Some parts of a car are not as straight or axis-aligned as they might look at first. For example, the front and rear edges may be curved, and the windows slant inwards.
@RavenAerospaceIndustries
- you can maintain the same gradient as the part just behind the glass, instead of steepening it behind the bump
- you may want to avoid that strange bump behind the canopy as it looks slightly suboptimal (tm)
I like the paint. However, I can't run it on my PC, so I can't say anything about the handling (it may be affected by lag).
.
Minor complaints with lore I guess:
- Needs of speed and acceleration depend on the line, but generally, urban lines have more acceleration demands.
- Number of doors depends on station foot traffic. Since this train has 4 openings per side, it probably won't appear on rural lines. But of course, it can if the line has a mix of densities.
- The train formations seem to be too funky. Typically, a train with X motor(M) cars and Y trailer(T) cars will have operational units of X+Y cars long, meaning that the X+Y cars form a complete electrical system. This simplifies the logistics of construction.
- A 1M1T-style formation splits the pantograph, motors, batteries, and control circuitry across 2 cars. Then, you can choose the cab to be on motor or trailer cars only, so you effectively only manufacture 3 kinds of cars: M, T, and (Mc or Tc).
@SumateraIndustries snail doing censorship 😔😔😔
(it is a feature that stops writing messages to the chat for a while if a lot of messages appear quickly, but it can also block useful messages) (info may be wrong as i don't play wt, only watch)
@TheFlyingGoose propellers are limited in that way. The prop pitch is also slow, so you can't use that.
You can try heli rotors with high blade drag multipliers
@Chaimber0825 using Overload, under the "Part" section, change the attribute "CoM"
Adding mass to a custom body might work, but I have never done it before
The way that the successor system works with the aircraft files is that:
1. You edit your plane, making changes to editor data. It may or may not have a predecessor url stored in it, which we will call A.
2. You enter and fill up the upload menu, and press the upload button. The following steps happen very quickly:
3. The editor data is uploaded to the website with predecessor url A.
4. The website checks the predecessor url. If it matches that of an existing plane, it is added to the plane webpage as auto credit.
5. The new url A', that was assigned to the plane on the website, is written back to the editor data as the new predecessor url.
.
This system has the implication that you must save your plane after uploading to store the new url. If you do not save your plane before loading another plane (including any versions of your plane saved before uploading), the predecessor url will be lost, and your plane's timeline will be broken.
.
If you understand the system above and have access to your aircraft files, you can set the predecessor url manually.
.
As for the successor list not updating, it is probably a bug or caused by slow database updates.
@Dissent3R it might not matter in the grand scheme of things, but it is definitely a minor annoyance and injustice that the earth would be better without
@ShirakamiShimada I would suggest putting all the windows on one piston, or one piston for each side, unless you really want to have different window animations
@ShirakamiShimada how complete is it? If it's only funky trees, i MIGHT be able to complete it within a short time (if i take longer, i won't be able to test it on a map for a while)
@RestlessGalaxies i only have "show fewer shorts"
I also noticed that shorts have been added to the subscriptions page, but those are kinda ok since you will be watching those channels already
I agree, there should be an easy and built-in way to hide shorts
I watch them like how I watch regular videos though, I don't take the automatic suggested shorts
I know that it changes the update rate of funky trees. For medium and high, the update period is 0.01s. For low, it is 0.02s. So if you use low physics, you can break FT that uses delta time for calculations, if they don't compute it and just assume 0.01.
.
Tested using
SETTER DeltaTime:
Time-PreviousTime
SETTER PreviousTime:
Time
.
I used to compute DeltaTime, but now I might assume 0.01 xdd
I am a mirror on control player. I think that any asymmetric parts won't do well with auto mirroring.
I managed to control part-section mirroring by making sure that each part attachment point is only used once. Using an attachment multiple times makes things not mirror friendly.
I would like to see single part mirroring or duplicating on mobile.
I would like to remove the mirror entire plane buttons, since they seem to break the plane even if the mirror isn't carried out.
@DDVC i found the problem with my regex, it depends on the "flavor" of regex used by the editor. I wrote the original forum post using the style in Notepad++, where \1 means the stuff matched in the first (...). If all the part IDs are replaced with \1, it means that your editor is using a different flavor of regex. In Visual Studio, you must use $1. I added this notice to the forum post.
.
Your suggested regex works for me, but maybe your aircraft uses more features. You still need to dump the old calculateDrag attributes before the main substitution.
@DDVC I feel like it should still work, but be unsafe now because of funky trees. I haven't verified it (i forgor)
- check regex mode?
- maybe use Part id="([0-9]+?)" (edit: it behaves the same)
- check other sections like Connections unaffected
[Recording Settings] FltRSet_RecordQuality (int size, int interval)
- Recording quality.
