the rotator to 1000 with overload too
@ToeTips the car make it not smooth in this one. D F-1 3 and Mobal 6 have the exact same steering assist. The Ferrari have the same only a few number change in the code.
@ToeTips
The engine RPM have an output that I set to PM. An airliner engine placed at the rear for the sound. The first gear activate when the engine RPM is below 1100, second below 1400, third < 1600 etc. The basic input for the engine is PM * 0.004, that's for the first gear. If you want to add more gear the number multiplication for PM should decrease. So if you want 2 gear you have to input like this:
PM * (PM < 1100 ? 0.004 : 0.0035)
I'll explain the thing in the collum. If PM is less than 1100, the number for multiplication should be 0.004, if not then 0.0035. That's code for 2 gears if you want more you have to repeat like this:
PM * (PM < 1100 ? 0.004 : (PM < 1400 ? 0.0035 : 0.003))
This is 3 gears. Remember the last gear doesn't need another (?) just write : and write the last multiplication number.
For idle you have to clamp the input minimum. With the example above I'll add clamp to the code:
clamp((PM * (PM < 1100 ? 0.004 : (PM < 1400 ? 0.0035 : 0.003))), 1.5, 50)
That mean the input to the engine will not be less than 1.5 and no more than 50.
For the "burnout" the input should change to Pitch under low RPM.
clamp(PM < 300 ? (Pitch * 4) : (PM * (PM < 1100 ? 0.004 : (PM < 1400 ? 0.0035 : 0.003))), 1.5, 50)
That mean if the RPM is below 300 the input will be Pitch time 4.
The gear limit depend on the limit of speed the tire can go. The number of gear doesn't really have anything to do with the speed the car going as its only for sound. The number of gear also depend on how you like it so you can have as many or less gear as you want.
@ToeTips
That was the damage model. If you look at the predecessor, the first one, all the wing part is glass. So when you hit a wall too hard it will break and reduce the downforce therefore making the handling worse. Unfortunately text part always render at the back of the glass part, making it invisible. So I change the part where its necessary.
For the wheel its for the spark effect. The wheel is connected with a suspension that have output when compressed. If the car hit something below the floor or the car lowered because of the downforce, it will activate the big light inside the car. Best look from side tho.
I just wanna tell you @Zaineman the brake in here is not the normal brake, its the brake for the simulator only and not the brake like on the wheel brake
@AshdenpawTG22 Understood. Thank you for your input, I'll take a note of that for my future project. As I expect that to happen, I've linked the previous version as well. Again, thank you very much, I appreciate that.
@AshdenpawTG22 I'm sorry if the update didn't improve the flying experience. Can you tell why is it worse than the previous one? If its too big of a problem I'll downgrade it to the previous version.
Don't connect one bomb to another. Try connecting the bomb below to the Fuselage center. When I try your plane and detach the bomb that connected to another bomb the bomb works again. Also there is unconnected half circle fuselage in the rear of the bomb bay
+1@Ichko no problem
Use sum("control that you use")
+2If that's not fast enough multiply the control inside the collum
sum(ctrl*x)
ctrl is the control that you will use
x is the multiplication number
Increase the speed of the rotator to 1000 with overload too
@PlaneFlightX understood, thank you
+1@hpgbproductions Thank you, is "rotate" and "scale" used in the same way?
@ToeTips you're welcome
+1@ToeTips too much grip at the front I think. For suspension I recommend use low physics for the car because that make the suspension happen.
@ToeTips the car make it not smooth in this one. D F-1 3 and Mobal 6 have the exact same steering assist. The Ferrari have the same only a few number change in the code.
T
+1@ToeTips
The engine RPM have an output that I set to PM. An airliner engine placed at the rear for the sound. The first gear activate when the engine RPM is below 1100, second below 1400, third < 1600 etc. The basic input for the engine is PM * 0.004, that's for the first gear. If you want to add more gear the number multiplication for PM should decrease. So if you want 2 gear you have to input like this:
PM * (PM < 1100 ? 0.004 : 0.0035)
I'll explain the thing in the collum. If PM is less than 1100, the number for multiplication should be 0.004, if not then 0.0035. That's code for 2 gears if you want more you have to repeat like this:
PM * (PM < 1100 ? 0.004 : (PM < 1400 ? 0.0035 : 0.003))
This is 3 gears. Remember the last gear doesn't need another (?) just write : and write the last multiplication number.
