You have to use the dev console.
You activate it like this and open it by pressing with three fingers.
Once it's open you can run the command DebugExpression round(-AngleOfAttack*100)/100 to see your AoA. (this specific code is to show up to two decimal places)
You can just do DebugExpresion -AngleOfAttack if you want to se the entire number.
For altitude above terrain use DebugExpression AltitudeAgl, for example
@shipster You should make it using PitchRate, not AoA
You could use and tune a PID
clamp(PID(0, PitchRate, 0, 0, 0))
The last three zeros are the values you will have to tune. Start increasing the first one (P) until the pitch rate is more or less maintained at 0 (it will overshoot a lot, it's normal), then tune the next one (I) so that it's dampened and doesn't overshoot at all, then tune the last one (D) until it's more or less perfect.
.
I assume you want to combine it with Pitch so:
clamp(PID(0, PitchRate, 0, 0, 0))*clamp01(Pitch = 0) + Pitch
@ArcturusAerospace I guess you're an exception, because I've only heard of people whose game crashed because of Upload with Screenshots, and never because of the other mod...
First of all, mobile users can't do it on 1.9.
Second, avoid the mod @ArcturusAerospace mentioned, it makes the game crash very often and is pretty limited.
.
Use the Designer Suite mod (the actual mod, not theone that is implemented ingame).
Open the image you want to use as thumbnail with the mod, edit the offset so that the actual plane doesn't appear, and take the screenshots (the ones you have to take when uploading) of the image.
Since randomusername is inactive I'll try to explain.
.
It's all about pushing air back and there are different ways of doing it:
1. Wings attached to a rotator
2. Piston pushing an activated airbrake (pushing air back)
3. Airbrake with negative input
4. ...
I can explain them in depth, if you want.
@lemoose That's only to sign in with your account for the first time, after you've done that you should be able to activate all the mods and upload normally / do what I said.
Having a different input for the rotator, like sum(Input*x), where "Input" can be anything (Pitch, Roll...), and "x" a number that will make the speed higher or slower.
Oops, didn't see the first part.
+1(Throttle - 0.9)*10
is the input you want for the afterburner's engineanything but more forums, please
+1Congrats, and nice Mustang!
+1If you published it unlisted and tagged me there it would be nice
+1You have to use the dev console.
+1You activate it like this and open it by pressing with three fingers.
Once it's open you can run the command
DebugExpression round(-AngleOfAttack*100)/100
to see your AoA. (this specific code is to show up to two decimal places)You can just do
DebugExpresion -AngleOfAttack
if you want to se the entire number.For altitude above terrain use
DebugExpression AltitudeAgl
, for exampleYou can't
+1AngleOfSlip > 90
+1The ternary selection is unnecessary.
Now do it without slowmo
+1You're welcome, I'm glad it works
+1Nice
+1So cute, lol
+1It does work with control surfaces
+1Bv 238
+1I hope they fix the cannon's sound effect. It has the same volume even if you've zoomed out as much as you can.
+1link
+1@Pophead Sure, thanks :)
+1hm, I've found many flaws (I can say them if you want).
+1Nonetheless, I can see how much effort was put in this, nice work.
+1clamp01(abs(Pitch)+abs(Roll))
@shipster You should make it using PitchRate, not AoA
You could use and tune a PID
clamp(PID(0, PitchRate, 0, 0, 0))
The last three zeros are the values you will have to tune. Start increasing the first one (P) until the pitch rate is more or less maintained at 0 (it will overshoot a lot, it's normal), then tune the next one (I) so that it's dampened and doesn't overshoot at all, then tune the last one (D) until it's more or less perfect.
+1.
I assume you want to combine it with Pitch so:
clamp(PID(0, PitchRate, 0, 0, 0))*clamp01(Pitch = 0) + Pitch
It's basically modding, but I can't explain it in depth so you'll will have to ask someone else, sorry
+1@ArcturusAerospace I guess you're an exception, because I've only heard of people whose game crashed because of Upload with Screenshots, and never because of the other mod...
+1First of all, mobile users can't do it on 1.9.
+1Second, avoid the mod @ArcturusAerospace mentioned, it makes the game crash very often and is pretty limited.
.
Use the Designer Suite mod (the actual mod, not theone that is implemented ingame).
Open the image you want to use as thumbnail with the mod, edit the offset so that the actual plane doesn't appear, and take the screenshots (the ones you have to take when uploading) of the image.
Pretty neato
+1Keep the " "
+1For example:
Nice build, It probably wouldn't crash so much if you had removed the drag.
+1Congrats!
+1You probably set their
+1massScale
lower than 1lol
+1§
+1You can use the connection editor to attach more than one part to a single connection point.
+1Maybe a JF-17?
+1@ChisP Oh, that's interesting, thanks.
+1Set the
+1calculateDrag
property tofalse
.To anyone who might think it flies bad:
+1.
Yes, I know the flight model is crap.
I guess it's my first bad flight model, oh well. :/
@Valiant2017 Try making the massScale even higher or just nudge the bomb a bit upwards.
+1Looking great!
+1Choo chooo
+1Your caps lock key got stuck, right?
+1Wow, just noticed the last part of the description.
+1I also had all the sets in that image except the hospital...
Coincidence time.
Nice.
+1Increase the massScale of the pylons, the payload was wobbling.
+1.
Again the Matador?
I thought you'd already made one, but cool anyways.
Since randomusername is inactive I'll try to explain.
+1.
It's all about pushing air back and there are different ways of doing it:
1. Wings attached to a rotator
2. Piston pushing an activated airbrake (pushing air back)
3. Airbrake with negative input
4. ...
I can explain them in depth, if you want.
lol
+1The resizable wheels have an xml property called
+1brakeTorque
, it's at 50 by default.@lemoose That's only to sign in with your account for the first time, after you've done that you should be able to activate all the mods and upload normally / do what I said.
+1@QingyuZhou Pretty sad, indeed.
+1Having a different input for the rotator, like
+1sum(Input*x)
, where "Input" can be anything (Pitch, Roll...), and "x" a number that will make the speed higher or slower.You can disable the halo or use two beacons, one resized but without halo and another one with halo but not resized.
+1I like it, please tag me when you post it.
+1@asteroidbook345 There aren't any variables related to targets yet, so it's currently not possible.
+1