@2Papi2Chulo
I just want to know how my parts are being used in the work through notifications and ego searches.
So an description or comment is enough.
@Ian_Yashima
Thanks!
I personally like it, but I don't know if it can be applied to other builds in the future because the procedure tends to be complicated.
@tsampoy
Arrange the fuselage along the orthographic view with reference to multiple photos, and then adjust the balance.
It's a lot easier and more accurate than making it without looking at the material, but it can be very difficult if the material is inconsistent.
@CrimsonOnigiri
The purpose of this post is to verify if FTs made for human size can be diverted to large Mechs.
Therefore, the items shown in the video are currently frozen, and I just dug them out for verification.
Perhaps it will be restarted when several ongoing projects are settled.
(I was working on Delphine (from the comic "Breakblade"))
A.
Wonderfully cool things.
.
B.
If it's something like a power suit I can think of an advantage, but there would be no need to dare to make it larger.
.
C.
It is time-consuming and very difficult to make something that can be used in combat.
I prefer to make them, but I wouldn't recommend.
Not dead, but it's a very minority.
There are several reasons, but I feel that the technical problem is the biggest.
For many players, making a mech can be difficult or too much work.
I think it's very difficult to spread.
@Hellfire3627
Depending on the processing speed of the computer, the stabilization process of the aircraft may not catch up and may tremble.
It may be possible to reduce it by adjusting the PID and the thrust of the engine.
But I can't support because I don't have a computer with the same symptoms ...
@XP
I'm not directly involved in this story. I was just insulted too much in the past and was traumatized.
I wanted to say that exosuit's remarks have a long-standing reason.
First of all, make sure the Overload MOD is enabled.
(This mod is currently bundled with the game itself, so it can be used on any OS)
(Enabled from the MODS button on the title screen)
Next, select the part whose input you want to edit and press the </>✈︎ button at the bottom right of the screen with that state.
Third, select the Input Controller from the menu at the top of the Overload window that appears.
Finally, find the input in the displayed list and edit the part to the right of it.
@jamesPLANESii
I'll fix the problem in the near future, but I don't think I'll publish it.
(I don't want to upload the exact same thing in terms of both function and appearance.)
@Zer0x1
As for maneuverability, I will check again after the AC model (Loader4) and FCS are completed.
If you are still dissatisfied with the final build, you can adjust the speed-related parameters yourself, as they can be easily changed from the variable setter. (We have made these specifications with the expectation that they will be changed according to the contents of the assemble.)
@EDEN971
I don't have a Mac environment at hand, so I can't say for sure...... It may be that there is no mac support for shaders.
If we find a way to improve it, we will respond, but we can't guarantee that it will improve.
@IzzyIA
As for tags, I am referring to the same one as you.
The only tag I know so far that is not in that document is that <scale=number> can be used to stretch text horizontally.
I think hpgbproductions' post is the most detailed about the format type.
If a text label has a character that extends beyond the bottom edge of the label area, all subsequent characters are considered to extend beyond the label area and drawing is canceled.
The previous comment uses <voffset> to shift the first character out of the label area and cancels the drawing of all characters.
This is a bit aggressive, but replace <voffset=12px> in the first line of the label with {Activate1?"<voffset=12px>":"<voffset=-1200px>"}.
(The Activate1 part is the activation condition, and the -1200 part can be any appropriately large number.)
@PPLLAANNEE
Perhaps SP is not designed to put tens of thousands of characters of code in a text label.
I was editing the xml file directly to avoid crashes.
@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.
@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...
@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.
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.
@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.
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.
@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.
@marcox43 it's quicker to look
It's no wonder it failed a few years ago.
The only reason this works is because of the new features available since version 1.12 (or Beta 1.11.104).
.
And it is not yet at a level where power can be extracted.
@TRD6932
That video was something I was building to reproduce the motion tracer in AV-98 INGRAM.
It has been stagnant because other hobbies have been taking up my time, but I will finish it someday.
@xiaofootball
If I can find a better way to improve it, I may make one, but it will probably be a while before I do. Someone else may do it before then.
I found the throttle lever to be very tilted.
(This makes your wrist look like the back of your hand is pointing inward in VR, which leads to wrist fatigue and discomfort.)
Also, the pedals seem to be a little too close together.
.
The rest of the work is fine, at least as far as I can tell.
@2Papi2Chulo
+2I just want to know how my parts are being used in the work through notifications and ego searches.
So an description or comment is enough.
@Ian_Yashima
+2Thanks!
I personally like it, but I don't know if it can be applied to other builds in the future because the procedure tends to be complicated.
@210100
+2The real thing is folded in the arm and quickly replaces the dummy on the leg or shield
@tsampoy
+2Arrange the fuselage along the orthographic view with reference to multiple photos, and then adjust the balance.
It's a lot easier and more accurate than making it without looking at the material, but it can be very difficult if the material is inconsistent.
@CrimsonOnigiri
+2The purpose of this post is to verify if FTs made for human size can be diverted to large Mechs.
Therefore, the items shown in the video are currently frozen, and I just dug them out for verification.
Perhaps it will be restarted when several ongoing projects are settled.
(I was working on Delphine (from the comic "Breakblade"))
A.
