@FlyingHueman @Stormfur
All the colours are located at the end of the file and are called "materials".
I extended that list and then assigned each part their corresponding "material" number (with overload) to give them the correct colour.
Thanks for your comment, btw, FlyingHueman, I really appreciate it. :)
@Formula350
1. Because "altitude corrected TAS" is just IAS, which we already have.
2. In ISA conditions the speed of sound at sea level is 340.28 m/s which is about 340 m/s.
3. That would give you a meaningless number, as you would be dividing TAS by the reduction in the speed of sound vs altitude.
You're welcome, as always
@Huax The thing is, fuselage inlet size doesn't change anything, only the amount does. With 10 large (square) intakes you will get the exact same power from sea level up to about 60,000 ft. This is because in SP the thrust doesn't start to decrease until you are above a certain altitude (which is set by the amount of inlets)
@Evanf111BOOM Not really, you only have to create a vjoy profile, set opentrack's output to "joystick emulation vjoystick", and configure the vjoystick in SP's control settings. There are binds prepared for that.
And cameras will need to have auto-center enabled
Can we get a bug fix for the connection editor (clicking on the first attachment point automatically selects the part behind it as the second part)? I've always found it more handy than the one built in
@V The point is to use the input of the rotator to know the barrel's position, which is very easy. the AG for the cannons would be something like repeat()>0.95
@spefyjerbf SP has very basic wing physics, each airfoil has fixed graphs for Cl and Cd that don't change with anything, not even sweep, ground effect or mach
This is getting spammy...
+1Okay.
+1Nice, good luck.
+1@GeneralPatrick2 You're welcome, I do see quite an improvement from your older builds, I'm pretty sure you will make great crafts anytime soon.
+1Just add
+1* clamp01(Activate3)
to the input.@TheBlueRobotProduct Thank you, I appreciate it.
+1@FlyingHueman @Stormfur
All the colours are located at the end of the file and are called "materials".
I extended that list and then assigned each part their corresponding "material" number (with overload) to give them the correct colour.
Thanks for your comment, btw, FlyingHueman, I really appreciate it. :)
+1@Blub00The00Builder it's part of the code, yes
@Brayden1981 somewhat
@BlackWidowSquadron I don't think you can
@GorillaGuerrilla It actually should, as I was unable to simulate it lol
@BlackWidowSquadron replace floor with ceil
this won't fix it, but you can delete the =true bits to make the code simpler
Frogfoot, the frogger doesn't exist
@Formula350
1. Because "altitude corrected TAS" is just IAS, which we already have.
2. In ISA conditions the speed of sound at sea level is 340.28 m/s which is about 340 m/s.
3. That would give you a meaningless number, as you would be dividing TAS by the reduction in the speed of sound vs altitude.
You're welcome, as always
change the activation group of the chute to
smooth(clamp01(ActivateX),1/Y)
where X is the activation group and Y the delay
Nautical system because of flight manuals and IAS, since it's the most useful and relevant speed aside from Mach number.
@Huax The thing is, fuselage inlet size doesn't change anything, only the amount does. With 10 large (square) intakes you will get the exact same power from sea level up to about 60,000 ft. This is because in SP the thrust doesn't start to decrease until you are above a certain altitude (which is set by the amount of inlets)
you can just use IAS instead of trying to figure out the density
@LobsterBisque128 Not 1 year ago...
@GigaEnterprise777 replace floor with ceil
@PlaneFlightX The most typical glide slope is about 3 degrees
forgot the parentheses lol
@dababyduck you can disconnect the non-vtol engines temporarily to see the CoT that matters
the wing bulge isn't so tall on the real thing
Amazing work, but the AoA should be inverted
Thrust != power, but good
@Evanf111BOOM Not really, you only have to create a vjoy profile, set opentrack's output to "joystick emulation vjoystick", and configure the vjoystick in SP's control settings. There are binds prepared for that.
And cameras will need to have auto-center enabled
You can use vjoy for that
unfortunately, that's how it usually is
@OldBomber press T or tap on the arrow next to the speed...
@DDVC never use mass 0 on props
A-3 skywarrior
bye lol
search %appdata%, go to the previous folder, and into localLow
maxAngularVelocity, just set it very high
On PC you can
The MP mod will most likely work just fine on pc spvr, but I doubt we'll get ingame mp until 1.13 or so
Can we get a bug fix for the connection editor (clicking on the first attachment point automatically selects the part behind it as the second part)? I've always found it more handy than the one built in
@RamboJutter They changed the lighting engine/system so all the colors and shadings look different
That's not how you fly an airplane
@Kahlil31 thanks man
this is very poggers
@V The point is to use the input of the rotator to know the barrel's position, which is very easy. the AG for the cannons would be something like repeat()>0.95
that's neat
157.7.214.47 and 60.205.216.2 usually work
floor(smooth(clamp01(Activate1),1/X))
Cambia el 1 de Activate1 al activation group que activa el primer pistón y X al tiempo que tarda en activarse
@spefyjerbf SP has very basic wing physics, each airfoil has fixed graphs for Cl and Cd that don't change with anything, not even sweep, ground effect or mach
On pc you can download builds easily by copying the link and pressing Ctrl + L in the designer
@ElLocoArgento todo sin espacios