-Hush
But there is more (including Sabaton, Thirty Seconds To Mars, Rise Against, Starset, Skrillex,Thousand Foot Krutch, Perturbator and many more)
...
Oi, and how could i forget the Oven kid thing. Timmy Trumpet & Savage - Freaks.
So, technically the 4th place, pretty high for the first steps in building of that few parts. Sickness is Temporary. Russian Bias are Eternal. I mean that notification was a good birthday gift, lol.
Just out of boredom decided to run debug expressions...
Found:
1) V_Long value is simillar to TAS/GS and Speed local variable of cokpits and F.C. (flight computer part)
2) V_Lat value is simillar to AngleOfSlip
3) V_Vert value is simillar to AngleOfAttack
Conclusion:
Probably, it is possible to get AoA and AoS for a local cockpit or F.C.
Such problem seem to occur when the gyroscope is connected directly to rotator. Try adding a fuselage piece on the same coordinates as the gyroscope + don't set its (fuselage) mass to 0.
@ThomasRoderick Advent is more or less the Aeon from SupCom.
Njeri are former Advent, a sub-faction with mayan aesthetics on newest designs and more human-ish designs of older tech.
So, technically it is not exactly an seraphim tech.
Cougar mech? maybe...
Ancient Slav Proverb: "I'm not dying in a restroom!"
Well, got sick.
*Darn*.
Thanks for upvotes, spotlights, etc. Leave a comment if there is any problems with the craft p.s. you can tap one of the lore tabs for a link to the previous or newer build in the series
555, lel
69...
730... quite a jump
Ow, 1000 downloads
Ow, so it uses FireWeapon.
Mine outputs FireGuns and uses wing guns and miniguns.
I only tested it on ground vehicle, but maybe with some advanced FT it will work on an aircraft with multiple turrets
Good day/night.
Question: HUD on an UAV build will count as a cockpit in terms of rating? If not i'll leave it amphibious (submersible, as originally planned) with all the parts that's needed for such feature. Yes, it is at 96 parts. Literally my first build out of that few pieces in years.
Thanks in advance, PeRhApS.
Ah, so it is for a label part.
Well.
Try this: {SelectedWeapon= "name" ? "name" : "none" } If you need the selected weapon's name to show up upon selection just add it after the question symbol. If it is not selected the output would be none. In case of multiple weapons duplicate the code like this {SelectedWeapon= "name1" ? "name1" : (SelectedWeapon= "name2" ? "name2" : (SelectedWeapon= "name3" ? "name3" : "none") ) }
Em clamp01(SelectedWeapon!=0)
Just add this bit as a multiplier. Thing under the clamp can be: equal to, not equal to, more than, less than 0 or any other specific value,
@Kerbango Ow.
Now i got what you want to do.
Well, i sought simillar thing done on this.
And maybe there is more of such, but i'm away from my PC and can't really help right now.
@Kerbango assign to a button? to activate/deactivate whenever the button is pressed?
Well yes.
just add an clamp01(x)
Where x is inputid of button part
@ThomasRoderick Em, smooth on its own only gives a delay before the cannon could shoot.
The code i used gives a delay between shots.
So after the first shot,all cannons deactivate for a brief period of time, and that amount of time gets lower the longer you fire.
By wind-up i meant a gradually rising ROF, yep.
Oh and there was no variables at that time.
Anyways, it's kinda really old thing.
"Make us One, Isaac."
*ahem* It Is A Good Day To Have Sandwich.
Also, nice discovery.
Oh, wait... (1 - smooth(clamp01(-rate(ammo(Canon))), clamp01(-rate(ammo(Canon)))*pow(10, 4) + (0.5 +clamp(21.5 -(21.5*smooth(clamp01(-FireWeapons),0.09 + floor(smooth(clamp01(1-FireWeapons),0.25)))),0,21.5)) )) = 1
Found this around 2 years old code in one of the saved concepts.
It simulates a wind up for cannon pieces when used in activation group, so you set 0.01 firing delay and insert code into a multiple cannons with same name.
