@Tbyte Funky Trees are bits of code that can be inserted into the "inputs" section of various parts that preform functions: anything from guns to pistons, lights and hinges. This vastly increases the usefulness/versatility of said parts, allowing the user to make such things as working instruments, elegant walkers, timed explosives and the like.
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This was introduced fairly recently, which is why there are comparatively few builds using them, though they're rising in popularity as people familiarize themselves with them.
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There are a few good tutorials out there to help you learn, try using these:
https://www.simpleplanes.com/Forums/View/1042680/Funky-Trees
https://snowflake0s.github.io/funkyguide.html
Also, try downloading creations that use them and see what they do.
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You can easily attempt this challenge without them though!
Do I understand correctly that ": 60" defines the radius around the target that the shell must be within to trigger detonation?
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Just trying to tweak the FT to prevent my fighter equipped cannon from becoming O.P.
I remember that day. I was in the fifth grade and we were watching this live in the classroom. When the 2nd plane hit on live TV, the teacher turned off the TV and soon we were all dismissed... in March 2002 I visited both the Pentagon and the spot where the towers stood.
@ChillDood Movement could be through air, on land or in the water. Water would probably be easiest: I could see, say, an otter made out of buoyant blocks with a hidden (or Not-so-hidden!) jet or propeller for movement (maybe incorporate it as a beanie or jet-pack!). A snake could use hinges for slithering motion and actually be moved via wheels hidden in the head, for example. This challenge is really all about getting out of comfort zones and learning/attempting new things.
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Use of gyros could help.
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There's so many WWII challenges and Jet Challenges that I'd thought I'd spice things up and offer something different. After all, that's why it's a challenge!
Your rear gun turret doesn't have connection issues, it has XML issues. What you're attempting to do is push parts through each other: this will always result in explosions unless you set "disableAircraftCollisions" to "True" for each piece in the mechanism. That is, for each piston, hinge and wing part.
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Also, Using the "add connection" tool under the rotation menu allows you to manually edit the connections of any piece you want (so your gun doesn't have to be connected to an intermediary wing piece, but could attach directly to the hinge.)
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I will say that there are more elegant/easier methods for your rear gun than the current set up: the XML editor really is your friend here! You can edit the size and weight of all parts as well as the range of hinges, pistons and the like. These methods will also allow you to achieve the same (if not far more) movements with far fewer pieces, including making the rear gunner movements symmetrical.
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A front gunner is very simple! The simplest would be to put a gun atop a hinge rotator (with input as pitch) on top of a small rotator (input roll). 3 parts, both vertical and horizontal transverse. If you're looking for something that works a little better though (and I apologize for the self-promotion here) try checking out this build that does exactly what you're looking for:
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https://www.simpleplanes.com/a/N7853q/Griffin-Scout-R-Mk-I
@ThomasRoderick Thanks! I had a working FT powered sight, but eventually it ran into too many issues.
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I originally was going to have the gear located in two forward "blisters", but I was getting irritated by issues involved and amount of time it was taking me to build, so this is what I ended up with. I may eventually change it back though.
@asteroidbook345
Not a true brain, but a ganglion cluster(s)!
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I remember studying microscope cross-sections of these guys in college. Basically they're just a large, fluid-filled cuticle sack that do some very cool things. Annelids are awesome!
@CrazyPenguin1306 If you can't make something walk, you're welcome to enter aquatic creatures! Perhaps a fish or a floating duck using buoyancy parts? You could even hide wheels/propellers if you need to...
Cool!
Just wondering though, I'm getting some odd radial artifacts when viewing in certain directions. No other mods turned on. What might be going on with that?
Interesting! Congrats on learning about Funky Trees.
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The canopy does automatically open downward into the fuselage at level start though. (Setting the cockpit hinge's input control invert to "No" and xml the input controller to max "1" and min "0" will fix that!)
@PaperCrafter1622 Yes, but VTOL is rather hard to aim in real-time. Just a suggestion. There are a number of mouse-controlled turrets that use pitch/roll inputs, not to use this as a self-promotion thing, but my own craft use this technique.