+2Wonderfully cool things.
.
B.
If it's something like a power suit I can think of an advantage, but there would be no need to dare to make it larger.
.
C.
It is time-consuming and very difficult to make something that can be used in combat.
I prefer to make them, but I wouldn't recommend.
Not dead, but it's a very minority.
+2There are several reasons, but I feel that the technical problem is the biggest.
For many players, making a mech can be difficult or too much work.
I think it's very difficult to spread.
@Hellfire3627
+2Depending on the processing speed of the computer, the stabilization process of the aircraft may not catch up and may tremble.
It may be possible to reduce it by adjusting the PID and the thrust of the engine.
But I can't support because I don't have a computer with the same symptoms ...
@JKudasai
+2It's based on that, but with a few changes to the controls and behavior.
@XP
+2I'm not directly involved in this story. I was just insulted too much in the past and was traumatized.
I wanted to say that exosuit's remarks have a long-standing reason.
First of all, make sure the Overload MOD is enabled.
+2(This mod is currently bundled with the game itself, so it can be used on any OS)
(Enabled from the MODS button on the title screen)
Next, select the part whose input you want to edit and press the </>✈︎ button at the bottom right of the screen with that state.
Third, select the Input Controller from the menu at the top of the Overload window that appears.
Finally, find the input in the displayed list and edit the part to the right of it.
It should be in the description here
+2@DickBrazen
+2Lights
@jamesPLANESii
+2I'll fix the problem in the near future, but I don't think I'll publish it.
(I don't want to upload the exact same thing in terms of both function and appearance.)
@truckerSAM
+2I can't answer anything unless you know exactly what kind of help you need.
@Zer0x1
+1As for maneuverability, I will check again after the AC model (Loader4) and FCS are completed.
If you are still dissatisfied with the final build, you can adjust the speed-related parameters yourself, as they can be easily changed from the variable setter. (We have made these specifications with the expectation that they will be changed according to the contents of the assemble.)
@ThePeruvianQuail
+1Work In Progress
@EternalDarkness
+1Sudoku sounds interesting, I'll put it on the candidate list.
Thanks for the suggestion.
@EDEN971
+1I don't have a Mac environment at hand, so I can't say for sure...... It may be that there is no mac support for shaders.
If we find a way to improve it, we will respond, but we can't guarantee that it will improve.
@SETSUNA0414
+1I am interested but don't know if I can spare enough time.
@Stinkysock
+1impossible.
Low physics and fast-forward are incomprehensible behaviors when used in a laggy environment.
@IzzyIA
+1As for tags, I am referring to the same one as you.
The only tag I know so far that is not in that document is that <scale=
number
> can be used to stretch text horizontally.I think hpgbproductions' post is the most detailed about the format type.
@SomeSPGuyWhoLikesLore
+1Added in v1.11.
@StinkyRice
+1How learned : reverse engineering default planes, etc. Basically self-taught, trial and error.
100k : Thx
@AfkSlot
+1Video
@SAINAKAJIMA
+1All gunbits are completely separate from the main body and are driven by a PID engine.
If a text label has a character that extends beyond the bottom edge of the label area, all subsequent characters are considered to extend beyond the label area and drawing is canceled.
+1The previous comment uses <voffset> to shift the first character out of the label area and cancels the drawing of all characters.
This is a bit aggressive, but replace <voffset=12px> in the first line of the label with {Activate1?"<voffset=12px>":"<voffset=-1200px>"}.
+1(The Activate1 part is the activation condition, and the -1200 part can be any appropriately large number.)
@IzzyIA
+1I secretly admire you, so I am glad to hear that.
It didn't work out this time, but I hope to get revenge someday.
@PPLLAANNEE
+1Perhaps SP is not designed to put tens of thousands of characters of code in a text label.
I was editing the xml file directly to avoid crashes.
@TheTomatoLover
+1I started about 2 years ago when bought SPVR
As is the case when creating with SP, it's still fun to be able to move my work.
@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.
@Bryan5
+1Looks like another curator already did that before I saw the notification.
@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.
@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...
@Timplanes
I am not sure if this is correct, but I based it on this.
+1@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.
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.
@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.
@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.
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.
@Mixx I did an update.
+1@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.
@NatsukiHoshino
+1I have an idea and will try it, but don't expect.
@marcox43
+1it's quicker to look
It's no wonder it failed a few years ago.
The only reason this works is because of the new features available since version 1.12 (or Beta 1.11.104).
.
And it is not yet at a level where power can be extracted.
@TRD6932
+1That video was something I was building to reproduce the motion tracer in AV-98 INGRAM.
It has been stagnant because other hobbies have been taking up my time, but I will finish it someday.
@xiaofootball
+1If I can find a better way to improve it, I may make one, but it will probably be a while before I do. Someone else may do it before then.
@Bryan5
+1I confirmed it as of yesterday. Just in case, I am seeking instructions from other curators.
I found the throttle lever to be very tilted.
+1(This makes your wrist look like the back of your hand is pointing inward in VR, which leads to wrist fatigue and discomfort.)
Also, the pedals seem to be a little too close together.
.
The rest of the work is fine, at least as far as I can tell.