Igniting under a certain altitude, probably not. But you can check the missile's altitude with a flight computer and add something to force it downwards somehow (will be very finicky)
tutel a380 is peak
I feel that there are way more photorealistic cars, maybe since they don't have many (thick) panel lines. There also may be some statistical effect behind it
Looks great and has nice suspension, however it seems to be yaw-unstable for me. I might suggest that you show off driving it?
Also gimp enjoyer spotted
The view of the destination area during descent
If you can get the starry sky RNG during cruise, it is also amazing, but i haven't got it since my first ever trip that is basically at the earliest point of my memory
@ThatRandomCouchPotato how does that even work bruv
.
I don't and can't provide exact FT if the design requirements are vague
An actionable request would look something like "make the prop pitch increase from 0.5 at 0 IAS, to 1 at 100 IAS, in a linear manner" or "make the prop pitch follow this math function in terms of IAS"
Maybe i should make a yapping forum post about it :thonking:
@ThatRandomCouchPotato design a function that goes from 0 to 1 as speed increases, and multiply your thing with that
Linear increase function: inverselerp(MIN, MAX, SPEED)
Since the weight is similar to something i used before, try 100%,60% when scaled down
I also have a 8500 kg thing that used 250%,250%
Also note that most of my mass is in the control core, other than that only the rotators and control bases have mass. This means that the angular inertia is very small, so the settings might not apply to your build
Easier to read and understand (at least for me):
.
SETTER x: x+1
ACTIVATOR rate(myButton)>1
.
Alternatively, if you don't like activators:
SETTER x: rate(myButton)>1 ? x+1 : x
.
The rate function can detect the change in boolean or discrete values for exactly 1 funky tree update. The value it is checked against (1) is arbitrary.
granny is back with another blast from the past, it's been (more than) 84 years
wanted to replicate c1gp handling, got this instead (high slip honda nsx on the c1 is peak gaming)
test for a method to tune front/rear grip balance with more precision
the theory is that by making the grip distribution neutral at low slip for responsiveness, and understeery at high slip to help hold a slide, you can make a very good slip-angle racer
1: I have trouble trying to make PID yaw as well, I let it shake a little bit. Also, rolling may be caused by your gyros being too weak
2 and 3: If you scale down a build, even if the mass is not changed, its rotational inertia decreases, so a gyro tuned for original scale will become too strong. I also don't exactly know how to tune gyros
@Nahidwin172 since the clouds are made with normal unity particles, it lags a lot when flying in clouds
The other clouds mod performs better, maybe it has better settings
Maybe some strict rules for shaders should be added, clear rules actually improves creativity, as game IP copyright areas have found out.
My opinion is that your drawing-style shader pack is too far off the build
@DARZAVIATION the 1st and 3rd still look fairly obviously simpleplanes, since the colors are retained. The 2nd one is definitely going too far, i think it's enough for mods to remove.
32's example is also enough to remove
@Graingy all the divisions here have clean integer results, i am using the multiplication table in my memory to backsolve them
(but i am reading the questions from the projected views instead of downloading the plane, so there is a chance i read them wrongly)
Idk how to fix sequences but:
Drive the spare tire using a PD controller, target is 0 and current is sum(rpm of wheel)
Set maxAngularVelocity to 0?
Igniting under a certain altitude, probably not. But you can check the missile's altitude with a flight computer and add something to force it downwards somehow (will be very finicky)
Just shoot him, unless he has a dead man's switch, it's that easy
+2tutel a380 is peak
I feel that there are way more photorealistic cars, maybe since they don't have many (thick) panel lines. There also may be some statistical effect behind it
Would be nice to have trains connecting towns. If jundroo doesn't do it then map plugins i guess
They should use the SPR spec (i am biased)
Looks great and has nice suspension, however it seems to be yaw-unstable for me. I might suggest that you show off driving it?