@PaperCrafter1622
Well... yeah! If I have time I'll play around on it a bit and (maybe) upload a successor so you can see an example. I'm currently working on a glider prototype as a special request thing and a whole bunch of non-S.P. stuff. But should be entirely possible to do without FTs, though it might not be the smoothest action. It's all a matter of weight, angle and timing. I'd also suggest letting the heat ray be adjustable via mouse (pitch and roll, 2 separate hinges) input, as it's a much more elegant aiming system.
You could just use a set of hinge rotors set to Activation keys for leg movement. Simple Xml editing without Funky Trees would help a lot, too. And a gyro for stability.
You don't have to use FTs for walking movement, though it's rather convenient. I only just started using FTs a few weeks ago and though there's a learning curve, they can be extremely useful.
This build (https://www.simpleplanes.com/a/pPVIyL/GAMF-02A-Camille) is the one I've learned from while building a walking character of my own. Quite a bit going on, but no FTs.
@Tbyte Funky Trees are bits of code that can be inserted into the "inputs" section of various parts that preform functions: anything from guns to pistons, lights and hinges. This vastly increases the usefulness/versatility of said parts, allowing the user to make such things as working instruments, elegant walkers, timed explosives and the like.
.
This was introduced fairly recently, which is why there are comparatively few builds using them, though they're rising in popularity as people familiarize themselves with them.
.
There are a few good tutorials out there to help you learn, try using these:
https://www.simpleplanes.com/Forums/View/1042680/Funky-Trees
https://snowflake0s.github.io/funkyguide.html
Also, try downloading creations that use them and see what they do.
.
You can easily attempt this challenge without them though!
Edit: You make some cool stuff, +1 on the rifle!
+4How do you steer?
+3Rest in Peace
+3"fuseInput="TargetSelected ? TargetDistance / (1250 - rate(TargetDistance)) : 60"
Do I understand correctly that ": 60" defines the radius around the target that the shell must be within to trigger detonation?
+3.
Just trying to tweak the FT to prevent my fighter equipped cannon from becoming O.P.
I remember that day. I was in the fifth grade and we were watching this live in the classroom. When the 2nd plane hit on live TV, the teacher turned off the TV and soon we were all dismissed... in March 2002 I visited both the Pentagon and the spot where the towers stood.
+3@FrostyYeti
+2Animal Farm and 1984
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And they probably love Soylent Green...
@ChillDood Movement could be through air, on land or in the water. Water would probably be easiest: I could see, say, an otter made out of buoyant blocks with a hidden (or Not-so-hidden!) jet or propeller for movement (maybe incorporate it as a beanie or jet-pack!). A snake could use hinges for slithering motion and actually be moved via wheels hidden in the head, for example. This challenge is really all about getting out of comfort zones and learning/attempting new things.
+2.
Use of gyros could help.
.
There's so many WWII challenges and Jet Challenges that I'd thought I'd spice things up and offer something different. After all, that's why it's a challenge!
I've known some VCRs that flew very well, but yours has a much better landing! :D
+2Ooh, dat's cool!
+2@phrongus Haven't played in a while, had to uninstall due to lack of drive space. Will probably pick it up again eventually...
+1O'lly E'll this moves fast!
+1AHA! I love it!
+1Nightmares....
+1Nice!
+1Your rear gun turret doesn't have connection issues, it has XML issues. What you're attempting to do is push parts through each other: this will always result in explosions unless you set "disableAircraftCollisions" to "True" for each piece in the mechanism. That is, for each piston, hinge and wing part.
+1.
Also, Using the "add connection" tool under the rotation menu allows you to manually edit the connections of any piece you want (so your gun doesn't have to be connected to an intermediary wing piece, but could attach directly to the hinge.)
.
I will say that there are more elegant/easier methods for your rear gun than the current set up: the XML editor really is your friend here! You can edit the size and weight of all parts as well as the range of hinges, pistons and the like. These methods will also allow you to achieve the same (if not far more) movements with far fewer pieces, including making the rear gunner movements symmetrical.
.
A front gunner is very simple! The simplest would be to put a gun atop a hinge rotator (with input as pitch) on top of a small rotator (input roll). 3 parts, both vertical and horizontal transverse. If you're looking for something that works a little better though (and I apologize for the self-promotion here) try checking out this build that does exactly what you're looking for:
.
https://www.simpleplanes.com/a/N7853q/Griffin-Scout-R-Mk-I
Nice!