Cannons were on a rotator piece so i guess i made something like GAU-8 and haven't used it, yet.
Plus, recently experimented with hover vehicles and made an subassembly which kinda acts as a "artificial"AltitudeAgl sensor based on this, it holds it's position according to the main cockpit or specific Flight Computer. To simplify: 1 subassembly allowed to make all-terrain hover vehicle with relatively low trueAltitudeAgl and decent speed.
By all-terrain i mean it covers whole Maywar with ease, wanna test it on other islands.
Bah, what if it would be useful for bigger, multi-legged walkers.
p.s. *KeanuIntensifies*, well, lol
Stonks.
AT-GSTYNTWA
+1All Terrain - Guy She Told You Not To Worry About.
@Monarchii
+1*Slowly slips through space and time*
*Smacks lips*
*Asks calmly*
Pootis?
Garrisonprism when?!
+1red text and other formatting things
As for a aim code... don't know.
It's a Plane?
It's a Cup?
It's a BEFFFGEEEEEEEEE 9000!!!
+1OUT-BOOT
Ting Kicker
The only proper build from me
*Inhales*
...Everybody get fired up...
-Hush
But there is more (including Sabaton, Thirty Seconds To Mars, Rise Against, Starset, Skrillex,Thousand Foot Krutch, Perturbator and many more)
...
Oi, and how could i forget the Oven kid thing.
Timmy Trumpet & Savage - Freaks.
*Ahem*
I am the storm that is approa...
Oh, wait, wrong game...
+1The only Thing I Know For Real Is...
Coca Cola Espuma!
"I used to be a tank like you. Then I took a Tomahawk in the tracks."
Cuz lol
+2@iamblazingsquirrel In my medical opinion...
The Heavy is Dead!
So, technically the 4th place, pretty high for the first steps in building of that few parts.
+1Sickness is Temporary. Russian Bias are Eternal.
I mean that notification was a good birthday gift, lol.
Just out of boredom decided to run debug expressions...
+1Found:
1) V_Long value is simillar to
TAS
/GS
andSpeed
local variable of cokpits and F.C. (flight computer part)2) V_Lat value is simillar to
AngleOfSlip
3) V_Vert value is simillar to
AngleOfAttack
Conclusion:
Probably, it is possible to get AoA and AoS for a local cockpit or F.C.
Such problem seem to occur when the gyroscope is connected directly to rotator.
+1Try adding a fuselage piece on the same coordinates as the gyroscope + don't set its (fuselage) mass to 0.
@LordGardevoirX Hm...
+1Nope.
But i guess that's not bad if it looks somewhat simillar to Star Trek things.
@ThomasRoderick Advent is more or less the Aeon from SupCom.
+2Njeri are former Advent, a sub-faction with mayan aesthetics on newest designs and more human-ish designs of older tech.
So, technically it is not exactly an seraphim tech.
Cougar mech? maybe...
@MrCOPTY. another challenger approaches
@ZerkkTheSimper @DatMaluchGuy19
Tags, as requested on this post
Ancient Slav Proverb: "I'm not dying in a restroom!"
Well, got sick.
*Darn*.
Thanks for upvotes, spotlights, etc.
Leave a comment if there is any problems with the craft
p.s. you can tap one of the lore tabs for a link to the previous or newer build in the series
555, lel
69...
730... quite a jump
Ow, 1000 downloads
Ow, so it uses
FireWeapon
.Mine outputs
FireGuns
and uses wing guns and miniguns.I only tested it on ground vehicle, but maybe with some advanced FT it will work on an aircraft with multiple turrets
Finally somebody else found how to do that.
The most if not all things related to descriptions are here.
+3You can also find this link in pinned forum post: Useful Links
Good day/night.
+1Question: HUD on an UAV build will count as a cockpit in terms of rating?
If not i'll leave it amphibious (submersible, as originally planned) with all the parts that's needed for such feature. Yes, it is at 96 parts. Literally my first build out of that few pieces in years.
Thanks in advance, PeRhApS.