+1Also gimp enjoyer spotted
@4267MangoMustard twin mentioned
+1What does the title mean
Just change the controls to yaw steering and roll gear tbh, the current meta for funky trees(?) is to make inputs easy to change
The view of the destination area during descent
If you can get the starry sky RNG during cruise, it is also amazing, but i haven't got it since my first ever trip that is basically at the earliest point of my memory
Very smooth and nice body
+1Don't worry about it, game engines are magic
+1simpleplanes 2 was delayed to avoid competing with silksong
+1car (maybe)
+1Check that the wing in the vertical stabilizer has a symmetric airfoil, otherwise idk
+1@YarisHatchback yeah, you can make it
mmmm magical 5 letter salad variable names
certified simpleplanes dot com moment (tm)
This is how i found out what exactly is happening lmao (i have only heard of the riots)
+1@ThatRandomCouchPotato how does that even work bruv
+1.
I don't and can't provide exact FT if the design requirements are vague
An actionable request would look something like "make the prop pitch increase from 0.5 at 0 IAS, to 1 at 100 IAS, in a linear manner" or "make the prop pitch follow this math function in terms of IAS"
Maybe i should make a yapping forum post about it :thonking:
@ThatRandomCouchPotato design a function that goes from 0 to 1 as speed increases, and multiply your thing with that
Linear increase function: inverselerp(MIN, MAX, SPEED)
Use auto-aim code and put the camera on the same setup as you would a turret
As for SP2, we can hope that there will be a tracking mode
Since the weight is similar to something i used before, try 100%,60% when scaled down
I also have a 8500 kg thing that used 250%,250%
Also note that most of my mass is in the control core, other than that only the rotators and control bases have mass. This means that the angular inertia is very small, so the settings might not apply to your build
1000 parts until the lag spikes become annoying and slow down building
hell yeah
+2Will there be further customization of the engine torque curves and gear ratios?
+6Also dev shoutout nowaying
Maybe like 50
+1Easier to read and understand (at least for me):
+3.
SETTER x:
x+1
ACTIVATOR
rate(myButton)>1
.
Alternatively, if you don't like activators:
SETTER x:
rate(myButton)>1 ? x+1 : x
.
The rate function can detect the change in boolean or discrete values for exactly 1 funky tree update. The value it is checked against (1) is arbitrary.
@Nettspend know what
@Maluch idk, good luck lmao
+1How big is the braid? I have done a tiny braid on the side of the head before
+2@karameji real
@YarisHatchback no worries, i haven't checked sp wplace like since the first 2 days lmao
granny is back with another blast from the past, it's been (more than) 84 years
wanted to replicate c1gp handling, got this instead (high slip honda nsx on the c1 is peak gaming)
test for a method to tune front/rear grip balance with more precision
the theory is that by making the grip distribution neutral at low slip for responsiveness, and understeery at high slip to help hold a slide, you can make a very good slip-angle racer
the build
wheel grip planner with the settings used in this build
very nice for majiaroring
edit 1: apparently it's rawe ceek too
edit 2: it's too twitchy so i have new settings already
+11: I have trouble trying to make PID yaw as well, I let it shake a little bit. Also, rolling may be caused by your gyros being too weak
+12 and 3: If you scale down a build, even if the mass is not changed, its rotational inertia decreases, so a gyro tuned for original scale will become too strong. I also don't exactly know how to tune gyros
is this the one where the front wheels can detach
@Nahidwin172 since the clouds are made with normal unity particles, it lags a lot when flying in clouds
The other clouds mod performs better, maybe it has better settings
@Nahidwin172 chrome browser yes, chromebook likely (but good luck running simpleplanes at all)
My attempt
+1Maybe some strict rules for shaders should be added, clear rules actually improves creativity, as game IP copyright areas have found out.
+1My opinion is that your drawing-style shader pack is too far off the build
@DARZAVIATION the 1st and 3rd still look fairly obviously simpleplanes, since the colors are retained. The 2nd one is definitely going too far, i think it's enough for mods to remove.
32's example is also enough to remove
It is a feature that allows you to achieve any funny follower count for a bit longer
wikipetan my beloved
+1as soft as possible, but without bottoming out on a hard landing
engineering enjoyer
+1also am i cooked or this warrior has really short legs
this is what we're up against 😭😭😭🥀🥀🥀🥀☠️☠️
@PZLAgencies you can download by copying the link and pressing ctrl+L, this will prevent having many small files that only store the url
@Graingy all the divisions here have clean integer results, i am using the multiplication table in my memory to backsolve them
+1(but i am reading the questions from the projected views instead of downloading the plane, so there is a chance i read them wrongly)