+1Sehr interessant, Herr Zott!
And nice solution to the cannon apertures
+1Ha! For a few seconds I got about 2 FPS, but I survived!
+1interesting!
+1Nice build!
+1@Treadmill103 Thanks! Last one I'm doing for a while.
+1Nicely Done! I'd forgotten how big those night scopes used to be.
+1@ThomasRoderick Thanks! I had a working FT powered sight, but eventually it ran into too many issues.
+1.
I originally was going to have the gear located in two forward "blisters", but I was getting irritated by issues involved and amount of time it was taking me to build, so this is what I ended up with. I may eventually change it back though.
@Type2volkswagen
+1Heh, so it was. My mistake!
I misread notifications all the time.
Hot Dang, that's magnificent!
+1@MetalManiac54
+1Huh, you're right!
Nice engine/prop!
+1S M O L
+1I LOVE PILOT PAL !
+1Wow. Worm's popularity exploded!
+1@GrFrog We have Wormsign!
+1Like the tumble-home design!
+1@asteroidbook345
+1Not a true brain, but a ganglion cluster(s)!
.
I remember studying microscope cross-sections of these guys in college. Basically they're just a large, fluid-filled cuticle sack that do some very cool things. Annelids are awesome!
Great!
+1@Macrophage
+1Well, as long as it meets the criteria, you'll get the points! Keep up the good work.
Can't really tell if it does or not from just an image.
+1Does it fit the criteria?
What animal are you creating?
:D
@realSavageMan @winterro
+1Looking forward to it!
Shiny!
+1@CrazyPenguin1306 If you can't make something walk, you're welcome to enter aquatic creatures! Perhaps a fish or a floating duck using buoyancy parts? You could even hide wheels/propellers if you need to...
+1Found your problem piece!
Looking at the notepad document for the aircraft, it's part id 1645, a rouge beacon light with dimensions .04,.04,.04.
Deleting this piece from the document fixes the explosion!
+1If this has already been asked elsewhere, sorry... but will we ever get hollow glass blocks? It'd be incredibly useful...
+1@ArkRoyalTheDDhunter
+1Another Montanan!
Cool!
+1Just wondering though, I'm getting some odd radial artifacts when viewing in certain directions. No other mods turned on. What might be going on with that?
Interesting! Congrats on learning about Funky Trees.
+1.
The canopy does automatically open downward into the fuselage at level start though. (Setting the cockpit hinge's input control invert to "No" and xml the input controller to max "1" and min "0" will fix that!)
@Treadmill103 @MarinoMarinotheYeet @jselbach @TheBruh007 @UsualPioneer @Type2volkswagen @MajorSix @GuyFolk
+1.
Thank you all very much!
Like many of those experimental craft, it looks like a deathtrap, but a wickedly cool one! It could be a great design for a glider too!
+1@PaperCrafter1622
Only PC. I've had a smartphone less than a month and hate the thing. I'm old-school, I guess.
Also, I edited my last post.
+1@PaperCrafter1622 Yes, but VTOL is rather hard to aim in real-time. Just a suggestion. There are a number of mouse-controlled turrets that use pitch/roll inputs, not to use this as a self-promotion thing, but my own craft use this technique.
+1@PaperCrafter1622
+1Well... yeah! If I have time I'll play around on it a bit and (maybe) upload a successor so you can see an example. I'm currently working on a glider prototype as a special request thing and a whole bunch of non-S.P. stuff. But should be entirely possible to do without FTs, though it might not be the smoothest action. It's all a matter of weight, angle and timing. I'd also suggest letting the heat ray be adjustable via mouse (pitch and roll, 2 separate hinges) input, as it's a much more elegant aiming system.
You could just use a set of hinge rotors set to Activation keys for leg movement. Simple Xml editing without Funky Trees would help a lot, too. And a gyro for stability.
You don't have to use FTs for walking movement, though it's rather convenient. I only just started using FTs a few weeks ago and though there's a learning curve, they can be extremely useful.
This build (https://www.simpleplanes.com/a/pPVIyL/GAMF-02A-Camille) is the one I've learned from while building a walking character of my own. Quite a bit going on, but no FTs.
+1