@IDNSatyaSlebew Example of Para-II
I'm not sure, but I tried IV and it did not work correctly.
The file may have been old, before the bug was removed.
But there is nothing more I can do as I do not have any other IV files on hand other than this one.
@IDNSatyaSlebew
I don't have specific information, so I don't know, but most of the people who say similar things are cases where the range or direction (invert) of the rotator is wrong.
My personal usability was not bad.
But in most cases II or III would have sufficed.
Also, there are too many annotations and elements, and we do not have the ability to prepare sufficient answers that will be understood when asked about them.
@IDNSatyaSlebew Maybe it's about this.
I don't remember much, but I think what was posted as a build was just a demonstration sample.
.
I-III corrected parallax by inputting the relative position of the turret and cockpit as a numerical value in advance.
In contrast, IV is a new version that reads the turret position from an additional cockpit variable output...I think.
@MrShenanigansSP
To be precise, rigid body groups are divided according to parts that move, such as rotators.
This means that you can increase any of the parts as long as they belong to the same section as the cockpit.
The important thing is to lighten the weight towards the end sections.
@jamesPLANESii
Maybe it's not impossible to do, but I wouldn't try...
I don't think it's realistic.
Both in terms of processing speed and coding effort...
@BaconAircraft
Tip: The color of the crushing effect on the glass fuselage can be freely set.
(Don't worry, if I do make it, I don't intend to upload that kind of direct expression to this site.)
@zwen
The specification interprets the target's acceleration as information, so it is necessary to have the AI machine lock on to the player.
Default mode AI may not lock on to the player
@TheTomatoLover
No, if it is not stated, it is one person. For some reason, Deepl tends to use "we" for the first person.
I manually rewrite to "I" every time, but sometimes I miss it.
@TheTomatoLover
Original, but several pieces were used as design references.
-Legs:(alice gear aegis)
-Arms: ho229(NieR:Automata)+NT-1(Gundam)
-Torso: flight suit + body armor (real)
-Head: F35 HMD (real) +cat ear
-Cannon:RX-78-02(Gundam The Origin)
If TGTPOS_L was before it was tuned, it could have been a simple replacement as you mentioned. (Since the early ones obtained relative coordinates in the world coordinate system and converted them to the local coordinate system with a rotation matrix.)
@11qazxc
The part of TGTPOS that acquires relative coordinates and the part that converts to the local coordinate system are fused together by tuning to reduce load and cannot be separated.
The coordinates of the cockpit and missiles are then in the world coordinate system.
To add them to TGTPOS, they must be converted to local coordinate system values.
The rotation matrices used to transform the coordinate system are relatively loaded, so it is not a good idea to use them in two places: the TGTPOS and the cockpit & missile coordinates.
Therefore, instead of using TGTPOS_L, we first obtain the target coordinates in the world coordinate system, change them to the missile coordinates as the origin, and finally use a rotation matrix to align them with the missile coordinate system.
@11qazxc
You are correct about how to formulate the equation.
However, the 1PartsHUD variable is optimized for the main cockpit, so if you want to use the coordinates of the missile as a reference, as in this case, it is faster to write a new one from scratch...
If I were to actually create one, it would look something like this.
This is not possible because the font is not supported.
At this time, it is probably the simplest way to convert from transparent images to labels with this program.
This is the last post before completion.
The armament and UI have not yet been finalized, but if we keep motivated, we may be able to complete the project by the end of the year.
TDCS (Thrust distribution control system (推力配分制御システム))
A system that stabilizes the aircraft by fully automatically adjusting thrust distribution based on information such as the direction of propulsion, vector, and angular velocity.
I think this is effective for mechs that shift their center of mass due to transform and posing, and for works that can be purged of heavy parts such as armor and drop tanks.
Since the exterior design was not finalized, the code for the control was assembled first.
VR or joysticks are recommended, but can probably be handled intuitively with a phone.
@SilverStar
It originally originated in Britain in the 19th century.
Othello, mentioned in other comments, is a fine-tuned version of reversi rules, commercialized by a Japanese company.
@Blub00The00Builder
Currently impossible.
But with some changes to the camera priority settings it would not be impossible.
I may add it next time I update the mod, if I remember.
@rexzion
Raising the weight can avoid this to some extent, but unfortunately, it cannot cure it completely.
Well… it's surprising enough that it made it this far, since the joystickBase was never designed to be moved many kilometers in the first place.
@Flash0of0green
Give me a break. We're learning Unity and C# from scratch, and I've managed to make something that works.
Of course I would if I could,if I could.
I'm still working on that effort. Because of this, none of the projects that were supposed to be done have progressed.
So I can only say one thing now. If you're not satisfied with the status quo, you create the alternative.
If you want to offset by 1/3(33.33…%), just add 360/3=120.
sin(sum(clamp(Pitch,-1,1) *1200))
sin(sum(clamp(Pitch,-1,1) *1200)+120)
sin(sum(clamp(Pitch,-1,1) *1200)+240)
.
cosθ=sin(θ+90). That's a 1/4 (25%) offset, so I wouldn't recommend using it here.
