67.3k SnoWFLakE0s Comments

  • Beta 1.9.202 5.0 years ago

    @vcharng
    .
    Read the post....

    Debug Command:
    Open the dev console in level and type DebugExpression "expression" (for instance, DebugExpression "AltitudeAgl > 10").
    Use ClearDebugExpressions to clear the list.

    Appears in top left corner.

  • Beta 1.9.202 5.0 years ago

    @EGplanes
    .
    The code behind gyros working is a bit funky right now. Hold on tight, I think devs will fix that issue for sure. If anything, submit a bug report to help them.

  • Beta 1.9.202 5.0 years ago

    @vcharng
    .
    In 1.9.1:
    LandingGear - 0.5 will be -0.5 if LandingGear is ON or 0.5 if LandingGear is OFF
    .
    In 1.9.202:
    LandingGear - 0.5 will be 0.5 if LandingGear is OFF or -1.5 if LandingGear is OFF.
    It has indeed been reversed, check using the debug command.

  • Beta 1.9.202 5.0 years ago

    @EGplanes
    .
    Gyros have some problems right now. It's to do with the activationGroups.

  • Beta 1.9.202 5.0 years ago

    @ASJS
    .
    It's a beta. Did you select the beta option?

  • Beta 1.9.202 5.0 years ago

    @vcharng
    .
    Yes, that's a known thing. In FT 1.9.1 the values of LandingGear was 0/1, but with the new fix it is now -1/1. There was an inherent issue with the parsing of such inputs, so it had to be changed. Unfortunate, but it's for a better, consistent system going forward.

    I've talked to the devs about this already, that's basically what they said.

    +1
  • Beta 1.9.202 5.0 years ago

    @jamesPLANESii
    .
    Huh? What do you mean by use them in the Trim input?

  • Realistic Walkers: Biomechanics in SimplePlanes 5.0 years ago

    @CDRxavier
    .
    Why not?

  • [1.9.202 Beta] New Features Explained + Impressions 5.0 years ago

    @ArcturusAerospace
    .
    It's "Altitude Above ground level." Go figure...

  • [1.9.202 Beta] New Features Explained + Impressions 5.0 years ago

    @ArcturusAerospace
    .
    The AltitudeAgl parameter is defined by the location of your cockpit, so if your cockpit is attached to the engine, yes.

  • Beta 1.9.202 5.0 years ago

    @spefyjerbf
    .
    I found that it works, if you do rate(rate(Altitude)) on a cockpit w/ no drag, the console displays a value around the gravitational constant.

    +1
  • Beta 1.9.202 5.0 years ago

    @ChallengerHellcat
    .
    I'm on Mac as well, but I got it on Steam... I don't know about how the App Store version works.

  • Beta 1.9.202 5.0 years ago

    @DJS8Corporations
    .
    Sorry if it came across in a negative way, but there already were multitudes of the same question already... A search or two would help.

  • Beta 1.9.202 5.0 years ago

    @DJS8Corporations @Jetjjj
    .
    Unity has nothing to do with mod support, only Google. So never until Google changes their policies. Stop bugging Jundroo for it.

  • Beta 1.9.202 5.0 years ago

    @Jetjjj @ChallengerHellcat
    .
    Beta on mobile is on the TestFlight stuff etc.
    Mobile = no mods. Say hello to Google, not Jundroo.

  • [1.9.202 Beta] New Features Explained + Impressions 5.0 years ago

    @Minecraftpoweer
    .
    No, inputs work in stuff like detachers now.

  • [1.9.202 Beta] New Features Explained + Impressions 5.0 years ago

    @Minecraftpoweer
    .
    Technically by setting the activationGroup to 'launchCountermeasures' the magnet should activate whenever you press the button.

  • [1.9.202 Beta] New Features Explained + Impressions 5.0 years ago

    @Notaleopard
    .
    What do you mean by that?

  • [1.9.202 Beta] New Features Explained + Impressions 5.0 years ago

    @Minecraftpoweer
    .
    I'm not entirely sure about toggling on/off, but if launchCountermeasures is a valid variable you definitely something along those lines.

  • Beta 1.9.202 5.0 years ago

    @Stormfur
    .
    They've told us how you use them... Pretty darn well actually. I'll make a simplified guide though for those who aren't so sure, though.

    +3
  • Beta 1.9.202 5.0 years ago

    @spefyjerbf
    .
    Haha, our guides are now useless! Rejoice! I'm so happy right now.

    +1
  • Beta 1.9.202 5.0 years ago

    Rejoice... I'm crying in my seat rn...

    +2
  • Beta 1.9.202 5.0 years ago

    @NightmareCorporation
    .
    That's a Google issue... Not Jundroo.

    +1
  • Help with Funky Trees, and Realization of Multirole Missiles In-game 5.0 years ago

    @EngineerOtaku
    .
    Input the following...
    clamp01(ceil(TAS - 223.52))
    This in a piston will do what you asked for.

    +1
  • How realistic do you want the flight model on my 180 to be? 5.0 years ago

    @Mattangi2
    .
    SP's physics are surprisingly well done.

  • Help with Funky Trees, and Realization of Multirole Missiles In-game 5.0 years ago

    Yes, you should be able to do this. Either make me a logic table for me to generate an input for you, or visit this link to orient yourself on a way to do this.

