@TheDesignate Basically for detailing. Why have the harness if you can't use it, why model cowl flaps for the T2000 if it doesn't need them for cooling, why put lug nuts on the wheels if you can't unscrew them to remove the wheels? Detailing.
If you want it to not do that, try changing the maxHeadingAngleAdjustmentRate in Overload (or add it if it's not there by default). I believe that this controls how fast the missile can turn (so when it tries to come around again, it can't turn fast enough to do so).
Hmmm... not sure I'll have time to enter this, but I have a few questions.
1. Does the vehicle need to be 100% original, or can it be based on someone else's (with appropriate credit, of course)?
2. Are wheels mandatory?
3. Does the vehicle have to be in full contact with the ground? (E.g., would a hovercraft or something be considered a "ground vehicle")
@ReinMcDeer Good idea, though right now I'm focusing more on stock-ish Mustangs since they can all have pretty much the same flight characteristics and therefore be kind of competitive against each other (plus I'm still working on figuring out how to do the modified canopy and turtledeck of some of the less-stock racers yet). I'll definitely keep it in mind though!
I'm not entirely sure whether you're talking about single player or multiplayer, but...
For single player, you can disable AI aircraft spawns in the game settings (Game Settings -> AI Air Traffic -> None), and for multiplayer, I'd suggest checking out this.
@realSavageMan Here's a quick explanation of how to control the guns with a camera. The camera has "Look Pitch" and "Look Yaw" variable output options, so you set those to something (maybe "Pitch1" and "Yaw1" or something). Then, you set the gun's rotator inputs to those variables.
Two important things to note, though. You'll need to mess with the rotator speed, range, and input limits (to keep them from trying to turn all the way around and through things), and the camera can't really be attached to the gun itself, which is why this type of control generally works better for turrets than door guns.
@SheriffHackdogMCPE I don't think it was specifically Jundroo. Hando also had a hand in shutting down development on a HandoJet project for FlightGear several years back, I believe.
I used to do a funky dark teal (probably five years ago now), but I've since switched to either some base color with blue accents or white/silver/red for most of mine.
@ColonelCanada A brilliant, but flawed, deduction. In the course of your reasoning, you have overlooked the fact that there are, in fact, two convoys, one on Krakabloa and one on Maywar, a fact that you could not have known as you do not have Maywar yourself. This would result in a total of five targets, rather than the four that were specified. More thinking is required.
If you have an AircraftDesigns folder inside /Jundroo/SimplePlanes, you should* be able to manually download and then copy/paste downloaded aircraft there.
Theoretically you could do the same with mods but in the Mods folder instead of AircraftDesigns.
Disclaimer: I do not use Linux and have never tried this before, so I really have no idea if this will work or not.
There's a few ways to do this, but the simplest would be Brake|Activate5 (that's the vertical bar character, not a lowercase L). clamp01(Brake + Activate5) is another way to do this, but it behaves a little differently.
Try changing the input min/max for the engine from -1 and 1 to -0.1 and 0.1, respectively. Then multiply the engine power by 10.
Should give you pretty much the same engine response, but a bit quieter (since the engine is only revving up to 10% instead of 100%). Also works on jet engines.
@vekiveki8 Actually, I just realized there's an easier way to do it that does work with countermeasures. If you set a button to the "Launch Countermeasures" input option, and then add the following lines to the button's XML via Overload: interactionType : Toggle
The button will remain on when pressed, and the countermeasures will fire at a constant rate until you turn the button off again.
Not entirely sure how to do this sort of thing for a non-countermeasure thing, but this should work for flares or chaff.
Try making it a bit heavier. I added some weight to the bottom of the fuselage to make the helicopter weigh about 1,700 pounds, and it reaches up to 60 knots at only 10 degrees of pitch.
I'm like 99% sure that the criteria is just "get picked by the devs because they think you'll be a good fit" rather than any hard yes/no conditions based on activity, time on the site, whatever.
Has been tried a few times before. What happens is that someone decides to use the anonymity for nefarious purposes (whether spamming, slurs, or otherwise breaking the rules), and then it gets deleted.
@TheDesignate Basically for detailing. Why have the harness if you can't use it, why model cowl flaps for the T2000 if it doesn't need them for cooling, why put lug nuts on the wheels if you can't unscrew them to remove the wheels? Detailing.
+2If you want it to not do that, try changing the
+2maxHeadingAngleAdjustmentRate
in Overload (or add it if it's not there by default). I believe that this controls how fast the missile can turn (so when it tries to come around again, it can't turn fast enough to do so).It's like
the same
except it's all hecked up
+2Hmmm... not sure I'll have time to enter this, but I have a few questions.
+21. Does the vehicle need to be 100% original, or can it be based on someone else's (with appropriate credit, of course)?
2. Are wheels mandatory?
3. Does the vehicle have to be in full contact with the ground? (E.g., would a hovercraft or something be considered a "ground vehicle")
hee hee hoo hoo here we go again
+2Very nice!
Which map are you using, by the way?
+2Wait, we can see other peoples' labels now? Awesome!
+2@ReinMcDeer Good idea, though right now I'm focusing more on stock-ish Mustangs since they can all have pretty much the same flight characteristics and therefore be kind of competitive against each other (plus I'm still working on figuring out how to do the modified canopy and turtledeck of some of the less-stock racers yet). I'll definitely keep it in mind though!
