@ThomasRoderick
.
Nah, the this is already pretty low-part count on its own, though. Plus, the new cannons don't make a good enough "smoke" effect to use as a smoke grenade.
@ThomasRoderick
.
Nope, the you don't need the new input system for this. A starter only works once when you need it to work. Regarding the second inquiry, yes- I will add in a transmission soon. That's for later though! Thanks for your attention.
@ThomasRoderick
.
Nah, I'd consider that "cheating" myself. I want fuelless propulsion, so I'll probably use an impactForce gun to resemble a Coffman starter.
@ThomasRoderick
.
That's the job of the starter. I haven't added it in yet, but will do in the future. Once an engine starts spinning, the rotational moment of inertia of the flywheel keeps it spinning one way.
@BogdanX
.
I'll post an unlisted post with the functions I used in this post. Having the ability to toggle it via AGs help out a ton, also I've enabled zeroOnDeactivate in order for the system to 'properly' switch off when not active.
@Leehopard @Stormfur @marcox43
.
This is already with a floor function to ignore decimal input- meaning that autocorrect only activates when there is more than 1 degree of deviation. The problem is, this works pretty well at low speeds, but at higher speeds any deflection causes larger changes that actually cause the plane to 'correct' itself too much, which then turns into a vicious cycle, thereby causing the wobble.
@AWESOMENESS360
.
Struggling junior here as well. Although, SP could definitely something you invest your time into as a hobby- also given its nature, you could definitely integrate it into your college apps.
@ChisP
.
Sorry if I sound condescending, but do you mind if you either congregate some of your comments into one? There's some valuable discussion in the comments section here that might go obscured with too much comments cluttering it.
Thanks!
.
And yes, real indicators are possible.
@ChisP
Stuff like this and this. They all are completely new ways of using parts via the new functions. Reduced complexity of parts, and generally more freedom in design. Judging by your build style, I assume you're not too familiar with XML yet- but start playing around with XML more intensively and you'll realize how innovative this stuff is.
.
Regarding your second question, there are options to change the shape of the shell. Either a typical shell, or a sphere. For launchVolume, I can't say for sure right now because it's bugged. I assume it's either literally the sound volume or the amount of shells fired in one go. No, proximity fuses aren't a thing yet- just that distance-fused shells are possible now. Similar to IRL flak.
@valaszki
.
I think I would have to use three hinges clipped together to work at three different speed ranges, but you can do it by accessing the IAS attribute and writing a function to do what you said.
@CrashFighter05
.
Go ahead, the idea isn't too novel. I'd like if I get credited for the function, though. You don't need to if you don't want to. All you need is the function: sin(Time * 180). Adjust the 180 accordingly if you want different speeds.
@vcharng
.
Yep, I'm on board with @CoolPeach here. Try this particular example: Altitude-1 and Altitude - 1 yield different results. Personally, I'd say always use spaces to be safe (and consistency).
@vcharng
.
Regarding the angles, I'll have to look into that. I'll verify your statement after I get home today. For your statement about syntax, I'll have to disagree. Go see for yourself, see if Roll-1 and Roll - 1 produces the same results. Regardless, spacing is a good habit to have especially in code.
@Type2volkswagen
Beacon lights are different. They're controlled solely by Activation groups- notice that they don't have a inputController class of attributes in their part XML.
So to answer your question, no. Although, you can 'hide' the light and use a piston to show the light when you press yaw.
@Minecraftpoweer
.
Nah, the round is at max speed... The recoil force is weird, if I don't put any it blows up, if I put normal amounts it blows up. Just terribly inconsistent, I'm not sure what to do.
@Minecraftpoweer
.
After testing, I found that air-to-air in cannons does work. I can kill some bigger targets like bombers with it, but I have a problem with my aircraft disintegrating whenever the cannon fires... Any ideas about that?
@jamesPLANESii
+1.
Awesome job! Looks nice and polished.
@ThomasRoderick
.
Well, that's the issue I have to find a way to work around- which is why no one has made a good working one yet. Innovation!
@SirTimothy1943
.
Literally the first line of the post. Steam is available on Mac. I am the living proof that beta is available on Mac.
@ThomasRoderick
+1.
Nah, the this is already pretty low-part count on its own, though. Plus, the new cannons don't make a good enough "smoke" effect to use as a smoke grenade.
@ThomasRoderick
.
Nope, the you don't need the new input system for this. A starter only works once when you need it to work. Regarding the second inquiry, yes- I will add in a transmission soon. That's for later though! Thanks for your attention.
@ThomasRoderick
+1.
Nah, I'd consider that "cheating" myself. I want fuelless propulsion, so I'll probably use an impactForce gun to resemble a Coffman starter.
@ThomasRoderick
+1.
That's the job of the starter. I haven't added it in yet, but will do in the future. Once an engine starts spinning, the rotational moment of inertia of the flywheel keeps it spinning one way.
@SirTimothy1943
.
They do. Read the post, will ya?
@Baldeagle086
.
No. Please read the patch notes.
@Armyguy1534
.
You cannot tag more than 3 users in one comment.
@BlackZero
.
Please read the post.
.
+1Aha! That's why the plane blew up every time I was testing.