    Here's an example of a logic table:

    • AoA > 4 degrees and IAS < 103 m/s, flaps extend to 3/4 (.75)
    • AoA > 4 degrees and IAS > 103 m/s, flaps retract back down to 1/4 (.25)
    • AoA > 8 degrees and IAS < 103 m/s, flaps extend to full (1.0)
    • AoA > 8 degrees and IAS > 103 m/s, flaps retract back down to 1/2 (.5)
    • TAS > 305 m/s, flaps retract (0.0)

    +1
  • AH-1Q Cobra 5.0 years ago

    I am speed

    +2
  • Some random pics from ancient simpleplanes 5.0 years ago

    the pfp did not change for some reason

    It's from Gravatar, not SP servers.

    +3
  • Funky Trees! 5.0 years ago

    @MethaManAircraft
    .
    A funky trees input will override inputController attributes.

  • Funky trees ground effect!!! 5.0 years ago

    @Erebos
    .
    Exponential functions exist. It's you wgo hasn't looked hard enough for them. They're done through pow(a, b).

    Given that you can manipulate a logarithm, I think you also realize that nth root functions are in actuality exponential functions. So there you go, everything you needed... From exponentials to nth root functions.

    One note on text formatting with the code style formatting option for your system... You've used a character that it doesn't support. Try to fix that, else people can't copy / paste. I'm being mean here, but run through the spelling once more.

    +1
  • Chaser Lights with Funky Trees 5.0 years ago

    @nadvgia
    .
    Fixed. Thanks.

    +1
  • Chaser Lights with Funky Trees 5.0 years ago

    @BuiltBionixInd10
    .
    AI has nothing to do with this particular system. As for certain other types of systems, I have yet to test that.

  • Chaser Lights with Funky Trees 5.0 years ago

    @Stormfur
    .
    Probably is somewhere, although this the method I was sure was going to work 100%. I use what works. You have any other periodic functions that sinusoids? Not really...

  • Chaser Lights with Funky Trees 5.0 years ago

    @spefyjerbf
    .
    Definitely- I've also been thinking about the possibility of arcade games using a system like this.

    +1
  • Chaser Lights with Funky Trees 5.0 years ago

    @DickBrazen
    .
    Nah, it's an username I came up with many years ago, just out of randomness.

    +1
  • Michael Jackson (Smooth Criminal) 5.0 years ago

    Feature incoming

  • Equality (== / !=) and Inclusive inequalities (<=, >=) in Funky Trees 5.0 years ago

    @spefyjerbf
    .
    Makes sense. I suppose I can do that.

  • So basically I'm working on an AT-AT... 5.0 years ago

    @Strikefighter04
    .
    You need to model the sinusoidal movements of each joint and find the expression for each of them in order to make the most accurate movement.

  • So basically I'm working on an AT-AT... 5.0 years ago

    Funky trees will probably do the job there.

  • OUTDATED: Input System Explanation & Tutorial ("Funky Trees") [SP 1.9] 5.0 years ago

    @Pulkit
    .
    Here's your function.
    clamp01(ceil(X - 19.99))*clamp01(ceil(20.01 - X))
    + clamp01(ceil(20 - X))
    - clamp01(ceil(X - 20))

    I think this should work.

    +1
  • EVA-00 Prototype 5.0 years ago

    @Starlight
    .
    Welcome to 10k! Here's your commemorative upvote.

    +1
  • GunnerySuite 5.0 years ago

    @wonkapilot
    .
    Simply put, it's just an anti-tank gun. VTOL for traverse, Throttle for elevation. Extra features have the instructions listed above.

  • OUTDATED: Input System Explanation & Tutorial ("Funky Trees") [SP 1.9] 5.0 years ago

    @Pulkit
    .
    Thanks! Glad to help.

  • OUTDATED: Input System Explanation & Tutorial ("Funky Trees") [SP 1.9] 5.0 years ago

    @Pulkit
    .
    Not my best work, but it works. Thanks for putting it in an easily understandable format.
    Part 1: clamp(ceil(Trim - 0.99) + ceil(x), -1, 1)
    Part 2: clamp01(ceil(Trim + 0.1))*clamp01(ceil(0.1 - Trim))
    Part 3: clamp01(ceil(Trim - 0.99))*clamp01(ceil(Trim - 0.99)) - clamp01(ceil(0.99 - Trim))*clamp01(ceil(0.99 - Trim))

    No, I have not played such a game. Sorry for the delay.

  • FunkyGen 1.0 - A Tool for Creating Comparative Funky Trees Input 5.0 years ago

    @spefyjerbf
    .
    Awesome! So you did find a way to make it work out with repl. Cross platform, lightweight, and smooth. You've done everything you needed to do! Nice job.

    +1
  • The SimplePlanes Etiquette #1: Using other's creation. 5.0 years ago

    @Trollium
    .
    That's a bit far fetched, regardless of something being a valid successor you could delete just to spite the person. Not to mention stuff about challenges.

  • How to make a mod 5.0 years ago

    You have to be able to work with Unity. The game is built on Unity.

  • GunnerySuite 5.0 years ago

    @Leehopard
    .
    끙... 수학 더 하기 너무 귀찮아서 그냥 이렇게 했어용...

    편의상 리호파드님 방식대로하는게 낫긴 할텐데, 시간이 별로 없어서... ㅎㅎ

    +2
  • GunnerySuite 5.0 years ago

    Final Tags... I'll stop here.
    .
    @marcox43 @destroyerP @FranzPeterSiegfried

  • GunnerySuite 5.0 years ago

    Tags
    .
    @goboygo1 @EliteArsenals24 @marcox43