@IICXLVIICDLXXXIIIDCXLVII make a variable of your desired input, then name it and put the name as the input for the control base axis (name of the variable must not have any numbers in it). You may want to adjust the minimum/maximum value of the control base if you want more rotation angle.
@IICXLVIICDLXXXIIIDCXLVII the block is still ~1/20 of the car's weight (1500/77). It makes sense that something with a 1/20 the weight of another object would give the other object 1/2 a rotation over 10 rotations of itself.
Why it has that effect when the block has already finished accelerating? Because it's not the block itself but rather the rotator physics. Try doing the same test with a control base and it will no longer have the goofy physics.
In addition, amazing work! Seems to work way better than pistons. So much hassle and tuning of the pistons completely worthless now that it is this easy!
It is the MovementAxis control for yokes (meant to control pitch with a yoke). The way to recreate this control base linear movement is by setting a control base to yoke and in overload choose RotationAxis tab and delete everything in it, causing the control base to lose its rotation control, leaving it with only linear control.
@SpiritusRaptor you can use ft code it just will not work as an input, only an output (you cannot interact with it).
Just put the ft code in a variable in the Variable menu and put the name of the variable in the input for the control base.
Stop using rotators and instead start using control bases with SlerpMaximumForce 1 SlerpSpring 1 SlerpDamper 1 IgnoreAircraftCollisions false
Setting it as Lever type will make it bend like a hinge, setting it as Joystick 3 Axis will make it bend like a ball joint.
Heck yes
I hope this wins
Ask-23
@Ren wdym Texas? You mean Oklahoma, Louisiana, and a little but of New Mexico?
@LotusCarsSub I think just a tire sidewall slider would be a very simple addition and would make a big improvement.
Twisting fuselage seems unnecessary tbh.
Yeah I never had the opportunity to get simplewheels :(
It looks great even compared to the last version. I love the front end.
I 100% agree, however, that's not the point of simpleplanes.
@IICXLVIICDLXXXIIIDCXLVII make a variable of your desired input, then name it and put the name as the input for the control base axis (name of the variable must not have any numbers in it). You may want to adjust the minimum/maximum value of the control base if you want more rotation angle.
@jamesPLANEScdxxLXIX The rotation physics are way better with control bases.
@IICXLVIICDLXXXIIIDCXLVII use a control base instead of a rotator if you want make a custom prop. You won't run into counter-torquing problem anymore.
@IICXLVIICDLXXXIIIDCXLVII the block is still ~1/20 of the car's weight (1500/77). It makes sense that something with a 1/20 the weight of another object would give the other object 1/2 a rotation over 10 rotations of itself.
Why it has that effect when the block has already finished accelerating? Because it's not the block itself but rather the rotator physics. Try doing the same test with a control base and it will no longer have the goofy physics.
@asteroidbook345 it's not, the rotators are not affected by the rotation speed limit.
Try using powered rotators or control bases and you can go much faster
Belated congrats on 200k points!
Why
Wow
Can you put the last image into the AI another time?
@UserP194 you need to delete Michigan now. Can't have crap in Detroit hahahaha
Ferrar
Personally I don't mind
Ferrar
I'm not sure what you are referring to.
By "no mods" do you mean no mod parts or no xml mods?
@Brickrigsbob sure!
In addition, amazing work! Seems to work way better than pistons. So much hassle and tuning of the pistons completely worthless now that it is this easy!
It is the
MovementAxis
control for yokes (meant to control pitch with a yoke). The way to recreate this control base linear movement is by setting a control base to yoke and in overload chooseRotationAxis
tab and delete everything in it, causing the control base to lose its rotation control, leaving it with only linear control.@SpiritusRaptor you can use ft code it just will not work as an input, only an output (you cannot interact with it).
Just put the ft code in a variable in the Variable menu and put the name of the variable in the input for the control base.
Pog
Did you mean checkerboard pattern?
Ikr sometimes I forget about that haha
Also I forget about the "Tags" category for planes
@Dragoranos huh. Try increasing the
massScale
of the wheel and the part it is connected to.Stop using rotators and instead start using control bases with
SlerpMaximumForce 1
SlerpSpring 1
SlerpDamper 1
IgnoreAircraftCollisions false
Setting it as Lever type will make it bend like a hinge, setting it as Joystick 3 Axis will make it bend like a ball joint.
@jamesPLANESii you haven't gotten sp2 yet?
More like your mom . . . ha . . . ha.
Sorry.
Hearing mobile players whine and complain
Time to save this as a subassembly and equip every craft I have with a set of drip
Part count gets an upvote from me
People thought it was funny because it was of questionable quality so they upvoted and spotlighted it onto the home page
@X99STRIKER but think about the possibilities and challenges that could be made with the ability to change ammo count
@spDraco png or jpeg works I think
Jk jk it looks great bro
Ayo why the refuel probe skin color? 🤨
Open the designer and click the eye button on the right, then click the button with a gray blueprint on it.
@liuxingling0354 13k performance cost
It's like the phineas & ferb episode
You are a madman
@V ah my bad
@HuskyDynamics01 it messes with wheel rotation speed tho