Also, since tanθ=sinθ/cosθ, the waveform is completely different.
Rename any weapon to "TLS" (it does not have to be fireable, just to show the name in the list) and set the minigun's AvtivationGroup to [ SelectedWeapon = "TLS" ].
@Mixx
I think it is probably due to the lack of Unity's Mac Build Support.
I will try to add the module (for some reason, it seems I need to reinstall Unity entirely) and rebuild, but since I don't have a Mac environment at hand, I can't check and can't guarantee that it will work.
Unfortunately, the left eye must be sacrificed in the current situation, and improving this specification has proven to be almost impossible due to technical problems.
@Mixx
First, I'm sure time will solve on this, but none of the mods I have been able to identify currently support Single Pass Stereo rendering.
.
Second,draw the screen foremost to prevent it from being blocked by other parts.
If this is done, the screen will be drawn in front of the exterior from the third-person viewpoint, so it should not be drawn when the camera is away from the screen.
.
Also, due to SP rendering specifications, the front-most rendering code would not function properly after a certain distance, so the screen had to be placed very close to the camera.
Screens at close range can be very uncomfortable in the stereoscopic view of VR.
As a countermeasure, we are planning to create a pseudo distant plane by displaying separate images for the left and right eyes, and if possible, stereoscopic viewing, but we are having difficulty in making adjustments.
.
In addition, although not shown in the video, the HMD also has the ability to synthesize an interface such as a HUD shot with a different camera onto the HMD image.
.
This mod is not expected to be user-friendly due to the fact that it was developed just to get the only build shown in the video to work and that it does not have sufficient knowledge of working with C#.
@IDNSatyaSlebew
+1Example of Para-II
I'm not sure, but I tried IV and it did not work correctly.
The file may have been old, before the bug was removed.
But there is nothing more I can do as I do not have any other IV files on hand other than this one.
@IDNSatyaSlebew
I don't have specific information, so I don't know, but most of the people who say similar things are cases where the range or direction (invert) of the rotator is wrong.
My personal usability was not bad.
But in most cases II or III would have sufficed.
Also, there are too many annotations and elements, and we do not have the ability to prepare sufficient answers that will be understood when asked about them.
@IDNSatyaSlebew
Maybe it's about this.
I don't remember much, but I think what was posted as a build was just a demonstration sample.
.
I-III corrected parallax by inputting the relative position of the turret and cockpit as a numerical value in advance.
In contrast, IV is a new version that reads the turret position from an additional cockpit variable output...I think.
@IDNSatyaSlebew
Is it this file?
@Bryan5
+1Looks like another curator already did that before I saw the notification.
@Roomba
Select en from the radio buttons in the lower right corner of the screen
@LoneSpaceGaming
+2I made, but this feels like a very common thing already.
@MrShenanigansSP
+1To be precise, rigid body groups are divided according to parts that move, such as rotators.
This means that you can increase any of the parts as long as they belong to the same section as the cockpit.
The important thing is to lighten the weight towards the end sections.
Image previously sent to others.
+3terminal parts could be with massscale=0.
@jamesPLANESii
+1Maybe it's not impossible to do, but I wouldn't try...
I don't think it's realistic.
Both in terms of processing speed and coding effort...
@BogdanX
I would like to do it someday.
But since I don't have a clear image of the work I want to make yet, it will probably be a very future.
@Timplanes
I am not sure if this is correct, but I based it on this.
+1@BaconAircraft
Tip: The color of the crushing effect on the glass fuselage can be freely set.
(Don't worry, if I do make it, I don't intend to upload that kind of direct expression to this site.)
@zwen
+1The specification interprets the target's acceleration as information, so it is necessary to have the AI machine lock on to the player.
Default mode AI may not lock on to the player
@TheTomatoLover
+1No, if it is not stated, it is one person. For some reason, Deepl tends to use "we" for the first person.
I manually rewrite to "I" every time, but sometimes I miss it.
@TheTomatoLover
+4Original, but several pieces were used as design references.
-Legs:(alice gear aegis)
-Arms: ho229(NieR:Automata)+NT-1(Gundam)
-Torso: flight suit + body armor (real)
-Head: F35 HMD (real) +cat ear
-Cannon:RX-78-02(Gundam The Origin)
If TGTPOS_L was before it was tuned, it could have been a simple replacement as you mentioned. (Since the early ones obtained relative coordinates in the world coordinate system and converted them to the local coordinate system with a rotation matrix.)
@11qazxc
The part of TGTPOS that acquires relative coordinates and the part that converts to the local coordinate system are fused together by tuning to reduce load and cannot be separated.
The coordinates of the cockpit and missiles are then in the world coordinate system.
To add them to TGTPOS, they must be converted to local coordinate system values.
The rotation matrices used to transform the coordinate system are relatively loaded, so it is not a good idea to use them in two places: the TGTPOS and the cockpit & missile coordinates.
