@OrangeConnor2 it's been on and off probably since somewhere around the time the game came out. I wasn't into pushing limits for a while but now that I'm older, well....
@OrangeConnor2 I've played for years. Just decided to make an account.
In dev console the water has drag, density, and angular drag metrics. I don't remember the exact setting but I set something like isTrigger() with the water to false and it caused all of my submerged objects to rise above the surface and sit on top like it was solid, and they didn't fly up, it was a slow gradual ejection from subsurface.
I'm actually on this one main mission to figure out what needs to be altered to allow the main camera to go below the surface of the water. Im assuming dev console is the key but I haven't had any affect despite what I've tried. However the expression from the post on the dev console that lowers the water level, it gave me an extra 25' or so below what would have been the surface before it auto switched to orbit.
@OrangeConnor2 sorry. I know we were on a different subject but I had a side thought and wondered if the water surface or density was enough to explode a bomb on impact. Testing whether or not the torpedoes and dummy bombs were similar.
Testing: I strapped 4 jet engines to a Torpedo and separately to a dummy bomb. Fired them both full throttle from 15k alt. Into water surface. No reaction from either.
@OrangeConnor2 to see if there is a force factor due to density on the water surface. Like how water is like concrete if you jump from high enough. I've had planes skip like rocks on the surface. So I wonder if it can activate the impact based bombs.
@OrangeConnor2 by what I've been able to tell at the surface level of the xml, it doesn't seem to resemble them. It seems more akin to a dummybomb that has a subsurface depth limit.
I wonder if it has a sheer contact explosion point. I'm going to strap some jets on a Torpedo and dummy and fire them hard and fast into the water surface.
@OrangeConnor2 yes I frequently have simple cheats open on my other device while playing and I have a gemini model trained on all sp docs I could find, that helps me write expressions and modify xml.
@OrangeConnor2 I checked Overload and there wasn't any way to extend the fuel cap. Most likely a hard file edit would yield a further detail of parameters. Not something I plan to pursue, just had a random wonder.
@jamesPLANESii yes that is true which I have done, but the fuel depletion unbalance factor doesn't happen and there is no drag calculated on the mass and you can have billions of gallons. Lastly, if you set multiple aircraft to different activation groups then you can fly each separately and share one fuel source.
@OrangeConnor2 I would love to if someone would use the markdown ignore syntax to actually show me the proper way to format it. Just using it like that is either a mass oversight or the funniest ongoing joke that has gone way past being funny anymore because it won't show the format the way that you and others have tried to explain this.
I have a xml modified primary wing that changes dynamically in game based on IAS. This could potentially be useful for what you are doing here. I would just need to get spec dimensions for the sizing you need and what input it needs and I'll have to adjust the code a lil to fit the purpose. They currently adjust base thickness, sweep, tip offset, and length based on different speeds of IAS.
Would it be possible to add a way to bump posted crafts? Things i have posted didn't get alot of notice and i would like to be able to bump them to relist in the main feed atleast 2 additional times at minimum. I would be ok with a waiting period implemented between bumps of the same post. @AndrewGarrison
@V That's what I was aiming for in a very quick but effective sense. However, I did create a truly randomized patterning from fixed input data so that's a pretty cool thing to consider building off of.
@SuperSuperTheSylph i think i could def change your mind on that.
He generated video clips using ai video gen and then he manually edited them together with the track to make the video. I can grab the link for you if you would like. Btw can you reply with the markdown format for links? But do it in a way that ican actually see the individual parts of the expression? Like maybe seperate each part with triple spaces or each part on a new line.
@SuperSuperTheSylph I do but I'm not ready to share it with the world yet. My brother has been doing it longer than me and he just released his first music video that he made using ai.
@SuperSuperTheSylph I write music and I like to play with words. It's fun to make something that still sounds normal but isn't. Also the ph sounds like "f"
@Graingy ps. Thanks for tagging others. Did you happen to see the reflection behind my exo plane to MWAMG's intake challenge?
@SuperSuperTheSylph :) you are so awesome!
+1@Graingy It is trained to kill only if your name starts with a G and ends with a Y... but that only happens every other Thursday of every other month.
@DeeganishCountryball It is simply randomness based on a constant. I have a lot more to come like this. Thank you for the <<spotlight!>>
Maybe this is the right way. My attempt
+1@OrangeConnor2 check out some of my wild ideas I've posted on this account.
@OrangeConnor2 it's been on and off probably since somewhere around the time the game came out. I wasn't into pushing limits for a while but now that I'm older, well....
Well I'm finished. Well upload soon.
+1@MosquitowithaMachineGun gotcha. I think I'll join the fun.
+1So what's the objective behind this?
+1@OrangeConnor2 I've played for years. Just decided to make an account.
In dev console the water has drag, density, and angular drag metrics. I don't remember the exact setting but I set something like isTrigger() with the water to false and it caused all of my submerged objects to rise above the surface and sit on top like it was solid, and they didn't fly up, it was a slow gradual ejection from subsurface.