- size: Maximum number of data points that can be recorded before the recording is automatically stopped. Default 3000.
- interval: Number of FixedUpdate frames between each recorded data point. Default 10.
[Playback Settings] FltRSet_PlayDebug (bool active)
- Show or hide the debug message during data playback. Useful for testing FLTSCR output data.
- active: Debug message visibility. Default false.
[Playback Settings] FltRSet_PlaySpace (bool pos, bool rot)
- Set the space options for playback. If true, a start position and rotation in recording data is used. If false, the current position and rotation of the aircraft is used.
- pos: Position relativity. Default true.
- rot: Rotation relativity. Default true.
[Previewer Settings] FltRSet_PreviewColor (float r, float g, float b, float a)
- Color of the preview line.
- r: Red. Default 0.
- g: Green. Default 1.
- b: Blue. Default 0.
- a: Alpha (opacity). Default 0.5f.
[Previewer Settings] FltRSet_PreviewQuality (float width, float interval, int cvert)
- Other appearance factors of the preview line.
- width: Line thickness. Default 0.5f.
- interval: Recording's simulation time between each point of the preview. Default 0.1f.
- cvert: Amount of rounding applied to corners. Default 0.
Some parts of a car are not as straight or axis-aligned as they might look at first. For example, the front and rear edges may be curved, and the windows slant inwards.
In SP, it basically just prevents overspeed. But irl, there are more effects on engine efficiency and reliability.
Produce a hpgb (ancient lore states that it is a sentient rolling object that provides rewards to anyone who can catch it)
Wait, chad has some alternate outfits in the screenshots
+5@RavenAerospaceIndustries
- you can maintain the same gradient as the part just behind the glass, instead of steepening it behind the bump
- you may want to avoid that strange bump behind the canopy as it looks slightly suboptimal (tm)
i'm gonna lowball this guy
@Boeing727200F @StockPlanesRemastered idk they are still the best looking tires by far
@jamesPLANESii maybe in the simple 2
Also this is mainly based on the suzuki carry L3* and D*51, and then maybe subconsciously twingussy bumper
bruv did not rember happy day
I like the paint. However, I can't run it on my PC, so I can't say anything about the handling (it may be affected by lag).
+1.
Minor complaints with lore I guess:
- Needs of speed and acceleration depend on the line, but generally, urban lines have more acceleration demands.
- Number of doors depends on station foot traffic. Since this train has 4 openings per side, it probably won't appear on rural lines. But of course, it can if the line has a mix of densities.
- The train formations seem to be too funky. Typically, a train with X motor(M) cars and Y trailer(T) cars will have operational units of X+Y cars long, meaning that the X+Y cars form a complete electrical system. This simplifies the logistics of construction.
- A 1M1T-style formation splits the pantograph, motors, batteries, and control circuitry across 2 cars. Then, you can choose the cab to be on motor or trailer cars only, so you effectively only manufacture 3 kinds of cars: M, T, and (Mc or Tc).
Chase but a bit closer
@SumateraIndustries snail doing censorship 😔😔😔
(it is a feature that stops writing messages to the chat for a while if a lot of messages appear quickly, but it can also block useful messages) (info may be wrong as i don't play wt, only watch)
@TheFlyingGoose propellers are limited in that way. The prop pitch is also slow, so you can't use that.
You can try heli rotors with high blade drag multipliers
If your rotators have a very high maximum speed and shortestAngle is true, you can use the FT of the form sum(SPEED), where SPEED is your input.
Watch out for helicopters
+1Hatsune miku but with exactly 39 parts
+1Chat Spamming
My bad, i am living in your walls
@Chaimber0825 using Overload, under the "Part" section, change the attribute "CoM"
Adding mass to a custom body might work, but I have never done it before
If you change the CoM of the missile, you can alter its launch trajectory by a little. In this case, move the CoM up.
+1The way that the successor system works with the aircraft files is that:
1. You edit your plane, making changes to editor data. It may or may not have a predecessor url stored in it, which we will call A.
2. You enter and fill up the upload menu, and press the upload button. The following steps happen very quickly:
3. The editor data is uploaded to the website with predecessor url A.
4. The website checks the predecessor url. If it matches that of an existing plane, it is added to the plane webpage as auto credit.
5. The new url A', that was assigned to the plane on the website, is written back to the editor data as the new predecessor url.
.
This system has the implication that you must save your plane after uploading to store the new url. If you do not save your plane before loading another plane (including any versions of your plane saved before uploading), the predecessor url will be lost, and your plane's timeline will be broken.
.
If you understand the system above and have access to your aircraft files, you can set the predecessor url manually.
.
As for the successor list not updating, it is probably a bug or caused by slow database updates.
They never broke i think
There is actually no ignitionDelay attribute for unguided rockets.
