67.3k SnoWFLakE0s Comments

  • Funky Tree help 4.9 years ago

    @CRJ900Pilot
    .
    Nope, sorry I couldn't get to you quicker.

  • Funky Tree help 4.9 years ago

    @CRJ900Pilot
    .
    Idk if you still need my help, if you do please leave me a message.

  • Funky Tree help 4.9 years ago

    @goboygo1
    .
    Incorrect. SelectedWeapon is a string type variable.

  • [v. 1.9.202] - Funky Trees Explanation Addendum 4.9 years ago

    @SemedianIndustries
    .
    Not sure what you mean by that. They only exhibit motion, not data.

  • My suggestion for a update 4.9 years ago

    selfHarm false or true for all of the weapons
    the ability to add collisionGroups to parts so that they can only collide with specific pieces

    disableAircraftCollisions will work wonders for you. Though this doesn't apply to explosive damage (though why would you not want bombs to do their job?).
    The second is interesting but already possible if you do your disableAircraftCollisions right.

  • My suggestion for a update 4.9 years ago

    or maybe even program blocks that let you program builds to do something every few seconds or so with hinges pistons rotators gyroscopes flaps props exedra.

    Funky Trees says hello.

    +1
  • Gun bidirectional stabilizer 4.9 years ago

    Cool, but the complexity is quite unnecessary.

    +1
  • linu - ver - 1.1 4.9 years ago

    I just can't. This is the best humanoid walker I've ever seen in my time here on SP. It has so much preprogrammed functions, it's just... Wow. All the kudos for the effort.

    +4
  • linu - ver - 1.1 4.9 years ago

    Holy crap. This is beyond me. It's simply beyond everything I expected.

  • linu - ver - 1.1 4.9 years ago

    Holy crap, she blinks her eyes!

  • Stopwatch - Fully Functional 4.9 years ago

    @CookieCrumz
    .
    Thank you.

  • Stopwatch - Fully Functional 4.9 years ago

    @Saturnite
    .
    Precisely the concept.

    +1
  • Update 1.9.205 4.9 years ago

    @leekedleek
    .
    Steam does that automatically, but if that was included in the basegame it would create too much server load.

  • Update 1.9.205 4.9 years ago

    rate(x):
    Rate function appears to be broken as of 1.9.205.

  • OUTDATED: Input System Explanation & Tutorial ("Funky Trees") [SP 1.9] 4.9 years ago

    @redbear89
    .
    clamp01(Altitudethingy)

  • How do I funk my trees? 4.9 years ago

    @Aarons123
    .
    In that case, multiply some constant to the entire expression. I.e., add something 2*to the front for 2x speed.

  • OUTDATED: Input System Explanation & Tutorial ("Funky Trees") [SP 1.9] 4.9 years ago

    @redbear89
    .
    Use clamp01 on it.

  • How do I funk my trees? 4.9 years ago

    @Aarons123
    .
    Should work... Works for me.
    smooth(clamp01(Activate1), (clamp01(Activate1)/9999))

  • How do I funk my trees? 4.9 years ago

    @Aarons123
    .
    Well I'm literally copypasting:
    smooth(clamp01(Activate1), clamp01(Activate1)/c)

    Change c however you see fit, it will determine how fast the input lasts for. e.g., if c = 1, it will last for a second, cumulative, if c = 5, it will last for 5 seconds, cumulative.

  • The difference between SP and SR2 and what I think SimplePlanes2 should be (Oppinion) 4.9 years ago

    1. The ability to adjust the completion amount of hollow fuselages

    Thickness? I'm not sure what this is about.

    +1
  • Cannon Damage 4.9 years ago

    @IDoStuffTho
    .
    Change impact damage attribute.

  • hinge movement after a certain speed? (Funky trees) 4.9 years ago

    @Avro683Lancaster
    .
    You can, use only logic to handle operations, but it makes the code far simpler if you just use selection by calculation, using 0 and 1 instead of false / true (-1, 1).

    +2
  • [F·B] MINI M4 tank 4.9 years ago

    Damn, vanilla tracks done extremely well... Nice job.

    You could reduce dragpoints however.

  • delayed Action Groups help? 4.9 years ago

    @UnlistedPlanes
    .
    Outline the input cycle, what inputs you want to use, the what part you are using this with. Best if you can provide a logic table.

  • Beta 1.9.204 4.9 years ago

    @X4JB
    .
    Ah, I wasn't thinking straight, but you should be able to do that with the smooth function by manipulating the rate.

    +1
  • Beta 1.9.204 4.9 years ago

    @X4JB
    .
    I mean, I'd say it's as simple as clamping the input to the sum function... Like so:
    sum(clamp(Yaw, -0.5, 0.5))
    Something like that.

