67.4k SnoWFLakE0s Comments

  • Another suggestion for 1.10 or 2.0 (there’s probably a lot of these) 5.1 years ago

    @Sm10684
    .
    PC builds by nature are more beefy and detailed. Mobile builds are generally far, far less detailed than are PC builds. My older builds did plenty well w/o ingame screenshots...

    +1
  • Funky Trees Challenge - Full Engine Cycle 5.1 years ago

    @nadvgia
    .
    Good work! Counted into list of entries.

    +1
  • Cannon Casing Generator Script v. 1.0 5.1 years ago

    @DarDragon
    .
    Executable code. Who knows, I could've put in a virus in there if I had malicious intent.

    +1
  • OUTDATED: Input System Explanation & Tutorial ("Funky Trees") [SP 1.9] 5.1 years ago

    @mohsen
    .
    This guide is outdated. Check snowflake0s.github.io for a better guide. Although basic algebra is highly recommended, the guide it meant to teach you from the ground up.

    +1
  • The Funky Guide v. 1.0 - Now Online 5.1 years ago

    @Type2volkswagen
    .
    50% is not a number. Use 0.5 instead. Also capitalization for Fuel. Also for logic operators, either side should be a boolean value. So instesd of the max function, use Fuel < 0 as the qualifier for fuel being more than 0.

    +1
  • Funky Trees Challenge 5.1 years ago

    @spefyjerbf
    .
    Yep, just within the next month (before May 1st). I have no limit to the amount of system you can include, I'll try to judge them somewhat separately. If the whole system is designed to work in tandem, I'd say that counts as a single system with multiple components.

    +1
  • Funky Trees Challenge 5.1 years ago

    @EliteArsenals24
    .
    Thanks! Anybody can do what I do with some time, lol.

    +1
  • The Funky Guide v. 1.0 - Now Online 5.1 years ago

    @WarHawk95
    .
    Oops, thank you! Fixed.

    +1
  • My suggestion for a update 5.1 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 5.1 years ago

    Cool, but the complexity is quite unnecessary.

    +1
  • Stopwatch - Fully Functional 5.1 years ago

    @Saturnite
    .
    Precisely the concept.

    +1
  • The difference between SP and SR2 and what I think SimplePlanes2 should be (Oppinion) 5.1 years ago

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

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

    +1
  • Beta 1.9.204 5.1 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
  • Spread values 5.1 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
  • Spread values 5.1 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
  • Elapsed Time - Working Stopwatches 5.1 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 5.1 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
  • Please look into the crusader s comments 5.1 years ago

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

    +1
  • Mathematically generated game map vs. Old cartographer's game map. 5.1 years ago

    @jamesPLANESii
    .
    It'll be released in due time. I just don't want someone to go ahead and release a build using my data before I do.

    +1
  • Beta 1.9.202 5.1 years ago

    @ndfr623
    .
    Did you read through? We have a debug console to do exactly that.

    +1
  • Irreversible Boolean Activation System 5.1 years ago

    @spefyjerbf
    .
    Very simple, simply start with smooth(clamp01(boolX), 1/d) = 1, where d is the delay in seconds. Will return true or false. Also note that behavior is delayed activation when boolean is true & immediate deactivation on boolean becoming false.

    +1
  • Beta 1.9.203 5.1 years ago

    @Type2volkswagen
    .
    No, that's just something with funky trees. To disable it, just enter 0. (I think that should work.)

    +1
  • Gun Elevation 5.1 years ago

    @LeonardoEngineering
    .
    It's especially more useful when you manipulate the rate of the smooth function.

    +1
  • Beta 1.9.203 5.1 years ago

    @ChallengerHellcat
    .
    In your Steam library... I think you need to use some common sense here. Also you can access the Library directory on a Mac.

    +1
  • Beta 1.9.203 5.1 years ago

    @vcharng
    .
    The point is to not use LandingGear as a standard FT variable. Use GearDown instead. The input response algorithm changed in the first place. It's not meant for you to use LandingGear as a FT input anymore.

    +1
  • Realistic Case Ejection for Cannons 5.1 years ago

    @Pnicks15
    1. No
    2. Yes

    +1
  • Ways to make Gatling Guns with cannons? 5.1 years ago

    1. Set an RPM with FT for your system
    2. Set cannon firing interval accordingly

    Doesn't get much simpler.

    +1
  • RPM Calculations 5.1 years ago

    @F4f879
    .
    Completely depends on whatever you're modeling. If you can bring me an RPM curve graph, I can help you; otherwise I can't really help.

    +1
  • Elapsed Time - Working Stopwatches 5.1 years ago

    @spefyjerbf
    .
    It caps a boolean input to increase at a certain rate instead of instantly. In this case, the boolean goes from 0 to 1 instantly, but smooth caps it at a rate of 1/60ths per second. Therefore, every second, the ouput of smooth increases by 1/60ths. You can use the rate further: by adding a boolean modifier to the rate part of smooth, if I set the rate of change to 0 it simply stays at whatever value it was on, hence a working stop/start system for the stopwatch.

    +1
  • Instrument approaches are now possible in SP! 5.1 years ago

    @MrSilverWolf
    .
    The method is simply an integral of the XYZ components of the velocity. It's not too complicated.

    +1
  • Shooting Worm Game 2.0 5.1 years ago

    Nightmare fuel.

    +1
  • Realistic Walkers: Biomechanics in SimplePlanes 5.1 years ago

    @cedblox332
    .
    Awesome, keep on liking math.

    +1
  • Realistic Walkers: Biomechanics in SimplePlanes 5.1 years ago

    @DickBrazen
    .
    There are links to the resources in the video description. As for the subtitles, I'll try to push that out if you so wish.

    +1
  • Realistic Case Ejection for Cannons 5.1 years ago

    @GeneralOliverVonBismarck
    .
    I never stop people from using what I post. Go ahead.

    +1
  • Prototype Inertial Navigation System (INS) (Beta) 5.1 years ago

    Ah shoot! I was just about to do this... Nice job.
    As long as all bugs get fixed, the reference-point type system may be feasible with the SelectedWeapon identifier system.

    +1
  • Beta 1.9.202 5.1 years ago

    @Numbers
    .
    It's not an update. You need a special app to try it.

    +1
  • Beta 1.9.202 5.1 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 5.1 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 5.1 years ago

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

    +1
  • Beta 1.9.202 5.1 years ago

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

    +1
  • Help with Funky Trees, and Realization of Multirole Missiles In-game 5.1 years ago

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

    +1
  • Help with Funky Trees, and Realization of Multirole Missiles In-game 5.2 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
  • Funky trees ground effect!!! 5.2 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 5.2 years ago

    @nadvgia
    .
    Fixed. Thanks.

    +1
  • Chaser Lights with Funky Trees 5.2 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 5.2 years ago

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

    +1
  • OUTDATED: Input System Explanation & Tutorial ("Funky Trees") [SP 1.9] 5.2 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 5.2 years ago

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

    +1
  • FunkyGen 1.0 - A Tool for Creating Comparative Funky Trees Input 5.2 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