@SheriffHackdogMCPE
.
I'm assuming you're on mobile if you have this much trouble with pressing a single key. Settings > Tap on "Settings" word 5 times > Three finger tap to use.
I still can't get over how well this is made. Beautifully simplistic, yet retains all key details and feels very complete. Controls are not to my liking but it's just my brain that's hard-wired to think WASD is for movement.
.
On a side note, wheel colliders stop floating if you begin by getting the y-axis scale with unscaled wheels first, then stretch them to match your needs.
Is it possible that cameras get a baseline zoom level/FOV setting? Would really help with certain applications.
Amazing little QOL features that make everyone happy. Awesome work
@ViSilvester
.
Arrays would have definitely made this fully complete, as it would allow for infinite tail cell generation (or so I am inclined to believe). Regardless, glad my code was straightforward. Snake isn't the most complicated game, and it translates over to FT quite well.
@PlaneFlightX
.
Well, you can only be so different with basic functions. The key counter is just a simple enough program to test out the installer; I don't find it really of that much value. Probably the first thing I did with buttons. Lol.
@Zue5s
.
There exists no generalized expression to perform the task you requested. Controlling an aircraft by wire is an extremely difficult task even in SP, and requires full knowledge of the characteristics of the aircraft you want to put it on because parameters are incredibly specific.
@Aweyer26 @DDVC
.
Sorry for that! I changed the directory and some overhauls are being made to the site overall. I added a redirect for those who aren't up to speed yet.
This also is the driving principle behind the workings of the stopwatch. What's more, you can even store longer numbers to specifically code for certain events and create processors.
Just one thing... build style != build accuracy. The two are separate. In building replicas there is no excuse for lacking build accuracy. The difference in style might come from possibly using different parts to replicate a structure, but overall accuracy is a non-negotiable area.
.
Questioning why you get flak for insulting a long standing tradition is simply ignorance and disrespect.
Cool, nicely done. Here's a function that detects the total # of changes in a boolean variable that might be more universally applicable:
. Change Counter Script:
sum(abs(rate(EXP)))
. This script returns the number of times a change in the variable EXP has occurred (best fit for boolean or fixed-interval change variables). For example, ammo("Cannon") can be substituted for EXP to count the number of shots fired (with some adjustment), or the variable LandingGear to count the number of times the LandingGear button was pressed.
.
It may aid in shortening code character count if you use this "change counter" instead. You could also theoretically have the first click automatically start a timer, and end the timer at a predetermined time, then divide recorded change count by said time interval to get the CPS result, which may be preferable over using smooth(). Just my $0.02.
@CHLYB
.
MP is not an official gamemode. Besides, current MP is broken beyond belief in so many ways that people who aren't devs don't understand- you'll likely never see it officially implemented, Desktop or not.
An absolute mad lad
+3Haha. Desc in 30 minutes. Why not pre-write and copypaste?
+3@overlord5453
+2.
Needs a decent bit of math. If anything, you can do it the "old" way and rotate the whole text part if you so wish.
Yep @BaconAircraft , saw this on the Labs... Nice job to IA
+2@TRD
+2.
Yes, because I harbor a small dislike for part-mods.
Why do you have sum(0) in there? That's just, 0...
+2
+2Time
Might not be a full return necessarily, but great to see your things pop up again!
+2@WNP78
.
Why wasn't this mentioned??
+2@Hazerz
+2.
It's gonna take a while--everything is being rewritten.
How did this go past me unnoticed??? Amazing job lad, dunno why this hasn't got more traffic!
+2@SheriffHackdogMCPE
+2.
I'm assuming you're on mobile if you have this much trouble with pressing a single key. Settings > Tap on "Settings" word 5 times > Three finger tap to use.
@SheriffHackdogMCPE
.
??? It's not a mod, it's just a built-in feature..?
+2@Almost
+2.
No, like an oscilloscope.
I still can't get over how well this is made. Beautifully simplistic, yet retains all key details and feels very complete. Controls are not to my liking but it's just my brain that's hard-wired to think WASD is for movement.
+2.
On a side note, wheel colliders stop floating if you begin by getting the y-axis scale with unscaled wheels first, then stretch them to match your needs.
