To get camera aim just click on a camera (I’d use just a normal one, not orbit) Then on the side it has a rotate button. In that section, at the top there is a variable output. It should look like this: (x) click on it. Then where it says look pitch and look yaw, put in variable names of your choice. You will be using them for later. In my example look pitch will be LP and look yaw will be LY. Now, you can output these into text by doing {LP} or {LY}, which helps me with debugging, or you can output them into motors by doing for example on a pitch axis, LP/90(or LP/-90 if it’s reversed), and now when you move your camera up/down, the hinge should move up and down. Hope this helped!
I think my next version will probably have all the airports, the desert island, uss tiny(1 and 2), uss beast, bridges, detailed land, and much more performance saving stuff cause this is already a tad bit laggy. However next thing might come in a week or like 4 months idk how lazy I am.
I have it moving that way because the code has to refresh 4 pixels at a time, so I decided the most logical way to refresh is the way you read, left to right, top to bottom @IzzyIA
Edit: this took me not that long to make, I find your simple doom immensely impressive
@Rb2h when you enter it? That shouldn’t be possible. Simple planes doesn’t save variables if they have syntax errors. Are you talking about when you leave?
Edit: in the stuff you copy pasted I think you are missing “mapZooms.” Also, the * turned into italics and the code probably broke. You can try again by using ` around your code Sorry for the late response, I was sleeping
I think you can kinda get around this with using parentheses… I have a line of code that has more than 10+ if statements and when I encounter issues with it I just nest more parentheses and it seems to work… I’m not sure if this will help you but you could give it a shot.
Oh, also you need to put the inputs in via the overload mod.Select the hinge with overload and go into the InputController, and put the variables into Input.
@BlackThuNDR sorry for the late reply, pretty sure it has to do with physics frames if they change with lower physics. It updates every 100th of a second which is one physics frame on high physics.
@Rb2h those will come in some time, I’m feeling kinda burnt out by this project. You can probably expect an update to come between one month and like 4 months. Tbh doing just a performance update shouldn’t take me too long… I just don’t feel like doing it. Thanks for checking out my map tho!
I think I need to clarify something. You need to start with the X2, Y2, and mapZooms when implementing the code BEFORE you add the mapFunc stuff. Also, I realize a problem. With bigger builds it seems that the code dsyncs with the craft because the map loads in after the code does (I think?). Anyhow the solution to this is just putting a -1 after the “time*100” in X2 and Y2 and it fixed it on a craft I implemented it on.
Thanks for all the nice comments, this is pretty much the first time I posted on this site and it’s nice to see so many people liking this.
@CirrusX well… it needs the functions in the function setter to work. It’s essentially a graphing calculator, and the functions help determine the map you see. You need to copy paste all of the functions, their names and the functions themselves. If you do that it should work. Thanks for checking out my map :).
Edit: just to clarify I’m talking about the functions in the variable setter, you find them at the bottom right of the designer screen with the x symbol.
I will use any jam, like even blueberry and apricot. However there’s a teir ranking: Raspberry is on top, then strawberry, multi berry blends, apricot, blueberry, ect… @ComradeSandman
To get camera aim just click on a camera (I’d use just a normal one, not orbit) Then on the side it has a rotate button. In that section, at the top there is a variable output. It should look like this: (x) click on it. Then where it says look pitch and look yaw, put in variable names of your choice. You will be using them for later. In my example look pitch will be LP and look yaw will be LY. Now, you can output these into text by doing {LP} or {LY}, which helps me with debugging, or you can output them into motors by doing for example on a pitch axis, LP/90(or LP/-90 if it’s reversed), and now when you move your camera up/down, the hinge should move up and down. Hope this helped!
+4I think my next version will probably have all the airports, the desert island, uss tiny(1 and 2), uss beast, bridges, detailed land, and much more performance saving stuff cause this is already a tad bit laggy. However next thing might come in a week or like 4 months idk how lazy I am.
+3I have it moving that way because the code has to refresh 4 pixels at a time, so I decided the most logical way to refresh is the way you read, left to right, top to bottom @IzzyIA
+2Edit: this took me not that long to make, I find your simple doom immensely impressive
@Rb2h when you enter it? That shouldn’t be possible. Simple planes doesn’t save variables if they have syntax errors. Are you talking about when you leave?
