@Mage2IsTriggered loads of VR and mobile bug fixes, 7 new wheel types, new hideRims XML, more VR and cockpit options for parts such as joysticks, and ability to switch the direction labels curve between horizontal and vertical.
@ZeroWithSlashedO well yeah, not literally, but you get what he means. He wants the ai to be able to take him down almost instantly if he's not paying attention.
@ZeroWithSlashedO as in we should be able to choose the input that controls the brakes instead of it always being 'brake'. We should be able to change it to something like activation group 1 so we could make a handbrake or something.
Awesome!
one minor detail, sometimes people just call connecting rods "rods" because someone decided that everything nowadays must be the lowest number of syllables possible.
Two things:
Fuselage fillCutFace is just a true/false that states whether the cut face will be textured or if you will just be able to see through the cut open section.
You should also add collider under the fuselage section which includes Auto, Basic, ConvexMesh, and NonConvexMesh. They each modify the collisions of a fuselage block. Auto is the default. Basic does not seem to change anything from Auto but it was in the beta changelog so either it does something or it is no longer used. ConvexMesh makes the fuselage collider change based on the corner type instead of always having rectangular collisions. NonConvexMesh does the same as ConvexMesh but also allows hollow fuselage blocks to act hollow in the designer (but does not have hollow physics in game due to physics limitations).
@Johnnyynf It might just be the way the physics work. I'm no coder, but for example take the formula:
rotation speed cubed=force
with a low amount of force, ex. 1 newton of force = 1 rotation speed
with a high amount of force, ex 5 newtons = 1.7 rotation speed
with a really high amount of force, 20 newtons = 2.7 rotation speed
with 200 newtons force = 5.8 rotation speed
eventually, adding more force barely changes the rotation speed at all, and the graph just looks like a flat line
Noice
+1Don't have a happy birthday >:)
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Jk merry 24 hours of remembrance of your parturition from your maternal biological being
@Mage2IsTriggered loads of VR and mobile bug fixes, 7 new wheel types, new hideRims XML, more VR and cockpit options for parts such as joysticks, and ability to switch the direction labels curve between horizontal and vertical.
+1@ZeroWithSlashedO well yeah, not literally, but you get what he means. He wants the ai to be able to take him down almost instantly if he's not paying attention.
+1The screenshot is a bit dark imo but the ship looks great!
+1I really hope this wins
Except, of course, if I were to join . . .
+1@ZeroWithSlashedO as in we should be able to choose the input that controls the brakes instead of it always being 'brake'. We should be able to change it to something like activation group 1 so we could make a handbrake or something.
+1If this doesn't win i quit sp
+1you had me at andrew garrison
+1Lol i still remember messing around with the original droplet so long ago.
+1It feels so recent but so far away
Awesome!
+1one minor detail, sometimes people just call connecting rods "rods" because someone decided that everything nowadays must be the lowest number of syllables possible.
Two things:
Fuselage
fillCutFace
is just a true/false that states whether the cut face will be textured or if you will just be able to see through the cut open section.You should also add
+1collider
under the fuselage section which includesAuto
,Basic
,ConvexMesh
, andNonConvexMesh
. They each modify the collisions of a fuselage block.Auto
is the default.Basic
does not seem to change anything fromAuto
but it was in the beta changelog so either it does something or it is no longer used.ConvexMesh
makes the fuselage collider change based on the corner type instead of always having rectangular collisions.NonConvexMesh
does the same asConvexMesh
but also allows hollow fuselage blocks to act hollow in the designer (but does not have hollow physics in game due to physics limitations).Kind of looks like a SHERP
+1These minecraft builds just keep getting better.
+1it looks realy n o i c e
+1@EstevanTB congrats on 420 points
+1i tried changing all my terrain settings to low and high and restarting my game but it didn't change anything
+1how many horsepowers does it have?
+1woah I was actually just thinking about this yesterday
+1@Johnnyynf It might just be the way the physics work. I'm no coder, but for example take the formula:
+1rotation speed cubed=force
with a low amount of force, ex. 1 newton of force = 1 rotation speed
with a high amount of force, ex 5 newtons = 1.7 rotation speed
with a really high amount of force, 20 newtons = 2.7 rotation speed
with 200 newtons force = 5.8 rotation speed
eventually, adding more force barely changes the rotation speed at all, and the graph just looks like a flat line
also it would be nice if we were equipped with different styles, such as ball and socket, rod end bearing, universal type, and cv type
+1. . . or maybe just being able to change the angle of the curvature
+1...actually it does look like a shoe though lol
+1@Vincent :D
+1ALMOST PLATTT!!!!
+1@Strikercritsilver both.
+1Wright of Way
+1Awesome! I look forward to more videos and updates in the future!
+1woah
+1Stiffness as in spring strength or damper?
Chase
@Mousewithamachinegun122 yes I have a problem
How do I join the pp squad?
These are very impressive body panels
Very neat body styling
In simpleplanes stick because it's more customizable and you can have a lot of fun toying around with it
ok I pull up
helikopter helikopter
Night at the Museum featuring Owen Wilson ?!11!1?
That's true, it is hard to think of a bike without your mind wandering and thinking of it falling over
VR version when?
I'm just glad that they don't have image perms on forum posts
Is that a supra
Lol
Sure.
On steam? If so mac or windows?
T
Le bote
This is a cool concept!