I'm actually on this one main mission to figure out what needs to be altered to allow the main camera to go below the surface of the water. Im assuming dev console is the key but I haven't had any affect despite what I've tried. However the expression from the post on the dev console that lowers the water level, it gave me an extra 25' or so below what would have been the surface before it auto switched to orbit.
+1@OrangeConnor2 sorry. I know we were on a different subject but I had a side thought and wondered if the water surface or density was enough to explode a bomb on impact. Testing whether or not the torpedoes and dummy bombs were similar.
Testing: I strapped 4 jet engines to a Torpedo and separately to a dummy bomb. Fired them both full throttle from 15k alt. Into water surface. No reaction from either.
@OrangeConnor2 to see if there is a force factor due to density on the water surface. Like how water is like concrete if you jump from high enough. I've had planes skip like rocks on the surface. So I wonder if it can activate the impact based bombs.
@OrangeConnor2 by what I've been able to tell at the surface level of the xml, it doesn't seem to resemble them. It seems more akin to a dummybomb that has a subsurface depth limit.
I wonder if it has a sheer contact explosion point. I'm going to strap some jets on a Torpedo and dummy and fire them hard and fast into the water surface.
@OrangeConnor2 yes I frequently have simple cheats open on my other device while playing and I have a gemini model trained on all sp docs I could find, that helps me write expressions and modify xml.
@Solent thank you for the summary. :)
@LunarEclipseSP omg I used to love playing that game. You're so right. :)
+1My main goal rn is trying to find the option in the dev console to allow the camera to go subsurface when underwater.
@OrangeConnor2 I checked Overload and there wasn't any way to extend the fuel cap. Most likely a hard file edit would yield a further detail of parameters. Not something I plan to pursue, just had a random wonder.
I also learned that there is no distance cutoff for the satellite fuel tank.
@jamesPLANESii yes that is true which I have done, but the fuel depletion unbalance factor doesn't happen and there is no drag calculated on the mass and you can have billions of gallons. Lastly, if you set multiple aircraft to different activation groups then you can fly each separately and share one fuel source.
@OrangeConnor2 I would love to if someone would use the markdown ignore syntax to actually show me the proper way to format it. Just using it like that is either a mass oversight or the funniest ongoing joke that has gone way past being funny anymore because it won't show the format the way that you and others have tried to explain this.
I'm not understanding. I don't have an issue with parachutes taking ft input.
+1Idk what it does yet.
@SuperSuperTheSylph just use shizuku and NMM. They work well together and you can edit files directly with NMM.
+1@LunarEclipseSP lol. Is it the color scheme? I was thinking crash test dummy.
+1I have a xml modified primary wing that changes dynamically in game based on IAS. This could potentially be useful for what you are doing here. I would just need to get spec dimensions for the sizing you need and what input it needs and I'll have to adjust the code a lil to fit the purpose. They currently adjust base thickness, sweep, tip offset, and length based on different speeds of IAS.
This is amazing. I'm going to figure out that FT code you need to make the issue function properly. Ill be back as soon as i test a few expressions.
+1Not one person?
Would it be possible to add a way to bump posted crafts? Things i have posted didn't get alot of notice and i would like to be able to bump them to relist in the main feed atleast 2 additional times at minimum. I would be ok with a waiting period implemented between bumps of the same post. @AndrewGarrison
@SuperSuperTheSylph np.
+1@V That's what I was aiming for in a very quick but effective sense. However, I did create a truly randomized patterning from fixed input data so that's a pretty cool thing to consider building off of.
@SuperSuperTheSylph I can. It's a bunch of stuff using FunkyTrees.
+1@SuperSuperTheSylph lol. I'm about to make a big post about it. Im not quite finished figuring it out but very close.
+1@Randomplayer same. I'm really digging the unveiling of sp2 rollout
@SuperSuperTheSylph one i just learned so much
+1Nice
@SuperSuperTheSylph will do. Just have to get back to my other device
+1@SPTNR oh yeah! My kid loves that game. Oops
+1@SPTNR what does Granny mean?
+1@SuperSuperTheSylph i think i could def change your mind on that.
+1He generated video clips using ai video gen and then he manually edited them together with the track to make the video. I can grab the link for you if you would like. Btw can you reply with the markdown format for links? But do it in a way that ican actually see the individual parts of the expression? Like maybe seperate each part with triple spaces or each part on a new line.
@StopBreathingMyAir unless I have something to say about it....
@SuperSuperTheSylph I do but I'm not ready to share it with the world yet. My brother has been doing it longer than me and he just released his first music video that he made using ai.
+1@Randomplayer it seems like they may have updated the color key for the blue across the site. It does seem more vibrant.
@SuperSuperTheSylph all of the above sir. And I do my own edits and mixes.
+1@SuperSuperTheSylph I write music and I like to play with words. It's fun to make something that still sounds normal but isn't. Also the ph sounds like "f"
+1@V I'm from USA but i just had a strange need to build one of these this morning. :}
@SuperSuperTheSylph ikr .. wish they had more auto based land in Mobile game to actually get to enjoy driving around.
+1@StopBreathingMyAir ah. What times is it usually up? Hr & Tz plz.
@humbertolorenadeandrade i don't know how to make it clickable... Just copy and paste into URL bar.