+2@DerVito Ah, so it is! Thanks!
+2Glad to hear it!
+2@MrCarrot Can't say I have, no.
@BeastHunter Hol up you stick our cute little rovers in the refrigerator?
+2I mean... do you want it to glow in the dark?
+2@OnlyRealCarrot ._.
+2@SheriffHackdogMCPE It goes skiing
+2@MikeL32 Awesome! Glad I was able to help!
+2Try something like
((SelectWeapon = Weapon 1) ? FireWeapons : 0)
.That should make it so that if Weapon 1 is selected, the door will be blown off when it is fired.
+2Try setting the mass of everything connected to the piston (e.g. the moving part of the canopy) to 0. Should help at least somewhat.
+2You can also set the prop pitch input to
+2ActivateX
(and then invert it if necessary)@Clarinet Interesting, I don't seem to have any problems with it (regardless of speed or physics setting). Try removing the refuel drogue, perhaps?
+2I'm not entirely sure whether you're talking about single player or multiplayer, but...
For single player, you can disable AI aircraft spawns in the game settings (Game Settings -> AI Air Traffic -> None), and for multiplayer, I'd suggest checking out this.
+2RIP multiplayer
+2T on the firetruck
Ayy I'm in the first picture
SimplePlanes but low FOV
+2@OldBomber Not likely, as bombs generally go off if they get hit at all, regardless of their health.
+2We'll miss ya. I've loved messing around with all your builds these past several years.
+2@realSavageMan Here's a quick explanation of how to control the guns with a camera. The camera has "Look Pitch" and "Look Yaw" variable output options, so you set those to something (maybe "Pitch1" and "Yaw1" or something). Then, you set the gun's rotator inputs to those variables.
Two important things to note, though. You'll need to mess with the rotator speed, range, and input limits (to keep them from trying to turn all the way around and through things), and the camera can't really be attached to the gun itself, which is why this type of control generally works better for turrets than door guns.
+2Details? Yes
Part count? Yes
My laptop catching fire?
Yes
+2@DeveloperKorzalerke Fastest upvote in the west
+2@SheriffHackdogMCPE I don't think it was specifically Jundroo. Hando also had a hand in shutting down development on a HandoJet project for FlightGear several years back, I believe.
+2rip
+2Literally not possible unless you want the mobile device in question to turn into a small thermonuclear weapon... instantaneously.
+2You know what
T
+2I used to do a funky dark teal (probably five years ago now), but I've since switched to either some base color with blue accents or white/silver/red for most of mine.
+2The whole thing is centered at X=0.0002 for absolutely no reason whatsoever and defies all attempts to correct it
Definitely not me right now.
+2@ColonelCanada A brilliant, but flawed, deduction. In the course of your reasoning, you have overlooked the fact that there are, in fact, two convoys, one on Krakabloa and one on Maywar, a fact that you could not have known as you do not have Maywar yourself. This would result in a total of five targets, rather than the four that were specified. More thinking is required.
+2Generally the simplest way to do this is to shrink your control surfaces so they can exert less force on the aircraft.
+2If you have an AircraftDesigns folder inside /Jundroo/SimplePlanes, you should* be able to manually download and then copy/paste downloaded aircraft there.
Theoretically you could do the same with mods but in the Mods folder instead of AircraftDesigns.
Disclaimer: I do not use Linux and have never tried this before, so I really have no idea if this will work or not.
+2@Dathcha This is also true for a regular RPG
+2There's a few ways to do this, but the simplest would be
+2Brake|Activate5
(that's the vertical bar character, not a lowercase L).clamp01(Brake + Activate5)
is another way to do this, but it behaves a little differently.I had to do this just last week, actually.
smooth(yourActivationGroup,1/timeDelay)
For example,
+2smooth(Activate7,1/4)
gives a four-second delay after AG 7 is turned onTry changing the input min/max for the engine from
-1
and1
to-0.1
and0.1
, respectively. Then multiply the engine power by 10.Should give you pretty much the same engine response, but a bit quieter (since the engine is only revving up to 10% instead of 100%). Also works on jet engines.
+2@vekiveki8 Actually, I just realized there's an easier way to do it that does work with countermeasures. If you set a button to the "Launch Countermeasures" input option, and then add the following lines to the button's XML via Overload:
interactionType
:Toggle
The button will remain on when pressed, and the countermeasures will fire at a constant rate until you turn the button off again.
Not entirely sure how to do this sort of thing for a non-countermeasure thing, but this should work for flares or chaff.
+2[sarcastic yet witty response]
+2@IceCraftGaming It's called "Aldo the Apache". Here's a link.
I got the Jundroo logo off of the merch page
+2Try making it a bit heavier. I added some weight to the bottom of the fuselage to make the helicopter weigh about 1,700 pounds, and it reaches up to 60 knots at only 10 degrees of pitch.
+2I'm like 99% sure that the criteria is just "get picked by the devs because they think you'll be a good fit" rather than any hard yes/no conditions based on activity, time on the site, whatever.
+1Has been tried a few times before. What happens is that someone decides to use the anonymity for nefarious purposes (whether spamming, slurs, or otherwise breaking the rules), and then it gets deleted.
Just don't bother.
+1also, time to lock down the comments
+1@SomeSPGuyWhoLikesLore then why do I not have infinite pennies to throw at people at the speed of light
+1checkmate
dorito
+1I have two midterms on the 31st :(
+1