This is something I made a long time ago
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WiperAnimator:
repeat(sum( InputWipers | (WiperAnimator>2&WiperAnimator<3.9)?1:0 ),4)
Comment: The animation period is 4s, and the state of the animation is tracked in WiperAnimator. The animation always advances if it is in the range t=2..3.9
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WiperPosition:
WiperAnimator<1 ? smoothstep(0,1,WiperAnimator) : (WiperAnimator<2 ? smoothstep(1,0,WiperAnimator-1) : 0)
Comment: Not related to your question but good for context. Interpret the animation value. t=0..1: smoothstep increasing; t=1..2: smoothstep decreasing; t=2..4: constant zero
The most basic thing is:
Higher extremum ==> less responsive, more slidey
Higher asymptote ==> more forgiving
You have to imagine the Unity wheel collider curve for yourself
If you don't have other requirements for the rotator, just set the input to a very large constant value. If you want to be able to stop or change the rotation speed, you can use sum() and set the speed xml to a very large value. You will still get jolts when changing speed.
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I can say that recently, I used control bases to make a decorational part that spins very fast. However, the CoM of the parts must still line up with the rotation axis of the control base to prevent vibration. The parts don't affect the handling much.
If your bio page ever said that it was removed (before you changed it to what it is now), then it is a mass report. Otherwise, it should be a bug or your accidental deletion
(Big edit to delete a lot of stuff) I read the thing a few times and tried to write it, but I don't understand it fully xdd
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I think that the jet itself has low pressure as it is fast. And due to fluid viscosity and flow/pressure effects, surrounding air speeds up and decreases in pressure as well. Far away, the air maintains atmospheric pressure. This makes an axial pressure gradient with higher pressure on the outsides and lower pressure in the middle.
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If one side is then blocked, it will always be at low pressure since there is no air there to form the usual pressure gradient. The new pressure gradient has lower pressure near the surface, and higher pressure at the free side. The pressure difference means that the jet experiences more force on the free side, and will tend to move towards the surface. This is much stronger than any passive airflow effect, and you can push the jet around sharp curves.
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The simple does not have coanda effect. The wings only consider angle of attack afaik
Cars and trains, and the extremely rare anime girl apparently
Maybe I am also known for part inefficiency, and having an unhealthy obsession with torque curves
Wait i'm surprised you're only 16 xdd, i feel like you have been on the simple for quite long
Your dad should actually get a car but only because bumpy roads in a moped sound like a bad idea
@SPWithLizzie FAEB is less flexible than UGB (1 vs 2 per salvo), with UGB you can choose whether you want damage or range. Idk any missions that FAEB is better than UGB
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Also F-15 STOL/MTD enjoyer
I guess hex codes, taking nearest 0x10 values (so like 00, 10, 20, etc, obviously don't bruteforce all possible values and only check plausible ones)
Then refine to nearest 0x08 or 0x04 if it looks off
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The color picker method is very good for telling you the hue of a color. E.g., you can tell how pure the green is, or the red/green ratio of the tan.
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Definitely choose the metallic and smoothness values before doing any guessing, because they affect the color a lot
@NotRob119 the tires just apply a force depending on the amount of slip they have. Engines and brakes change how fast the wheels rotate and the slip difference does the rest. Also, wheel load does not affect wheel force, it's just an on or off thing. That's about it
Time for racing game style weeb liveries (forza players literally made some script to put 1000 basic shapes together, and you can import svg in gran turismo)
also new wheels on that old car? or is it just fuselage
@Graingy sometimes anthros are just a creative exercise, it's not healthy to assume directly that the creators/fans are terminally online (and related buzzword terms) either
I.e., haha tank girl funny vs tank girl uohhh😭, usually quite obvious on social sites, some other cases (including le simple) it's harder to tell the difference
Try a PD controller on the elevator input to directly achieve the altitude. Alternatively, a 2-step system where you calculate a target pitch angle and use it as the target value of the PD controller.
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Throttle/speed should be a separate automated system, unless you are replicating some weirdness
@YarisHatchback uhh i didn't make any other variants
Also southeast asia is only getting the cheap body, they drive like ass (i am southeast asian so I can say that)
This is something I made a long time ago
+2.
WiperAnimator:
repeat(sum( InputWipers | (WiperAnimator>2&WiperAnimator<3.9)?1:0 ),4)
Comment: The animation period is 4s, and the state of the animation is tracked in WiperAnimator. The animation always advances if it is in the range t=2..3.9
.
WiperPosition:
WiperAnimator<1 ? smoothstep(0,1,WiperAnimator) : (WiperAnimator<2 ? smoothstep(1,0,WiperAnimator-1) : 0)
Comment: Not related to your question but good for context. Interpret the animation value. t=0..1: smoothstep increasing; t=1..2: smoothstep decreasing; t=2..4: constant zero
The most basic thing is:
+5Higher extremum ==> less responsive, more slidey
Higher asymptote ==> more forgiving
You have to imagine the Unity wheel collider curve for yourself
If you don't have other requirements for the rotator, just set the input to a very large constant value. If you want to be able to stop or change the rotation speed, you can use sum() and set the speed xml to a very large value. You will still get jolts when changing speed.
+2.
I can say that recently, I used control bases to make a decorational part that spins very fast. However, the CoM of the parts must still line up with the rotation axis of the control base to prevent vibration. The parts don't affect the handling much.
