You could try taking all mass off the winch part if you haven't already, I encountered issues with winches breaking in My Udaloy and found that setting mass to 0 helped.
@Firgreen If it's similar problems to what I've encountered before the latest fix (which have sadly resurfaced alongside some new rendering problems) he might have to go with his original plan to completely rework the mod.
I love the active aero on this thing, how it not only rises but provides differential downforce in turns. It's a near visual design too, and I like how it grips the road well but can still spin if you're reckless.
@Rakoval500k Aaaah I see, well I can agree that even half mirroring sometimes has issues. My biggest issues are when connections don't carry over and the stupid 'failed to mirror part because the same part is one the other side' crap which doesn't work properly at all and often triggers when there is obviously no such part. I personally think it should just be removed.
Here's an idea for more intuitive launch system, using a cannon weapon (with basic projectiles that have 0 lifetime) you can have a fire control system for these that operates just like normal weapons without taking up AG’s. Simply replace the AG activation with a corresponding 'ammo("Weapon") = #' input and you could have as many of these kinds of missiles as you want. Great build!
This is beautiful! Nicely detailed and possibly your most smooth build yet. And I'm honored that you could utilize my manual transmission system for this. Also a really cool feature to allow switching from Manual to Auto and back. Genius idea on adding the tire treads with text!
.
I think in the future you could do a more part efficient method toward the cosmetic tires themselves though. Using hollow fuselages (with collider set to 'NonConvexMesh') in a few tapered segments (including segments inside) could get a similar if not identical visual effect more easily and lesser in part count.
.
Merry Christmas!
@realSavageMan I didn’t, they just take a moment to appear since they use pistons and glow parts (and I couldn’t figure out how to make the pistons go faster)
That is possibly the best looking steering wheel I've seen. But god the game can have issues with the visibility of dark colored interiors. The main details are visible though, and look nice!
“Friendly to Mobile Phones” Too broad and frankly unreasonable of a requirement. There are phones and tablets that can handle 3k parts or more.
.
If you’re going off the common 500 part limit, that’s a tall order to make anything visually appealing.
@Gestour Also I was replying to a comment you edited/deleted, when you said you'd have to build it from the ground up. When I posted it you either deleted or edited it.
@CRJ900Pilot Click in the path you normally go to for a part's nudge menu, you'll see a button that looks just like the variables. Those are your outputs, wheelRPM is there and you can name it whatever before plugging it into the code for the rims. Find the rotator on the rims on this thing and you'll get it. You'll want to have a different output name for each wheel to correspond to each rim.
@DanDaFreakinMan You could also just click on the directions button near the button for saving to see it too, save you the need to click off directions on loading.
@DanDaFreakinMan 0 Drag on all parts but one pays off, hehe. The game in its latest update has a feature which allows you to put directions in the build that can be accessed/edited on the builder and be made to appear upon loading the game.
Wonder how useful this could be for a car engine. In theory perhaps it could solve the game's issues with applying horsepower improperly via simulating powerstrokes, allowing torque and horsepower to operate more separately, allowing high torque engines with low acceleration (and vice versa). It would have to be able to run thousands of pulses though.
Well it's always neat to see a low point user come out with something so nicely built, especially a white user! I got a little tip for making ships go straight, put a downward pointing wing inside the hull, stretch its width along the length of the ship a ways and span it downward by a lot before scaling it to fit (scaling it down won't prevent the wing from acting as if it's really long). That will help the boat run straight in the water and pairs well with a rudder that uses a wing and rotator. Hope that helps for future boats!
Really nice in the visuals, and it flies well....when the wings don't break themselves. I think you should have taken collisions off the wings because they have a severe tendency to hit eachother and break.
You madman! You even surpassed the Yamato!
You could try taking all mass off the winch part if you haven't already, I encountered issues with winches breaking in My Udaloy and found that setting mass to 0 helped.
+1Although it's been causing annoyances, if it can be made to work right it can be quite the good feature! @PlaneFlightX
+1I will plan not to upload this thing at 3am so I can remember to tag you all lol
Just 4k to Plat! Best of luck! :)
+1@Gestour Best of luck! Hope the update didn't bust too many of your mods.
+2Same here, modsettings isn't present. Thankfully Designersetting's unlimited zoom is still working though.
+2@Firgreen I love it too, the customizability is great and the integrated underwater camera is a nice addition!
+3@Firgreen If it's similar problems to what I've encountered before the latest fix (which have sadly resurfaced alongside some new rendering problems) he might have to go with his original plan to completely rework the mod.
I love the active aero on this thing, how it not only rises but provides differential downforce in turns. It's a near visual design too, and I like how it grips the road well but can still spin if you're reckless.
@Rakoval500k Aaaah I see, well I can agree that even half mirroring sometimes has issues. My biggest issues are when connections don't carry over and the stupid 'failed to mirror part because the same part is one the other side' crap which doesn't work properly at all and often triggers when there is obviously no such part. I personally think it should just be removed.