Therefore, instead of using TGTPOS_L, we first obtain the target coordinates in the world coordinate system, change them to the missile coordinates as the origin, and finally use a rotation matrix to align them with the missile coordinate system.
@11qazxc
+3You are correct about how to formulate the equation.
However, the 1PartsHUD variable is optimized for the main cockpit, so if you want to use the coordinates of the missile as a reference, as in this case, it is faster to write a new one from scratch...
If I were to actually create one, it would look something like this.
link
This is not possible because the font is not supported.
+1At this time, it is probably the simplest way to convert from transparent images to labels with this program.
This is the last post before completion.
The armament and UI have not yet been finalized, but if we keep motivated, we may be able to complete the project by the end of the year.
Number of variables used
+2reversi:73
tetris:143
this:159(temporary)
Test of TDCS and command input.
previous
@Genke
original content
Since the exterior design was not finalized, the code for the control was assembled first.
VR or joysticks are recommended, but can probably be handled intuitively with a phone.
@SilverStar
It originally originated in Britain in the 19th century.
Othello, mentioned in other comments, is a fine-tuned version of reversi rules, commercialized by a Japanese company.
@Sm10684
+1That is a registered trademark occupied by MegaHouse rather than the type of game itself.
If others use that name, they are killed by law.
@TheOneAndOnlyToad @ShiroNeko @TheCommentaryGuy
+4Take those topics elsewhere.
@Blub00The00Builder
Currently impossible.
But with some changes to the camera priority settings it would not be impossible.
I may add it next time I update the mod, if I remember.
@rexzion
+1Raising the weight can avoid this to some extent, but unfortunately, it cannot cure it completely.
Well… it's surprising enough that it made it this far, since the joystickBase was never designed to be moved many kilometers in the first place.
@Freerider2142
+4Yeah...FT has no way of knowing where the checkpoints are, so you have to manually re-enter the route.
regulation
Click here for build data.
It can be run on a smartphone, but it is recommended to use a PC with sufficient performance, as the simulation may fail.
@Mixx
Thanks for the report.
If you find any problems, please do not hesitate to tell us.
@Flash0of0green
+3Give me a break. We're learning Unity and C# from scratch, and I've managed to make something that works.
Of course I would if I could,if I could.
I'm still working on that effort. Because of this, none of the projects that were supposed to be done have progressed.
So I can only say one thing now.
If you're not satisfied with the status quo, you create the alternative.
If you want to offset by 1/3(33.33…%), just add 360/3=120.
+1sin(sum(clamp(Pitch,-1,1) *1200))
sin(sum(clamp(Pitch,-1,1) *1200)+120)
sin(sum(clamp(Pitch,-1,1) *1200)+240)
.
cosθ=sin(θ+90). That's a 1/4 (25%) offset, so I wouldn't recommend using it here.
Also, since tanθ=sinθ/cosθ, the waveform is completely different.
pic
itself
Rename any weapon to "TLS" (it does not have to be fireable, just to show the name in the list) and set the minigun's AvtivationGroup to [ SelectedWeapon = "TLS" ].
I may have missed something, but I have previously researched and compiled this information.
Here
@Mixx I did an update.
+1@Mixx
+2Sorry, I forgot to include it.
I will upload the correct one as an official update in a few days, so please wait a bit.
Does this work?
@Mixx
@Mixx
+1I think it is probably due to the lack of Unity's Mac Build Support.
I will try to add the module (for some reason, it seems I need to reinstall Unity entirely) and rebuild, but since I don't have a Mac environment at hand, I can't check and can't guarantee that it will work.
Unfortunately, the left eye must be sacrificed in the current situation, and improving this specification has proven to be almost impossible due to technical problems.
+4@Mixx
No, we are not modifying the game system.
Simply put, we are just adding monitor parts that use custom shaders.
Sorry, I'm not very good at putting these kinds of sentences together.
@Mixx
+2First, I'm sure time will solve on this, but none of the mods I have been able to identify currently support Single Pass Stereo rendering.
.
Second,draw the screen foremost to prevent it from being blocked by other parts.
If this is done, the screen will be drawn in front of the exterior from the third-person viewpoint, so it should not be drawn when the camera is away from the screen.
.
Also, due to SP rendering specifications, the front-most rendering code would not function properly after a certain distance, so the screen had to be placed very close to the camera.
Screens at close range can be very uncomfortable in the stereoscopic view of VR.
As a countermeasure, we are planning to create a pseudo distant plane by displaying separate images for the left and right eyes, and if possible, stereoscopic viewing, but we are having difficulty in making adjustments.
.
In addition, although not shown in the video, the HMD also has the ability to synthesize an interface such as a HUD shot with a different camera onto the HMD image.
.
This mod is not expected to be user-friendly due to the fact that it was developed just to get the only build shown in the video to work and that it does not have sufficient knowledge of working with C#.
It also includes stereoscopic features for VR, but may be rejected due to the possibility of unforeseen health hazards.