@JABH what you have to do is, move both engines behind until it's no longer in the way of the rotators. Use multiselect tool for that. And no, you don't have to disconnect it. After mirroring the rotators, move them back to their original position.
Nope. Can't comment either. Like mouse said, the comments are probably disabled or the user did some shenanigans. A mild amount of tomfoolery, if you will.
@Graingy it does. You have to keep the target inside the lock circle. It's a bit tricky but you can modifie the lock angle on missiles with maxLockAngle and set it to a number in degrees. Setting it to 360 will enable the missile to lock target even if you are pointing away from target.
@Graingy the block parts, magnets, that giant turbofan engine and the glass fuselage. And some landing gears.
By the way, you don't have to be in camera view to achieve lock on target. You just gotta point the nose (or the front of the cockpit/flight computer) at the target.
The engine is in the way silly. Hiding it won't remove it from existence. You will have to either move the rotator further out or move the engines further behind.
It's most likely because of collision. Turn of collision on the rotators. Are they hidden inside the fuselage? I also see another piece involved here. The piece connecting the vertical and horizontal rotator. Turn of the collision on that too.
There is no tutorial. You simply "f#uck around and find out".
actually there are Tutorials on this but in my opinion, it's better to do it on your own. Mess around with it, try to understand how things work. It will be a humble start but will workout in long-term.
@Solent19 thrusters are most useful for VTOL builds. They help with movement while hovering and their input is automatically determined depending on its position on the build. And you need VTOL engine for them to work.
@IceCraftGaming the in game nose cone is just bad. It's not flexible (when it comes to shaping it) and always sticks out like a sore thumb. But although rare, it has its uses.
That's where nose cone from juno stands out.
(I fully understand that juno is a more advanced game compared to simpleplanes)
@Tuxedoman okay, try this -Actviate1 in engine group 1 and Activate1 in engine group 2. This way, engine group 1 will be active by default and when you turn on activate 1, engine group 1 turns off and group 2 turns on.
For afterburner, use this -Activate1 & Activate2 or -Activate1 & Activate2 ? 1 : 0. They both does the same thing. By doing this, the afterburner won't turn on unless Ag-1 is turned off and Ag-2 is turned on.
Use these
To hide UI >>GUIScript..set_UIEnabled true
to change field of view //MainCamera>Camera.set_fieldOfView 15
First turn on devconsole and put these in.
@Tuxedoman okay let's say you have two engines. One primary and one afterburner which you want to activate when flipping a switch. But you don't want it to activate when the primary engine is active. Let's assume that primary engine's input is Ag-1 and afterburner engine's input is Ag-2.
In the input section of the primary engine put Activate1 and in the input section of afterburner engine put -Activate1 & Activate2 ? 1 : 0. This way the afterburning engine will only activate when Ag-1 is off and Ag-2 is on.
I am assuming this is what you want because I didn't really understand what exactly what you are trying to achieve.
@BoiExist there is definitely some way of using IAS to adjust it, just don't know how. We will need an expert for that. And i am making a jet now and it needs exactly that. It mostly works the way it is but it starts to woble at high speeds.
Set zeroOnDeactivate in input part of the engines xml menu and set it to true. Actually you don't have to add it, it's already there. You just have to set it to true.
@BoiExist i personally haven't done that (setting drag scale to zero). And code provided earlier is the most basic fly by wire code. For canards (AOA limitter) you can use AngleOfAttack/number - PitchRate * 0.05. You will have to tweak the numbers and rotator speed and angle to see what works. It's a good place to get started. And i am sure Guyfolk uses variables too. If you are new to funky trees you will get overwhelmed by all that.
@MIGFOXHOUND31BSM26 forgot to add the sp2 release part. There will be a surge of new players and activity will be at all time high. Plus, the people who left may come back.
There is no specific time of activity. People hop in when they get the time to. Plus, the community is dying so you know......soon there won't be much activity at all.
How old are you now?
@Berulacraft 45 now
Now that's what I call "part efficient aircraft"
+1Tried to make one for a challenge, it didn't workout very well and abandoned it.
Politics and religion is not allowed on this site. Take it somewhere else.
Some structures, and some funny little Easter eggs.
+1"use blueprints my dudes"
And about funky trees, learn the basics. It's a good idea.
+4Just wait till you cross 20yrs. It will be so fun.
+5@JABH what you have to do is, move both engines behind until it's no longer in the way of the rotators. Use multiselect tool for that. And no, you don't have to disconnect it. After mirroring the rotators, move them back to their original position.
@Solent19 you beat me to it.
+2Nope. Can't comment either. Like mouse said, the comments are probably disabled or the user did some shenanigans. A mild amount of tomfoolery, if you will.
+1@Graingy well, the more you know.