@Gestour I literally haven't touched the mirror (entire aircraft) function in forever. I only ever use the one part mirror.
+3@LotusCarsSub There is no way to do that
@LotusCarsSub It makes the collision box of fuselages circular.
Here's an idea for more intuitive launch system, using a cannon weapon (with basic projectiles that have 0 lifetime) you can have a fire control system for these that operates just like normal weapons without taking up AG’s. Simply replace the AG activation with a corresponding 'ammo("Weapon") = #' input and you could have as many of these kinds of missiles as you want. Great build!
+4@SnoWFLakE0s Jet engines don't have to be connected to a build to work, the craft just needs to have fuel,
+1This is beautiful! Nicely detailed and possibly your most smooth build yet. And I'm honored that you could utilize my manual transmission system for this. Also a really cool feature to allow switching from Manual to Auto and back. Genius idea on adding the tire treads with text!
+1.
I think in the future you could do a more part efficient method toward the cosmetic tires themselves though. Using hollow fuselages (with collider set to 'NonConvexMesh') in a few tapered segments (including segments inside) could get a similar if not identical visual effect more easily and lesser in part count.
.
Merry Christmas!
@realSavageMan I didn’t, they just take a moment to appear since they use pistons and glow parts (and I couldn’t figure out how to make the pistons go faster)
That is possibly the best looking steering wheel I've seen. But god the game can have issues with the visibility of dark colored interiors. The main details are visible though, and look nice!
Add the VR tag to this, I've been wondering it it's possible to make VR guns that can be freely picked up!
+2A Meme Build with Imaaaaaginaaaaatioooon.
+1A nice gun that doubles (intentionally or not) as a neat teaser for the next ship. I look forward to seeing the Kiev when it's out!
+1@DustofPrey Readies bat with malicious intent
+9“Friendly to Mobile Phones” Too broad and frankly unreasonable of a requirement. There are phones and tablets that can handle 3k parts or more.
+5.
If you’re going off the common 500 part limit, that’s a tall order to make anything visually appealing.
Thanks to everyone who got my Skyline on the front page so quickly! I was hoping to get a build on this series at some point.
+1A beautifully made ugly plane.
@Gestour Basically lol
+1@Gestour Also I was replying to a comment you edited/deleted, when you said you'd have to build it from the ground up. When I posted it you either deleted or edited it.
It works now! And now the surface renders right when looking up from below, it's transparent from below too! Thanks for fixing this @Gestour
For a quicker save you could always do control+S, but an Auto save that has an adjustable timer could be good mod for sure.
+2@Bellcat It does, it's called buoyancy and underwater wing physics, I've been doing it for quite a while :)
With the new look vector outputs, easy gun turret aiming can now be possible!
Cool to see someone else implement clickable door handles, very nice build!
+1@KingHandspider That’s simple, getting good at nudging.
+1@KingHandspider Labels for the visuals alongside some cut fuselages. As for their functions it’s a lotta FT stuff.
@CRJ900Pilot Click in the path you normally go to for a part's nudge menu, you'll see a button that looks just like the variables. Those are your outputs, wheelRPM is there and you can name it whatever before plugging it into the code for the rims. Find the rotator on the rims on this thing and you'll get it. You'll want to have a different output name for each wheel to correspond to each rim.
@DanDaFreakinMan You could also just click on the directions button near the button for saving to see it too, save you the need to click off directions on loading.
+1@DanDaFreakinMan 0 Drag on all parts but one pays off, hehe. The game in its latest update has a feature which allows you to put directions in the build that can be accessed/edited on the builder and be made to appear upon loading the game.
Dude this is your smoothest and most well put together looking car yet!
+1I swear I'm never doing a car in black again, it obscures the details too much!
@PapaKernels Id consider trying to run the low part version, only one part has drag so a major cause of lag is reduced.
Apologies for missing tags people, I published this on a whim at 3am after a long gaming session
That Ship is officially the Crysis of SimplePlanes.
+4I was wondering how well stacked control bases would work, glad they're working to make that function well!
Wonder how useful this could be for a car engine. In theory perhaps it could solve the game's issues with applying horsepower improperly via simulating powerstrokes, allowing torque and horsepower to operate more separately, allowing high torque engines with low acceleration (and vice versa). It would have to be able to run thousands of pulses though.
+6Oh god not this meme
+1Well it's always neat to see a low point user come out with something so nicely built, especially a white user! I got a little tip for making ships go straight, put a downward pointing wing inside the hull, stretch its width along the length of the ship a ways and span it downward by a lot before scaling it to fit (scaling it down won't prevent the wing from acting as if it's really long). That will help the boat run straight in the water and pairs well with a rudder that uses a wing and rotator. Hope that helps for future boats!
+5@Kangy You mean the one by Leehopard?
+1@BeastHunter I have a list, if you already asked for tags before you don't need to ask again.
Really nice in the visuals, and it flies well....when the wings don't break themselves. I think you should have taken collisions off the wings because they have a severe tendency to hit eachother and break.