Anyone else wanna see a property of lights determining whether the lights function as spotlights (surface light) or ambient light? Maybe just add surface lighting to existing lights with range adjustment?
@Airforce51 I was surprised to find another comment after all this time. I have kinda stopped with SP (couldn't say exactly why. Guess other games are more immediately entertaining) but yeah, how time flies. Btw, if I do get back into SP for a while, there may be another Cormorant with the new updated smoothness for blocks. No guarantees though.
@SnoWFLakE0s Forgive me, I've been away for a while and I'm new to FT. Say I want to set my rotator to 1500 RPM but only while "Cannon" is selected as weapon. Is this possible or would I need another input? I've been reading through your FT posts, but I have yet to get the hang of FT
Why can't cannons be able to be used during Air to Air mode? Many people including myself would really love to be able to use cannons against air targets and get a lead indicator for the sake of having accurate gun sizes, as well as AA guns. Perhaps something to be added?
@Darkmoon This was forever ago and I was surprised to get a notification on this lol (I've been inactive for this game for a long while) but it's because of an effect (which I'm not sure still exists) called shell kissing where the shells fired are continuous and touching each other in a stream when the delay is 0, which isn't desirable for re-creations.
I want to keep historical RPM’s of each gun though. Wondering if they can be synchronized and what the funky trees code for that would be if it’s possible.
Something I just noticed, reload times for cannons are not accurate to real seconds. They are visibly ahead if you have an accurate clock and are holding down the trigger. Could that be a small fix?
@MrVaultech Yeah, I used it to make all my connections, and I've gone over the gun's connections many times. There's no connection issues, It's about the stabilization rotor.
@MrVaultech I've disabled aircraft collisions on most if not all gun parts. When looking at front of tank, the right gun rotor is the stabilizer. It connects to the back of the shock for recoil. The opposite rotor for human input connects to the stabilizer rotor.
I've been working on a wheeled tank with a stabilizer, using a fancy input for elevation stability with a rotor and a gyro system for azimuth stability. It consisted of a yawing gyro and a side oriented auto-stabilizing gyro. This system somehow broke in the new beta.
@MegaFox Mine does have the tail blades, but some bubble windows are missing and the spotlight is nowhere to be found. I think two tail blades are gone too
Make sure the CoM is near or on the CoT for the main rotor. Also, keep the original orientation of the main rotor from when you placed it. If you want more stability, offset the CoM of the rotor way down low.
@MEERKAT978 I tried to work around that. It's kind of inevitable if I want the guns to be centered(historically accurate). Thanks to all for feed back and upvote!
Will a Funky Trees option for SelectedTarget be implemented? Automated targeting systems could be made that way, it'd be pretty awesome.
+7I can't even fathom the motivation required to do this...
+2Anyone else wanna see a property of lights determining whether the lights function as spotlights (surface light) or ambient light? Maybe just add surface lighting to existing lights with range adjustment?
+2How long till an update to beta hopefully with reversal of heli rotors direction? Also maybe make the Small Rotor actually smaller
+2@Airforce51 I was surprised to find another comment after all this time. I have kinda stopped with SP (couldn't say exactly why. Guess other games are more immediately entertaining) but yeah, how time flies. Btw, if I do get back into SP for a while, there may be another Cormorant with the new updated smoothness for blocks. No guarantees though.
+1@Mustang51 Thanks! I've found it to be a blast to shoot down planes as well. I'm glad you enjoy it!
+1I shouldn’t enjoy this so much
+1Gotta say, I love seeing bronze accounts making gold account quality builds. Nice work!
+1@SnoWFLakE0s Forgive me, I've been away for a while and I'm new to FT. Say I want to set my rotator to 1500 RPM but only while "Cannon" is selected as weapon. Is this possible or would I need another input? I've been reading through your FT posts, but I have yet to get the hang of FT
+1@MrVaultech Sure, Will do. I'll keep this post so I can remember then
+1Why can't cannons be able to be used during Air to Air mode? Many people including myself would really love to be able to use cannons against air targets and get a lead indicator for the sake of having accurate gun sizes, as well as AA guns. Perhaps something to be added?