For idle you have to clamp the input minimum. With the example above I'll add clamp to the code:
clamp((PM * (PM < 1100 ? 0.004 : (PM < 1400 ? 0.0035 : 0.003))), 1.5, 50)
That mean the input to the engine will not be less than 1.5 and no more than 50.
For the "burnout" the input should change to Pitch under low RPM.
clamp(PM < 300 ? (Pitch * 4) : (PM * (PM < 1100 ? 0.004 : (PM < 1400 ? 0.0035 : 0.003))), 1.5, 50)
That mean if the RPM is below 300 the input will be Pitch time 4.
My entire code for this car is this:
clamp(PM < 300 ? Pitch * 4 : (PM* (PM < 1100 ? 0.004 : ( PM < 1400 ? 0.0035 : (PM< 1600 ? 0.003 : (PM< 1900 ? 0.0025 : (PM< 2200 ? 0.00225 : ( PM<2500 ? 0.002 : ( PM<2900 ? 0.00175: 0.0015 )))))))), 1.5, 50)
The gear limit depend on the limit of speed the tire can go. The number of gear doesn't really have anything to do with the speed the car going as its only for sound. The number of gear also depend on how you like it so you can have as many or less gear as you want.
@ToeTips
That was the damage model. If you look at the predecessor, the first one, all the wing part is glass. So when you hit a wall too hard it will break and reduce the downforce therefore making the handling worse. Unfortunately text part always render at the back of the glass part, making it invisible. So I change the part where its necessary.
For the wheel its for the spark effect. The wheel is connected with a suspension that have output when compressed. If the car hit something below the floor or the car lowered because of the downforce, it will activate the big light inside the car. Best look from side tho.
+2Man, I'm already following you. Every craft and video you uploaded I will always know. You don't have to tag me unless I comment that I ask to ok?
+1@Tupolev90 I'm not taking request currently, sorry
@Rocketguy2079 Tag me when it finish
@Rocketguy2079 sure! You have to scale it instead of changing the font size or it will mess the shape
@WaltySimplePlanes69 sure
Tony
Maybe use a detacher or a pylon. If the rocket is release from either of those two it will launch the rocket.
+1@Rocketguy2079 Thanks! I make it using jet engine. The simpler version can be found here
@MobileBuilder21 Thank you!
Tags Requested
@ToeTips
@TheGliderGuy
@USSArizona yes, activate 1
+2@Jaspy190 they have to wait i making it in the order of their appearance, also it might take a long time until i start building train again
@TheGliderGuy thanks!
@V can we have search bar there as well?
+1@Pilotgoose Thank You!
@CooperFilms001 Here you go
+1@CooperFilms001 you're welcome, type it on the specific input, like pitch, roll, or yaw
+1Set the activation group to : GS < 180
+1@CobrasFumantes yes
@Arsakha25 1213
@DatRoadTrainGuy19 might be, but i don't have the time for now
@bilibilixd666 目前,SimplePlanes 上的文字不支持中文(如果使用机器翻译有书写错误请见谅)
+3I just wanna tell you @Zaineman the brake in here is not the normal brake, its the brake for the simulator only and not the brake like on the wheel brake
@MAPA thank you!
@GaboINC1 just click start, you don't have to do it yourself
@IzzyIA thank you!
@Markolley its not your fault, i forget to type it in
@Markolley I recommend you to lower it
+1@Markolley what physics setting di you use? i only test it on low
Thank You Everyone!
Also use low physics setting! I forget to put it on the description.
@Inuyasha8215 nope, i base it on Densha de Go
+1@HuskyDynamics01 Thank You!
@hpgbproductions hehehe thank you
@McChezborger its already out you can download it already
@aurelienBTC3937 its automatic, you don't have to do it yourself
+1Tags requested
@airlinerbuilder
@iloveworld4723
@TheTomatoLover
@OPaiTaOn