@FloridianTrainMan I find it works fine if you shift in time, it's generally best to assign next and previous weapon to buttons you can easily access (ala side buttons on a mouse if you have them) so that you can quickly and easily shift gears while also correcting if you downshift too much and pass redline.
In theory you could slow down the rise of the needle (a bit like adjusting differential gear ratio) by lowering the speed of the rotator. That would make shifting a bit easier.
@Sparky6004 I'm thinking I might stick to the sea for a while, might build another Submarine. Also a good way to stabilize this is to turn the ocean on and off via the ocean mod menu, especially at spawn. As for Anchors, I'm not sure SP's physics will make them function properly but they might be a neat detail to include.
@Bobyo I believe that's because American ships are usually built for the role of Carrier Guard ships, with the Carrier Aircraft being the primary offensive weapon of the navy. Russian Ships however are often built specifically to be able to threaten carriers, or are made to ASW and Anti-Air roles like this ship.
@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.
@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!
@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 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.
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.
@LotusCarsSub Given this thing only uses two buttons to operate it funny enough resembles that quite well actually. This is designed to offer a video game kind of experience, ala when you turn off shift assist in a racing game.
I've found what the glitch (which actually still occurrs) seems to be doing. Turns out the ocean isn't actually gone, it just won't render if you spawn on land. But when you go into the water it renders a short distance around your build. It works without a hitch when spawning on water.
@FloridianTrainMan I find it works fine if you shift in time, it's generally best to assign next and previous weapon to buttons you can easily access (ala side buttons on a mouse if you have them) so that you can quickly and easily shift gears while also correcting if you downshift too much and pass redline.
In theory you could slow down the rise of the needle (a bit like adjusting differential gear ratio) by lowering the speed of the rotator. That would make shifting a bit easier.
@Sparky6004 I'm thinking I might stick to the sea for a while, might build another Submarine. Also a good way to stabilize this is to turn the ocean on and off via the ocean mod menu, especially at spawn. As for Anchors, I'm not sure SP's physics will make them function properly but they might be a neat detail to include.
@Bobyo I believe that's because American ships are usually built for the role of Carrier Guard ships, with the Carrier Aircraft being the primary offensive weapon of the navy. Russian Ships however are often built specifically to be able to threaten carriers, or are made to ASW and Anti-Air roles like this ship.
Tags were requested
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Suddenly sees text at bottom You sneaky bastard! xD
@hRmm It's coming along well as of now, currently in the detailing phase.
@Sparky6004 I have it on a steam workshop subscription. I'll give it a check again.
Darn thing made me think they added ExplosionScale to Rockets! Great update from the old guide though.
You madman! You even surpassed the Yamato!
I will plan not to upload this thing at 3am so I can remember to tag you all lol
@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.
@LotusCarsSub There is no way to do that
@LotusCarsSub It makes the collision box of fuselages circular.
@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!
A beautifully made ugly plane.
@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
@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!
@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 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.
I 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
I was wondering how well stacked control bases would work, glad they're working to make that function well!
@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.
@DerVito True, in general buoyancy systems that use arrays of smaller floats inside the hull don't tend to work well with that mod.
@EternalDarkness @DerVito To be fair this is a river boat. I imagine they realistically don't handle rough ocean seas well.
@Cheems I'm aware of them, they're very much a shorter, diesel electric powered version of this, at least visually.
@LotusCarsSub I never agreed to doing that, when I said I’d help I meant I’d provide tips and feedback.
@Sm10684 In theory yea. Which can be remedied by the typical methods of de-dragging and part efficiency.
I suspect it's an estimation of how much the build will affect your framerate based on things like part count, drag, and possibly size.
@DanDaFreakinMan Switch to Air to Ground mode to switch to reverse, my bad on missing that in the directions.
This is why I am only on three servers, and don't join any others.
Reeeeead, people! Only through that can you find the key to tags.
@LotusCarsSub Given this thing only uses two buttons to operate it funny enough resembles that quite well actually. This is designed to offer a video game kind of experience, ala when you turn off shift assist in a racing game.
@Mainthedevil Go ahead, I got it from EternalDarkness a while ago
I've found what the glitch (which actually still occurrs) seems to be doing. Turns out the ocean isn't actually gone, it just won't render if you spawn on land. But when you go into the water it renders a short distance around your build. It works without a hitch when spawning on water.
@Juanfly154 Knowing the awesome cars you make I'd be honored! :D