+1@Darkmoon This was forever ago and I was surprised to get a notification on this lol (I've been inactive for this game for a long while) but it's because of an effect (which I'm not sure still exists) called shell kissing where the shells fired are continuous and touching each other in a stream when the delay is 0, which isn't desirable for re-creations.
@Noname918181 tried them all, none stayed in the interface or worked. I tried it on a small rotator.
@Noname918181 so it would look like colloctiveTorque and outerTourque or would it be collectiveTorqueScalar?
@Minecraftpoweer It doesn't exist, but if we could take the IAS or Altitude etc of a selected target then it's possible
@AnimalGlint2000 have to make base circular
I want to keep historical RPM’s of each gun though. Wondering if they can be synchronized and what the funky trees code for that would be if it’s possible.
Is it possible to take the value of say IAS from a selected target? Is something like SelectedTarget a thing? @SnoWFLakE0s
Something I just noticed, reload times for cannons are not accurate to real seconds. They are visibly ahead if you have an accurate clock and are holding down the trigger. Could that be a small fix?
@SnoWFLakE0s alright thanks
@EGplanes Funky trees for vertical and gyro for horizontal btw
Hahah! Problem solved. It was connecting the scope and coaxial interfering somehow. Thanks anyway! This post will be removed shortly.
@MrVaultech Yeah, I used it to make all my connections, and I've gone over the gun's connections many times. There's no connection issues, It's about the stabilization rotor.
@MrVaultech What may that be?
@MrVaultech I've disabled aircraft collisions on most if not all gun parts. When looking at front of tank, the right gun rotor is the stabilizer. It connects to the back of the shock for recoil. The opposite rotor for human input connects to the stabilizer rotor.
@SnoWFLakE0s You see, I don’t speak that language. I saw in the post, but didn’t see it in-game, that’s why I asked.
@Baldovino you shouldn’t maybe you’ve selected the wrong thing. Should auto-install without code.
@SnoWFLakE0s aight thx for the info
@SnoWFLakE0s How are they fixed? Neither of the gyros had activation groups enabled
I've been working on a wheeled tank with a stabilizer, using a fancy input for elevation stability with a rotor and a gyro system for azimuth stability. It consisted of a yawing gyro and a side oriented auto-stabilizing gyro. This system somehow broke in the new beta.
@MegaFox Mine does have the tail blades, but some bubble windows are missing and the spotlight is nowhere to be found. I think two tail blades are gone too
@MegaFox I have a model too which was very helpful when making this. It also is metal.
@Jacklepyansky Yeah that happens with big loads, not much can be done about it.
@Jetpackturtle Ah thank you very much.
@Jetpackturtle I do. Could you specify where I can load a custom image into the share window?
Make sure the CoM is near or on the CoT for the main rotor. Also, keep the original orientation of the main rotor from when you placed it. If you want more stability, offset the CoM of the rotor way down low.
@metallicplanes Take it slow. Don’t want to go extreme when transporting things or people.
@metallicplanes That’s because your throttle is waaaay too high. Keep it quite low.
@metallicplanes With auto-stabilisation enabled, that shouldn’t be a problem.
@metallicplanes That’s why I made disabling the main rotor controls an option.
@Monsterhunter Thanks! This level of detail and this building process was a first for me. I’m glad you find it looks good!
@YourWife Froze, Ctrl+Alt+Del unresponsive, nothing I could do, had to power down.
Huh.
@wesseljk Thanks!
@MEERKAT978 ok I'll look into that. Thanks again!
@MEERKAT978 with what method do you usually do modding?
@MEERKAT978 I’ll investigate that. Thanks for the suggestion!
@MEERKAT978 I tried to work around that. It's kind of inevitable if I want the guns to be centered(historically accurate). Thanks to all for feed back and upvote!
Wow, didn’t imagine it was that good, thanks for the review!
This is really quite good! Good use of inlets.