Is it possible that cameras get a baseline zoom level/FOV setting? Would really help with certain applications.
+2Amazing little QOL features that make everyone happy. Awesome work
@ViSilvester
+2.
Arrays would have definitely made this fully complete, as it would allow for infinite tail cell generation (or so I am inclined to believe). Regardless, glad my code was straightforward. Snake isn't the most complicated game, and it translates over to FT quite well.
@Ummmhelli
+2.
Simple camera state variables.
Darn! I was thinking if I could be smart enough to make this a mod... Good job!
+2Overflows to the side of the page, try using code blocks instead for long expressions. We can now actually see the asterisks though! Thanks
+2@PlaneFlightX
+2.
Well, you can only be so different with basic functions. The key counter is just a simple enough program to test out the installer; I don't find it really of that much value. Probably the first thing I did with buttons. Lol.
@PoinX25tlessWhyShouldI
+2.
"Apple ecosystem"
@LotusCarsSub
+2.
Or updated O.o
Bad code, you failure
+2@Zue5s
+2.
There exists no generalized expression to perform the task you requested. Controlling an aircraft by wire is an extremely difficult task even in SP, and requires full knowledge of the characteristics of the aircraft you want to put it on because parameters are incredibly specific.
Surprised you got it to spin fast enough.
+2@Aweyer26 @DDVC
+2.
Sorry for that! I changed the directory and some overhauls are being made to the site overall. I added a redirect for those who aren't up to speed yet.
Also off to college to study engineering--only thing is I'm more than likely to continue playing. Well, good luck!
+2This also is the driving principle behind the workings of the stopwatch. What's more, you can even store longer numbers to specifically code for certain events and create processors.
+2@Hascup
+2.
x^a = pow(x, a)
.
How many of you have actually read my FT guide >:(
@gmmmsoares
+2.
Oh yeah! I forgot to add a deadline, I'd say two weeks is a good enough margin for decent submissions.
@Kangy
+2.
Not necessarily time, but instead the smooth section's output. Sort of.
@ChrisPy
+2.
Personally disagree, I like to use WASD for movement controls. Throttle really doesn't make sense at all to me.
@skullshredder
+2.
Only took around a week from idea to product! Maybe 10 man-hours.
@JaeBeansS
+2.
Rip. Well, I'll see what I can do. Maybe.
Ok this is actually good
+2How about scalars
@asteroidbook345
+2.
Anime typically runs on 12-episode cours each season. A season may have one or two cours (the former is more common).
@KingOog000
+2.
It's already out here!
Go do your homework.
+2Just one thing... build style != build accuracy. The two are separate. In building replicas there is no excuse for lacking build accuracy. The difference in style might come from possibly using different parts to replicate a structure, but overall accuracy is a non-negotiable area.
+2.
Questioning why you get flak for insulting a long standing tradition is simply ignorance and disrespect.
x = 60/7
+2Cool, nicely done. Here's a function that detects the total # of changes in a boolean variable that might be more universally applicable:
.
Change Counter Script:
+2sum(abs(rate(EXP)))
.
This script returns the number of times a change in the variable EXP has occurred (best fit for boolean or fixed-interval change variables). For example, ammo("Cannon") can be substituted for EXP to count the number of shots fired (with some adjustment), or the variable LandingGear to count the number of times the LandingGear button was pressed.
.
It may aid in shortening code character count if you use this "change counter" instead. You could also theoretically have the first click automatically start a timer, and end the timer at a predetermined time, then divide recorded change count by said time interval to get the CPS result, which may be preferable over using
smooth()
. Just my $0.02.Funky Trees Guide
+2@CHLYB
+2.
MP is not an official gamemode. Besides, current MP is broken beyond belief in so many ways that people who aren't devs don't understand- you'll likely never see it officially implemented, Desktop or not.
@ObliviousCed
+2.
Incoming.
@FalconGT12
+2.
Start with
sum(Yaw)
.As in? Give me some context and FT can help.
+2@jamesPLANESii
+2.
Thanks for the snarky comment. I really don't get to make mistakes, apologize, and simply move on do I?
Physics make me happy
+2
+2sum(FireWeapons)
orsum(FireGuns)
should fit the bill.