If your bio page ever said that it was removed (before you changed it to what it is now), then it is a mass report. Otherwise, it should be a bug or your accidental deletion
+3You can decrease the rotator massScale to help a bit. If you want to lower the torque even more, you must use control bases.
But why is it gone
@RepublicofWrightIsles freemen is the plural of freeman, which implies the existence of multiple people of the freeman name
@RepublicofWrightIsles freemen... morgan freeman reference??
+1Imagine not closing tabs you don't need smh
+1(Big edit to delete a lot of stuff) I read the thing a few times and tried to write it, but I don't understand it fully xdd
+1.
I think that the jet itself has low pressure as it is fast. And due to fluid viscosity and flow/pressure effects, surrounding air speeds up and decreases in pressure as well. Far away, the air maintains atmospheric pressure. This makes an axial pressure gradient with higher pressure on the outsides and lower pressure in the middle.
.
If one side is then blocked, it will always be at low pressure since there is no air there to form the usual pressure gradient. The new pressure gradient has lower pressure near the surface, and higher pressure at the free side. The pressure difference means that the jet experiences more force on the free side, and will tend to move towards the surface. This is much stronger than any passive airflow effect, and you can push the jet around sharp curves.
.
The simple does not have coanda effect. The wings only consider angle of attack afaik
Cars and trains, and the extremely rare anime girl apparently
Maybe I am also known for part inefficiency, and having an unhealthy obsession with torque curves
Wait i'm surprised you're only 16 xdd, i feel like you have been on the simple for quite long
+1Your dad should actually get a car but only because bumpy roads in a moped sound like a bad idea
@SPWithLizzie FAEB is less flexible than UGB (1 vs 2 per salvo), with UGB you can choose whether you want damage or range. Idk any missions that FAEB is better than UGB
.
Also F-15 STOL/MTD enjoyer
@SPWithLizzie with UGBs, you can speedrun missions like stonehenge defensive and cape rainy
Su-47 UGB my beloved
UGBs are goated wdym
But yep great gameplay and graphics
@Boeing727200F just switch to an all liquid diet like a boeing, it's literally that easy
+1I guess hex codes, taking nearest 0x10 values (so like 00, 10, 20, etc, obviously don't bruteforce all possible values and only check plausible ones)
Then refine to nearest 0x08 or 0x04 if it looks off
.
The color picker method is very good for telling you the hue of a color. E.g., you can tell how pure the green is, or the red/green ratio of the tan.
.
Definitely choose the metallic and smoothness values before doing any guessing, because they affect the color a lot
@NotRob119 the tires just apply a force depending on the amount of slip they have. Engines and brakes change how fast the wheels rotate and the slip difference does the rest. Also, wheel load does not affect wheel force, it's just an on or off thing. That's about it
+1Time for racing game style weeb liveries (forza players literally made some script to put 1000 basic shapes together, and you can import svg in gran turismo)
+7also new wheels on that old car? or is it just fuselage
I also choose the FD lmao
+1Honorable mention: 180E evo II
@Graingy sometimes anthros are just a creative exercise, it's not healthy to assume directly that the creators/fans are terminally online (and related buzzword terms) either
I.e., haha tank girl funny vs tank girl uohhh😭, usually quite obvious on social sites, some other cases (including le simple) it's harder to tell the difference
another human specimen discovers the close links and overlaps within the anime and engineering / war machine enthusiasts
Also, this game is just too powerful, if you make planes all the time you will get bored
Try a PD controller on the elevator input to directly achieve the altitude. Alternatively, a 2-step system where you calculate a target pitch angle and use it as the target value of the PD controller.
+1.
Throttle/speed should be a separate automated system, unless you are replicating some weirdness
Nice tubes
+1Is it possible to prevent people from writing about themselves though, seems like it could become a second bio thing
@ToroInoue ok
I don't think Toro Inoue is ruined, it is just me that's brainrotted
@ToroInoue is it that meme but using an animal crossing model?
Boykisser looking mf
Give in
+1Make your offering to andrew
Start from the most convenient-looking place. I prefer starting at a centered fuselage that is straight and level
@LunarEclipseSP nah andrew garrison is cuter smh
+2@PhantomBoltSP good luck for that project :>
+1he has the :3
this post made me notice that alisa has the "skindentations" (they are bugged on this model)
also :COCKA:
@PhantomBoltSP no i don't
sussy comment tho (i will not do anything about it)
Kinetic energy 🤓👆
Making kinda bad videos
@SuperSuperTheSylph actually (🤓) this is slower than my other kei truck, which has the same amount of power. This thing is much heavier
+1@RobertsAeronautics how'd it go?
Oversized indoor pool and random megastructure pog
+1The front section is very nice
+1@Graingy I can't wait for the detonation of a 1 mg nuclear warhead
@YarisHatchback uhh i didn't make any other variants
+1Also southeast asia is only getting the cheap body, they drive like ass (i am southeast asian so I can say that)
Something doesn't add up, like the rock is bigger than expected
@YarisHatchback 1000 parts because i am skimping out on the interior to make it playable for me
@YarisHatchback Front face is Suzuki Carry DC/DD51T
very important image
@YarisHatchback yepge, should be done this week
what if we touched at lust corner :flooshed:
finally downloaded it, this is very epic
also setting the layer of the racetrack gameobjects to "terrain" might prevent spawning inside the ground
Me when funny graph
+1While we're at it, what are your two sizes (minimum and maximum dimensions)