+2Edit: in the stuff you copy pasted I think you are missing “mapZooms.” Also, the * turned into italics and the code probably broke. You can try again by using ` around your code Sorry for the late response, I was sleeping
Yay you used my map :)
+2It’s just that I play the game more than I post stuff @Randomplayer
+2@SPTNR idk get someone else to roast you… maybe a friend… oh wait
+2Hi! Your account is built like some Indian YT channel with 20 subs.
+2I think you can kinda get around this with using parentheses… I have a line of code that has more than 10+ if statements and when I encounter issues with it I just nest more parentheses and it seems to work… I’m not sure if this will help you but you could give it a shot.
+2Oh, also you need to put the inputs in via the overload mod.Select the hinge with overload and go into the InputController, and put the variables into Input.
+2Consider reading a little before asking about it. Instructions are in here to follow if you want to install it into your own aircraft. @ZemiGG
+1@BlackThuNDR sorry for the late reply, pretty sure it has to do with physics frames if they change with lower physics. It updates every 100th of a second which is one physics frame on high physics.
+1@Rb2h those will come in some time, I’m feeling kinda burnt out by this project. You can probably expect an update to come between one month and like 4 months. Tbh doing just a performance update shouldn’t take me too long… I just don’t feel like doing it. Thanks for checking out my map tho!
+1This post will be 1st place on the weekly planes real soon thanks so much everyone who has upvoted.
+1I was at 120 points before I posted lol @LM0418
+1Yeah, I wanted to make one cause there were no maps :( @TheNewSPplayer
+1I’m hoping they do actually. Even if I have to redo all my work it would be nice to get some new places to explore on mobile @Kerbango
+1Tinyyyy lmao @overlord5453
+1Depends on what jam I got and how lazy I am
+1@ZemiGG I just paid attention in math class
@Melle0909 If only there were comments/instructions that tell you to install it...
@SnoWFLakE0s It only fixes the code depending on how big the craft is. So it’s not exactly something I can easily do. Thanks for the help though.
@MTDP I guess I have a powerful iPad idk, it handles this like a champ
@IzzyIA I see you’ve made some similar stuff to me, I’m interested in how you did it.
Thanks for silver :)
Edit: also thanks for 170 upvotes and counting
I know performance is an issue with this. Somehow my iPad runs it just fine @Rb2h
Btw this really isn’t my plane I just posted this to help someone out, their plane was rolling a ton.
I think I need to clarify something. You need to start with the X2, Y2, and mapZooms when implementing the code BEFORE you add the mapFunc stuff. Also, I realize a problem. With bigger builds it seems that the code dsyncs with the craft because the map loads in after the code does (I think?). Anyhow the solution to this is just putting a -1 after the “time*100” in X2 and Y2 and it fixed it on a craft I implemented it on.
Thanks for all the nice comments, this is pretty much the first time I posted on this site and it’s nice to see so many people liking this.
No problem @Rb2h
It works idk if you can access unlisted but it works. Have fun with the map!
@Rb2h https://www.simpleplanes.com/a/Gmob52/LF-27-Longsword-Remodel-non-broken-wayfinder-fixed
I’m going to try and help
I just realized I got pinged sorry G
Chat should I make a realistic Saturn V as a vtol :) :) :)
Edit: I might make it not for this challenge I don’t want it to be a successor bruh
@CirrusX well… it needs the functions in the function setter to work. It’s essentially a graphing calculator, and the functions help determine the map you see. You need to copy paste all of the functions, their names and the functions themselves. If you do that it should work. Thanks for checking out my map :).
Edit: just to clarify I’m talking about the functions in the variable setter, you find them at the bottom right of the designer screen with the x symbol.
Thanks for all the nice comments everyone:)
Ye, I kinda know it’s like in the back of my mind. Also nice you play Plane Crazy @Rb2h
It’s hard to understand sometimes even for me. I just wanted it to be all one function so it’s easier to port into other vehicles @JA311M
I will use any jam, like even blueberry and apricot. However there’s a teir ranking: Raspberry is on top, then strawberry, multi berry blends, apricot, blueberry, ect… @ComradeSandman
Thanks :) I worked hard on it @TheCommentaryGuy
This is genuinely perplexing idk… you might want to ask a dev or post this as a bug @tiltglory
Next up: make the carrier slower and much bigger
Cool tank :)
I think what they would really benefit from is some good official mod support (unless they have it idk I ain’t a modded)
Whoops! Looks like I forgot to mirror the air brakes… Just mirror the existing ones. Sorry about that!
Do any of you have the old “biplane” with the dark blue and yellow paint scheme and the old engines?