Thanks for noticing this, I will fix it soon
@Dissent3R
+2SimplePlanes (video game series)
SimplePlanes (video game)
SimplePlanes 2
@Graingy I am going to send multiple gigabytes of text onto the chatroom (jk)
If it has more than like 3 rows of fuselage, it's probably fake lol (or maybe that was the new player standard in the v1.4 days)
+1@Dissent3R it might not matter in the grand scheme of things, but it is definitely a minor annoyance and injustice that the earth would be better without
@ShirakamiShimada I would suggest putting all the windows on one piston, or one piston for each side, unless you really want to have different window animations
@ShirakamiShimada oh
Also why does it need a lot of pistons 🗿
I like the vibes of the old web, but using it seems quite inconvenient
@ShirakamiShimada how complete is it? If it's only funky trees, i MIGHT be able to complete it within a short time (if i take longer, i won't be able to test it on a map for a while)
@RestlessGalaxies i only have "show fewer shorts"
I also noticed that shorts have been added to the subscriptions page, but those are kinda ok since you will be watching those channels already
I agree, there should be an easy and built-in way to hide shorts
I watch them like how I watch regular videos though, I don't take the automatic suggested shorts
@ShirakamiShimada not really, a few days from now, i cannot build for like 2 weeks
Congrats on being legal xdd (susge)
+2@SuperSuperTheSylph glad you enjoyed it :D
+1Realistic fictional
+1@keiyronelleavgeek566 praise to the almighty ice fairy
+1Nah, send people an old drive tuned to very high speeds
@Graingy delta time = update period (in like 99% of cases, at least)
Some game devs call it that because of heehee haha funny calculus reference
I know that it changes the update rate of funky trees. For medium and high, the update period is 0.01s. For low, it is 0.02s. So if you use low physics, you can break FT that uses delta time for calculations, if they don't compute it and just assume 0.01.
.
Tested using
SETTER DeltaTime:
Time-PreviousTime
SETTER PreviousTime:
Time
.
I used to compute DeltaTime, but now I might assume 0.01 xdd
@Graingy my bad, i mean they could do in that way if they wanted to, this way it would avoid the problems you mentioned
Same as a regular picture. Please check the markdown formatting guide in the first page of the forums
You can store the flight hours in the aircraft file, similar to how the url is stored
+1I am a mirror on control player. I think that any asymmetric parts won't do well with auto mirroring.
I managed to control part-section mirroring by making sure that each part attachment point is only used once. Using an attachment multiple times makes things not mirror friendly.
I would like to see single part mirroring or duplicating on mobile.
I would like to remove the mirror entire plane buttons, since they seem to break the plane even if the mirror isn't carried out.
caterpillar looking mf
@DDVC i found the problem with my regex, it depends on the "flavor" of regex used by the editor. I wrote the original forum post using the style in Notepad++, where
+1\1
means the stuff matched in the first (...). If all the part IDs are replaced with\1
, it means that your editor is using a different flavor of regex. In Visual Studio, you must use$1
. I added this notice to the forum post..
Your suggested regex works for me, but maybe your aircraft uses more features. You still need to dump the old calculateDrag attributes before the main substitution.
@DDVC I feel like it should still work, but be unsafe now because of funky trees. I haven't verified it (i forgor)
- check regex mode?
- maybe use Part id="([0-9]+?)" (edit: it behaves the same)
- check other sections like Connections unaffected
Be careful to make sure it does not count as misleading
+1[Recording Settings]
FltRSet_RecordQuality (int size, int interval)
- Recording quality.
-
size
: Maximum number of data points that can be recorded before the recording is automatically stopped. Default 3000.-
interval
: Number of FixedUpdate frames between each recorded data point. Default 10.[Playback Settings]
FltRSet_PlayDebug (bool active)
- Show or hide the debug message during data playback. Useful for testing FLTSCR output data.
-
active
: Debug message visibility. Default false.[Playback Settings]
FltRSet_PlaySpace (bool pos, bool rot)
- Set the space options for playback. If true, a start position and rotation in recording data is used. If false, the current position and rotation of the aircraft is used.
-
pos
: Position relativity. Default true.-
rot
: Rotation relativity. Default true.[Previewer Settings]
FltRSet_PreviewColor (float r, float g, float b, float a)
- Color of the preview line.
-
r
: Red. Default 0.-
g
: Green. Default 1.-
b
: Blue. Default 0.-
a
: Alpha (opacity). Default 0.5f.[Previewer Settings]
FltRSet_PreviewQuality (float width, float interval, int cvert)
- Other appearance factors of the preview line.
-
width
: Line thickness. Default 0.5f.-
interval
: Recording's simulation time between each point of the preview. Default 0.1f.-
cvert
: Amount of rounding applied to corners. Default 0.