If your plane always remains level:
Easy to do with TargetHeading, TargetElevation, TargetDistance, TargetSelected. The heading and elevation variables are in world space, and can easily be converted to local space.
.
If your plane can pitch and roll (i.e., is actually a plane or something):
Probably just nick an auto-aim code to convert those world space angles into local space.
.
Once you have local space angles, they can drive horizontal and vertical pistons.
@SuperSuperTheSylph it is PlanariaLab's auto-aim code generator
From this forum post there is a link to a Mk1~3 combined upload and what looks like an old version of Mk4, which is different from what I used
There is currently no link on this site to the version of Mk4 that I used in this build
Are you using auto orient? Choose the input (pseudo-FT) for pitch control:
YES: INPUT = -PitchAngle / Gyroscope.pitchRange. This will set the target pitch angle of the gyroscope to the same as the plane's pitch angle. However, there is still a resistance to rotation due to gyro stabilization.
NO: INPUT = 0
soon(tm) (this week)
is the camera too disgusting or nah (i made the armored core 4th gen camera from memory)
.
current confirmed changes:
- nerf normal speed, buff quick-boost speed
- nerf staff mode light attack
.
edit: uploaded
@PlaneFlightX yeah i mean exact spacing between parts
Although, earlier in my current build, i made a reference origin so i can see if parts are not aligned
You cannot get the CoG from blueprints or 3D models since they don't tell you what exactly is in a plane. You cannot assume that a plane has a constant density.
However, civilian planes might have publicly available documents related to weight characteristics and balancing, which you can use to get the CoG
Making r34 on other websites is fine btw, bruv could have just kept it off SP
I may or may not know at least one other well-known user who makes/has made r34 art :ModCheck:
Flight instruments are always in the center, and throttle on the left. Wing everything else
.
For trains, speed and brake pressure big and in the center
Frame: actually need to look at sp trains
Power and brakes: look for gameplay from your favorite train sim, and try to replicate it (or take data from those sims)
Body: trains are the easiest things to build to a passable level (trust me bro)
@Windows2000 SPR switches are small af, any larger train cars can't use them
Also the combination of goofy tooling and big maps gives trouble
So with these problems, i don't really tech-support this map
If your plane always remains level:
+4Easy to do with TargetHeading, TargetElevation, TargetDistance, TargetSelected. The heading and elevation variables are in world space, and can easily be converted to local space.
.
If your plane can pitch and roll (i.e., is actually a plane or something):
Probably just nick an auto-aim code to convert those world space angles into local space.
.
Once you have local space angles, they can drive horizontal and vertical pistons.
@LunarEclipseSP don't you ever just want to become a magical girl
+2@RepublicofWrightIsles no, they are different things
The term "astronomer" doesn't exist in classical themes as well
@SuperSuperTheSylph (I rewrote my comment to give better information)
+1@OPPOFindN5SP my reaction to the request
+1@SuperSuperTheSylph it is PlanariaLab's auto-aim code generator
+1From this forum post there is a link to a Mk1~3 combined upload and what looks like an old version of Mk4, which is different from what I used
There is currently no link on this site to the version of Mk4 that I used in this build
@OPPOFindN5SP it's shaky on low physics, impossible to shoot anything, but doesn't seem to spontaneously combust
+2what does this mean
i can't see the image on this forum post but i can open it in a new tab
also l a r g e
is it the boc
@SuperSuperTheSylph the default expression of that live2d model looks very weird, me from 2023 wasn't cooking
+3@YarisHatchback don't buy tires from walmart
+1Are you using auto orient? Choose the input (pseudo-FT) for pitch control:
YES: INPUT = -PitchAngle / Gyroscope.pitchRange. This will set the target pitch angle of the gyroscope to the same as the plane's pitch angle. However, there is still a resistance to rotation due to gyro stabilization.
NO: INPUT = 0
After weight-balancing the helicopter, if you use the heading hold mode of the tail rotor, it should "just work" without gyros
@MIGFOXHOUND31BSM26 totally normal
@OrangeConnor2 you are what you eat
@jamesPLANESii real
@ReynaldoHeavyIndustries no modded health though (except for the one part where the visual body connects to the hidden flight unit)
@LowtusF139 idk i haven't even seen any of the gameplay or anime
soon(tm) (this week)
is the camera too disgusting or nah (i made the armored core 4th gen camera from memory)
.
current confirmed changes:
- nerf normal speed, buff quick-boost speed
- nerf staff mode light attack
.
edit: uploaded
:HUH: :uuh:
hmmm, it feels like the work of a secret organization
+1the entirety of the rick arc
+3Not good, i keep encountering the most cringe drivers
+1@PlaneFlightX yeah i mean exact spacing between parts
Although, earlier in my current build, i made a reference origin so i can see if parts are not aligned
@Graingy kid named fine tuner:
Wait, so PC players don't try to have nice numbers for coordinates?
@TheMouse they should make a GR prius, i would get that
+1(I know GR corolla exists but it's not as funny)
I only got these realistic ones: Copen because funny coffee break car, or ND Miat
You cannot get the CoG from blueprints or 3D models since they don't tell you what exactly is in a plane. You cannot assume that a plane has a constant density.
+2However, civilian planes might have publicly available documents related to weight characteristics and balancing, which you can use to get the CoG
@LunarEclipseSP i guess i'm lucky that i haven't seen those yet xpp (maybe my DA was signed out from inactivity)
+1Making r34 on other websites is fine btw, bruv could have just kept it off SP
+5I may or may not know at least one other well-known user who makes/has made r34 art :ModCheck:
@Graingy no, i don't have a pattern or preference
Make a cat, apparently it was cat day yesterday
Flight instruments are always in the center, and throttle on the left. Wing everything else
.
For trains, speed and brake pressure big and in the center
Frame: actually need to look at sp trains
+1Power and brakes: look for gameplay from your favorite train sim, and try to replicate it (or take data from those sims)
Body: trains are the easiest things to build to a passable level (trust me bro)
@LunarEclipseSP it's run by 11qazxc
+1international department of logistics xdd
+2The label website is not run by me btw
I used to get builds stolen, but not anymore xdd
+1@Graingy idk, mecha designers be cooking
@Graingy in general i just like planes that look like they come from an anime
@SAINAKAJIMA increase massScale of the piston, or reduce mass of parts connected to the piston
@Graingy the Su-47 is the most weeb plane to ever exist, followed by the F-15 S/MTD
On that topic, NASA should make a S/MTD mecha musume
Don't, people will not read it if it is too long
+2If you can host text or markdown files externally, you can extend descriptions to there
GIMP :troll:
+1I use it since it's enough for the kind of art i want to make, but you shouldn't use it to draw unless you have experience with it
cecilia immergreen's elden ring character name :nerd:
+2Canards and/or reverse swept wings, gotta hit my weeb energy quota
Engines naturally have more acceleration at low speeds. You can multiply the input by the inverse of speed for a constant power
@Windows2000 adding a railway seems interesting
+1@Windows2000 SPR switches are small af, any larger train cars can't use them
Also the combination of goofy tooling and big maps gives trouble
So with these problems, i don't really tech-support this map
Turning into a fossil rn
+1@Kerbango nvm i was mistaken
+1is this post a social experiment?