@robloxweponco
+1.
Read... Default, disconnect only, and none. Pretty self explanatory, don't you think?
@MrPorg137
+1.
It's just a random, arbitrarily decided way of saying 'new functions'. Nobody understands it either.
Holy moly, thanks Andrew.
+5@BogdanX
+1.
I'll post an unlisted post with the functions I used in this post. Having the ability to toggle it via AGs help out a ton, also I've enabled
zeroOnDeactivate
in order for the system to 'properly' switch off when not active.@Leehopard @Stormfur @marcox43
+2.
This is already with a
floor
function to ignore decimal input- meaning that autocorrect only activates when there is more than 1 degree of deviation. The problem is, this works pretty well at low speeds, but at higher speeds any deflection causes larger changes that actually cause the plane to 'correct' itself too much, which then turns into a vicious cycle, thereby causing the wobble.@Roswell
.
Sure, depends on what you want to do.
@BogdanX
I think you'll like this!
@Hedero
.
The update? Give a month or two. Beta is out already.
@satanplane
.
Hmm... I'm going to assume it's a bug. If possible, screen-record it, and submit a bug report to the devs.
@WarHawk95
+1.
That's more XML, so I'll try to cover that in a future post. Stay tuned!
@satanplane
.
I don't quite understand..?
@Natedog120705
.
Go check out the beta announcement post- you should be able to find it under the airplanes tab.
@AWESOMENESS360
.
Went ahead and did it for ya. Here you go.
@AWESOMENESS360
.
Struggling junior here as well. Although, SP could definitely something you invest your time into as a hobby- also given its nature, you could definitely integrate it into your college apps.
@ChisP
.
Sorry if I sound condescending, but do you mind if you either congregate some of your comments into one? There's some valuable discussion in the comments section here that might go obscured with too much comments cluttering it.
Thanks!
.
And yes, real indicators are possible.
@ChisP
Stuff like this and this. They all are completely new ways of using parts via the new functions. Reduced complexity of parts, and generally more freedom in design. Judging by your build style, I assume you're not too familiar with XML yet- but start playing around with XML more intensively and you'll realize how innovative this stuff is.
.
Regarding your second question, there are options to change the shape of the shell. Either a typical shell, or a sphere. For launchVolume, I can't say for sure right now because it's bugged. I assume it's either literally the sound volume or the amount of shells fired in one go. No, proximity fuses aren't a thing yet- just that distance-fused shells are possible now. Similar to IRL flak.
@valaszki
.
I think I would have to use three hinges clipped together to work at three different speed ranges, but you can do it by accessing the
IAS
attribute and writing a function to do what you said.@Nerfenthusiast
.
I'm not sure yet, but it should have to do with the function attribute in XML.
@Vidal99977
.
It is already integrated by default. Try using the view menu.
@Tums
+1.
No, it only is allowed to move the way as it is shown above. You can control on/off using AGs though.
@CrashFighter05
.
Go ahead, the idea isn't too novel. I'd like if I get credited for the function, though. You don't need to if you don't want to. All you need is the function:
sin(Time * 180)
. Adjust the 180 accordingly if you want different speeds.@PositivePlanes
.
I've just added an explanation for how to do it yourself, go take a look.
@PositivePlanes @Imashovel
+2.
Ask and you shall receive. Salvo Naval Cannons.
@LeonardoEngineering
.
Thanks, TIL! Although it's just a quick example of possible practical uses.
@LeonardoEngineering
.
I understand your point, but since max value is limited anyway, wouldn't it not matter?
@vcharng
+1.
Yep, I'm on board with @CoolPeach here. Try this particular example:
Altitude-1
andAltitude - 1
yield different results. Personally, I'd say always use spaces to be safe (and consistency).@vcharng
.
Regarding the angles, I'll have to look into that. I'll verify your statement after I get home today. For your statement about syntax, I'll have to disagree. Go see for yourself, see if
Roll-1
andRoll - 1
produces the same results. Regardless, spacing is a good habit to have especially in code.@Type2volkswagen
Beacon lights are different. They're controlled solely by Activation groups- notice that they don't have a inputController class of attributes in their part XML.
So to answer your question, no. Although, you can 'hide' the light and use a piston to show the light when you press yaw.
@EliteArsenals24
.
Long time no see! Thanks.
@RamboJutter
.
Sure thing, glad to help.
@Minecraftpoweer
.
Perhaps. I guess I'll have to play more with it.
@Minecraftpoweer
.
Nah, the round is at max speed... The recoil force is weird, if I don't put any it blows up, if I put normal amounts it blows up. Just terribly inconsistent, I'm not sure what to do.
@Minecraftpoweer
.
After testing, I found that air-to-air in cannons does work. I can kill some bigger targets like bombers with it, but I have a problem with my aircraft disintegrating whenever the cannon fires... Any ideas about that?
@MAHADI
.
Glad to help.
@Minecraftpoweer
.
Stuff like ceil(x) is more programming terminology that it is math.
@Minecraftpoweer
.
Algebraic terminology should still be the same, no?
@Minecraftpoweer
.
I've had similar issues with the 'old' style cannons- was this tested as a mid-air shot or on the ground?
.
Be platinum
.
Wat.