@Graingy it does. You have to keep the target inside the lock circle. It's a bit tricky but you can modifie the lock angle on missiles with
+1maxLockAngle
and set it to a number in degrees. Setting it to 360 will enable the missile to lock target even if you are pointing away from target.@Graingy the block parts, magnets, that giant turbofan engine and the glass fuselage. And some landing gears.
By the way, you don't have to be in camera view to achieve lock on target. You just gotta point the nose (or the front of the cockpit/flight computer) at the target.
"It will be a very short flight, ladies and gentlemen but a very quick trip to afterlife"
The engine is in the way silly. Hiding it won't remove it from existence. You will have to either move the rotator further out or move the engines further behind.
It's most likely because of collision. Turn of collision on the rotators. Are they hidden inside the fuselage? I also see another piece involved here. The piece connecting the vertical and horizontal rotator. Turn of the collision on that too.
There is no tutorial. You simply "f#uck around and find out".
actually there are Tutorials on this but in my opinion, it's better to do it on your own. Mess around with it, try to understand how things work. It will be a humble start but will workout in long-term.
+2@Solent19 thrusters are most useful for VTOL builds. They help with movement while hovering and their input is automatically determined depending on its position on the build. And you need VTOL engine for them to work.
+1@MIGFOXHOUND31BSM26 ahhh.
it's spooky time
+1@MIGFOXHOUND31BSM26 i don't understand
@ZeroWithSlashedO ohhh
What image?
1•How does that affect the community🤨?
+12•And what is the reason for the ban?
@IceCraftGaming the in game nose cone is just bad. It's not flexible (when it comes to shaping it) and always sticks out like a sore thumb. But although rare, it has its uses.
+2That's where nose cone from juno stands out.
(I fully understand that juno is a more advanced game compared to simpleplanes)
@GeneralCorpInc ahh yes, the classic "it's because of the damn phone".
+1Yeah, almost.
A few actually. Not avoiding them, just haven't found much use for them.
I sure love simpleplabes
+1@Tuxedoman no problem ;)
@Tuxedoman okay, try this
-Actviate1
in engine group 1 andActivate1
in engine group 2. This way, engine group 1 will be active by default and when you turn on activate 1, engine group 1 turns off and group 2 turns on.For afterburner, use this
-Activate1 & Activate2 or -Activate1 & Activate2 ? 1 : 0. They both does the same thing. By doing this, the afterburner won't turn on unless Ag-1 is turned off and Ag-2 is turned on.
@PlaneFlightX i think you missed something.
You definitely need a VR for that.
Use these
To hide UI
>>GUIScript..set_UIEnabled true
to change field of view
//MainCamera>Camera.set_fieldOfView 15
First turn on devconsole and put these in.
@Tuxedoman okay let's say you have two engines. One primary and one afterburner which you want to activate when flipping a switch. But you don't want it to activate when the primary engine is active. Let's assume that primary engine's input is Ag-1 and afterburner engine's input is Ag-2.
In the input section of the primary engine put
Activate1
and in the input section of afterburner engine put-Activate1 & Activate2 ? 1 : 0. This way the afterburning engine will only activate when Ag-1 is off and Ag-2 is on.
I am assuming this is what you want because I didn't really understand what exactly what you are trying to achieve.
@BoiExist there is definitely some way of using IAS to adjust it, just don't know how. We will need an expert for that. And i am making a jet now and it needs exactly that. It mostly works the way it is but it starts to woble at high speeds.
Set
zeroOnDeactivate
in input part of the engines xml menu and set it totrue
. Actually you don't have to add it, it's already there. You just have to set it totrue
.@BoiExist that's how you do it. By trial and error.
@Noob101 we will be looking forward to that.
@MIGFOXHOUND31BSM26 hmm, I didn't know that. I guess I wasn't around long enough.
@BoiExist i personally haven't done that (setting drag scale to zero). And code provided earlier is the most basic fly by wire code. For canards (AOA limitter) you can use
AngleOfAttack/number - PitchRate * 0.05
. You will have to tweak the numbers and rotator speed and angle to see what works. It's a good place to get started. And i am sure Guyfolk uses variables too. If you are new to funky trees you will get overwhelmed by all that.@MIGFOXHOUND31BSM26 forgot to add the sp2 release part. There will be a surge of new players and activity will be at all time high. Plus, the people who left may come back.
@HuskyDynamics01 me mortal.
There is no specific time of activity. People hop in when they get the time to. Plus, the community is dying so you know......soon there won't be much activity at all.
@ComradeSandman i wouldn't know anything about martian law. Can't give you any advice here.
@Graingy not if I outlast you.
@Graingy you know too much. Wherever you are, don't move. I am sending a few........ Gifts. Yeah I am sending a few gifts your way.
@Graingy what exactly do you mean by that statement 🤨
@GRIGORzTV okay
+1