  • Realistic Case Ejection for Cannons 4.9 years ago

    @CRJ900Pilot
    .
    Sure, just make sure to be pretty specific.

  • Smooth function what? could someone explain each variable of the function and its uses? and also a way to make landing gear doors? 4.9 years ago

    With the delivery of the new beta, it makes more sense to use GearDown for FT inputs rather than LandingGear. Make sure to use that instead.

  • Beta 1.9.204 4.9 years ago

    @X4JB
    .
    Boundaries? As in? I do have "irreversible" input controllers, but I'm not sure if that's what you're looking for. If you could clarify I could possibly help.

  • Beta 1.9.204 4.9 years ago

    @Kakhikotchauri1
    .
    You simply have to add a modifying constant. Do something like a*sum(Control), where a is some large number (try 10, 100, 1000 etc.)

  • Rockwell B1-B Lancer V2 4.9 years ago

    Not exactly the best FM, but nice. Glad to see you back in the field.

  • Beta 1.9.204 4.9 years ago

    @Kakhikotchauri1
    .
    Use sum(Control), where Control is the input type you want.

  • Beta 1.9.204 4.9 years ago

    @Jetjjj
    .
    This is the last place you should complaining about that to. Do you know why Android lost mod support?

  • Beta 1.9.204 4.9 years ago

    @Baldovino
    .
    AI do not use ordnance. Cannons are classified as ordnance. Not a bug.

  • OUTDATED: Input System Explanation & Tutorial ("Funky Trees") [SP 1.9] 4.9 years ago

    @Kakhikotchauri1
    .
    I'm sorry, I really can't understand what you're trying to say... If you want rotators to work without stopping, smooth(Time, clamp01(Control)) should work, where Control is any controllable user input boolean variable, e.g. FireWeapons.

  • Beta 1.9.204 4.9 years ago

    @Brields95
    .
    Game Controls -> Fire Weapons -> Change the bind.

  • OUTDATED: Input System Explanation & Tutorial ("Funky Trees") [SP 1.9] 4.9 years ago

    @Kakhikotchauri1
    .
    I can, but I don't quite understand what kind of function you want.

  • Beta 1.9.203 4.9 years ago

    @jelybaca
    .
    That is exactly what has been done.

  • Spread values 4.9 years ago

    @vcharng
    .
    If that ever happens, I'm going to expect it's for SP2. SimplePlanes's basic structure is too archaic in its current state to be as powerful. For such functionality, I think a completely new work from the ground up would be much more suitable.

    +1
  • Chebyshev Linkage Walking Machine 4.9 years ago

    Cool, try your hand at other linkages as well.

    +2
  • Spread values 4.9 years ago

    @vcharng
    .
    At that point why shouldn't SimplePlanes become an industry standard program? I mean, it's still a game... I'm not expecting game devs to compete with the number one industry standard software, really...

    +1
  • Irreversible Boolean Activation System 5.0 years ago

    @SpiritusRaptor
    .
    Funky trees really expands your options, doesn't it... Lots more cool stuff will be coming from me as soon as the patch drops for everyone. Planning on my long lost SP dream a reality too.

  • Elapsed Time - Working Stopwatches 5.0 years ago

    @Adityo0502
    .
    Essentially, what you've done is model a quadratic parabola with an equation of x^2, to put it into that perspective. Glad to help.

    +1
  • Elapsed Time - Working Stopwatches 5.0 years ago

    @Adityo0502
    .
    WIth your input, you start at a value of 1 because -1 * -1 = 1. During the "increase" of the smooth function, you eventually will reach a point where 0 * 0 = 0. FInally, upon the end of the increase you'll have 1 * 1 = 1, leading to this looping back motion you mentioned.

    +1
  • Elapsed Time - Working Stopwatches 5.0 years ago

    @Adityo0502
    .
    Unless you have an specific objective in mind, I can't really help you. Otherwise refer to the explanation I posted above.

  • Please look into the crusader s comments 5.0 years ago

    @asteroidbook345
    .
    Referring to older, banned users who were banned for doing dumb things.

    +1
  • Please look into the crusader s comments 5.0 years ago

    @Rickyjasper2
    .
    You're wrong. Reports all read. You're wrong if you think plats are immune from bans b/c they did dumb things, you haven't been around here enough to see one that stupid. I don't think silver is much of an "larger" user either, so that's that.

    +3
  • Elapsed Time - Working Stopwatches 5.0 years ago

    @Adityo0502
    .
    What exactly are you trying to do with double multiplied smooths?