Ah, so it is for a label part.
Well.
Try this:
{SelectedWeapon= "name" ? "name" : "none" }
If you need the selected weapon's name to show up upon selection just add it after the question symbol.
If it is not selected the output would be none.
In case of multiple weapons duplicate the code like this
{SelectedWeapon= "name1" ? "name1" : (SelectedWeapon= "name2" ? "name2" : (SelectedWeapon= "name3" ? "name3" : "none") ) }
Em
clamp01(SelectedWeapon!=0)
Just add this bit as a multiplier.
Thing under the clamp can be: equal to, not equal to, more than, less than 0 or any other specific value,
I dunno what to write here, well...
+1Hoi!
Lemmons
The one that is still in plans...
+1Well, fine, a draken semi-replica
@Kerbango Ow.
Now i got what you want to do.
Well, i sought simillar thing done on this.
And maybe there is more of such, but i'm away from my PC and can't really help right now.
@Kerbango assign to a button? to activate/deactivate whenever the button is pressed?
+1Well yes.
just add an
clamp01(x)
Where
x
is inputid of button partMy Main Goal Is To Blow Up
try to set the
+2partCollisionResponse
toNone
.Plus set part's
health
to a high number.As i remember there is atleast one propulsion preset for submarines:
This one by MisterT.
The fish is a spy!
+2- random TF2 mercenary last words.
@The26thMeowng When life gives you a metal pipe...
+1@sakkijarven
Axeron just used a machine translation...
@ThomasRoderick Em,
smooth
on its own only gives a delay before the cannon could shoot.The code i used gives a delay between shots.
So after the first shot,all cannons deactivate for a brief period of time, and that amount of time gets lower the longer you fire.
By wind-up i meant a gradually rising ROF, yep.
Oh and there was no variables at that time.
Anyways, it's kinda really old thing.
"Make us One, Isaac."
+1*ahem*
It Is A Good Day To Have Sandwich.
Also, nice discovery.
Oh, wait...
(1 - smooth(clamp01(-rate(ammo(Canon))), clamp01(-rate(ammo(Canon)))*pow(10, 4)
+ (0.5 +clamp(21.5 -(21.5*smooth(clamp01(-FireWeapons),0.09
+ floor(smooth(clamp01(1-FireWeapons),0.25)))),0,21.5)) )) = 1
Found this around 2 years old code in one of the saved concepts.
It simulates a wind up for cannon pieces when used in activation group, so you set 0.01 firing delay and insert code into a multiple cannons with same name.
Cannons were on a rotator piece so i guess i made something like GAU-8 and haven't used it, yet.
Plus, recently experimented with hover vehicles and made an subassembly which kinda acts as a "artificial"
AltitudeAgl
sensor based on this, it holds it's position according to the main cockpit or specific Flight Computer.To simplify: 1 subassembly allowed to make all-terrain hover vehicle with relatively low true
AltitudeAgl
and decent speed.By all-terrain i mean it covers whole Maywar with ease, wanna test it on other islands.
Bah, what if it would be useful for bigger, multi-legged walkers.
p.s. *KeanuIntensifies*, well, lol
Based people DO scroll.
+2@ShirakamiShimada
"The game was rigged from the start."
*Pretends to inhale*
I Want Mah Pizza Boneless!
Hmm, well today i've listened to:
-Falling star
-The Rebel path. this one
-Death Squad
-Black Racers
-Demonicity
- Resident Evil theme.This one remix
- The Perfect Girl. This one version specificly
Actually my day started with this. Welp, recommendations are recomemedations...
Using Overload, change parts scale to
0,0,0
warning: Connection editor is the only way to find and modify such part
@MAHADI
+1Always Has Been...
*pistol goes click-click*
yea, sort of.
@ZeroHours
+1"Фрейм Возврата пустил корни."
@TheEpicTrains3rdAccount LG.
Retract Landing Gears so the turret will slide down.
Then just select a target.
@ThomasRoderick Ow,
+1Thanks for upvoting my
Definitely not a Nurgle approved Dorito chip.