Problem with this is it only supports 1 image and you can't change the image when taking screenshots (but you can have many pics in an image which solves this)
I'm sure fuselage inlets still work even when obstructed? Or you could make them the same color as a part and nudge them flush with the fuselage
I like putting fuselage inlet blocks in my fake inlets
If you have engines on rotators separate from the main body, you must add inlets on the rotated body
To quote a wise person on an old r/AskReddit post: "if you're going to look at the avatar for hours, it might as well be something you like"
...
My/Short answer: cause kawaii
All parts have mass, CoM is the resultant (where the mass appears to act when all the mass is added up)
CoM will move if your parts move, like with rotator
@ThomasRoderick radar is supposed to be in the head, though it won't work beyond 10 miles because sp
The feet is just for looks (no physics in game) but should act as some kind of wing/stabilizer
Include information and maybe a story, and of course controls.
I use a wikipedia-ish description for the most part, where production and uses information is given
@AgentWash1 you can try this method:
1. Place a very long fuselage block on your build, where you want to attach this
2. Do the same on this build.
3. Attach both builds. They should now be connected by a long rod
4. Shorten the linkage fuselage blocks using the in-game menus. Dont use overload for this
If you have SP on PC, see if you can extract the code for flak from the game, and use with the missile launcher rotation proxy (?) not sure if it works like that
@Awsomur @Oski
- sci-fi stuff: new structure parts not required, but new engines and guns (sfx) yes
- fuel is so the devs dont need to add a new power system
Engine:
Under the Engine section, change the overrideExhaustColor parameter. It uses the alpha-RGB format, but the color you put is not the actual resultant color, as it is mixed with another color first. Gun:
Under Gun, change the tracerColor parameter. This uses a normal RGB format. The color of the projectiles will be directly changed if you edit the tracerColor parameter.
XML TIP: setting input of RCN:
1. Open the .xml file or Overload
2. Under ReactionControlNozzle, set autoAssignType to false
3. Edit type. This is the input that will activate it.
4. Edit reverse. This is whether a positive or negative input will activate the RCN
5. Profit
Note: there is little use in changing the input type of RCN
@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:
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
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
@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)
simulate a mass-spring-damper system to be extra funky
.
constants: k (spring constant), c (damping constant)
deltaTime is the time difference between this frame and the previous frame, you can assume it to be 0.01 but this will make it act wrongly for low physics
.
SETTER v: v + deltaTime * (k*(x_tgt - x) - c*v)
SETTER x: x + deltaTime * v
Problem with this is it only supports 1 image and you can't change the image when taking screenshots (but you can have many pics in an image which solves this)
+2It's too easy, you can boom 50 it from the side and kill both missile launchers before they see you
+2But yeah we should be able to disable it
Ok I fired up the mod tools, cleaver thrust is 36000
+2Crab rave is better imo
+2I'm sure fuselage inlets still work even when obstructed? Or you could make them the same color as a part and nudge them flush with the fuselage
+2I like putting fuselage inlet blocks in my fake inlets
If you have engines on rotators separate from the main body, you must add inlets on the rotated body
The red plane in the sp logo but as an anine girl
+2Time to become the household that owns the most copies of jundroo games
+2I'm surprised it doesn't work, maybe throttle doesn't update every frame
+2Probably (and normally) coded like
rate = (newValue - oldValue) / Time.deltaTime
@Wi1dSk7 thanks lol
+2To quote a wise person on an old r/AskReddit post: "if you're going to look at the avatar for hours, it might as well be something you like"
+2...
My/Short answer: cause kawaii
Forums ruined
+2Upvote for nice forum name
+2For me if i hold down the nudge button it's slow, but normal nudging is fine
+2All parts have mass, CoM is the resultant (where the mass appears to act when all the mass is added up)
+2CoM will move if your parts move, like with rotator
@ThomasRoderick radar is supposed to be in the head, though it won't work beyond 10 miles because sp
+2The feet is just for looks (no physics in game) but should act as some kind of wing/stabilizer
Murder because it is separate
+2Human master race
+2@ThomasRoderick yes
+2Pink is the no texture color, i think
+2FYI: you can reduce the chance of part doubling if you only press undo when the previous undo is complete
Include information and maybe a story, and of course controls.
+2I use a wikipedia-ish description for the most part, where production and uses information is given
Because of people that steal more server space than me
Dont worry, if you try to add more detail to your builds, you will eventually never see that message again
+2@AgentWash1 you can try this method:
+21. Place a very long fuselage block on your build, where you want to attach this
2. Do the same on this build.
3. Attach both builds. They should now be connected by a long rod
4. Shorten the linkage fuselage blocks using the in-game menus. Dont use overload for this
If you have SP on PC, see if you can extract the code for flak from the game, and use with the missile launcher rotation proxy (?) not sure if it works like that
+2@Awsomur @Oski
+2- sci-fi stuff: new structure parts not required, but new engines and guns (sfx) yes
- fuel is so the devs dont need to add a new power system
Engine:
+2Under the
Engine
section, change theoverrideExhaustColor
parameter. It uses the alpha-RGB format, but the color you put is not the actual resultant color, as it is mixed with another color first.Gun:
Under
Gun
, change thetracerColor
parameter. This uses a normal RGB format. The color of the projectiles will be directly changed if you edit thetracerColor
parameter.XML TIP: setting input of RCN:
1. Open the .xml file or Overload
2. Under
ReactionControlNozzle
, setautoAssignType
tofalse
3. Edit
type
. This is the input that will activate it.4. Edit
reverse
. This is whether a positive or negative input will activate the RCN5. Profit
Note: there is little use in changing the input type of RCN
+2@MrMecha nope took less than 20 min, i write more in my plane descriptions which can take over 30 min
+2And the entire story is based off the video
What about the big black text that are in some peoples bios?
+2@RedeemedSPer nuh uh, it may be powerful, but the builders are so dumb they put the wings upside down
+1Idk how to fix sequences but:
@4267MangoMustard twin mentioned
+1Very 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
+1This 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:
Maybe like 50
+1@Maluch idk, good luck lmao
+1granny 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
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
wikipetan my beloved
+1engineering enjoyer
+1also am i cooked or this warrior has really short legs
@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)
Since there are cities now, there should be air to ground guerilla warfare
+1Car stuff is goofy since realistic car performance is hard in sp
simulate a mass-spring-damper system to be extra funky
+1.
constants: k (spring constant), c (damping constant)
deltaTime is the time difference between this frame and the previous frame, you can assume it to be 0.01 but this will make it act wrongly for low physics
.
SETTER v:
v + deltaTime * (k*(x_tgt - x) - c*v)
SETTER x:
x + deltaTime * v
drawing a girl there rn
+1edit: got trolled overnight smh, gonna turn it into something else later