@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
@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
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.
.
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)
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).
@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.
Spread is achieved by adding a random velocity to the muzzle velocity. I tried building a gun with muzzleVelocity = 0, and I guess that the random velocity is in world space and unique for each component, i.e., x,y,z = random(-spread, spread), as using the build at Wright will produce a diamond pattern.
The thumbnail window is 16:9. Maybe narrower screens don't show the boundary? On wider screens, the game will add black bars on both sides to show the screenshot edges.
The wheel part positions seem arbitrary to me
The origin of the wheel part is exactly 0.10 m away from the attachment point, and is not exactly at the center of the ball-shaped hub. The ResizableWheelCollider is about 0.18*size*width m away from the origin. I cannot get a precise value. I expect the mass and drag to act from the origin, and the wheel force to act from the collider x-position, but I didn't test it
@blt it is good since unlike me, you actually bother to hook players into reading the description, and make it interesting for random people to read xdd
It's just a different style. I don't see anything wrong in the description
@Graingy The constants thing comes from actual programming languages, not FT. I use the same style to show that players must replace it with a number.
.
Sorry for the accidental misinformation
@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@Boeing727200F just switch to an all liquid diet like a boeing, it's literally that easy
+1@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
+1I also choose the FD lmao
+1Honorable mention: 180E evo II
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
+1Give in
+1Make your offering to andrew
@PhantomBoltSP good luck for that project :>
+1@SuperSuperTheSylph actually (🤓) this is slower than my other kei truck, which has the same amount of power. This thing is much heavier
+1Oversized indoor pool and random megastructure pog
+1The front section is very nice
+1@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)
Me when funny graph
+1Why is the vertical stabilizer so wide, what does it do?
+1If you're one mobile
+1I 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).
Watch out for helicopters
+1Hatsune miku but with exactly 39 parts
+1If you change the CoM of the missile, you can alter its launch trajectory by a little. In this case, move the CoM up.
+1If 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@SuperSuperTheSylph glad you enjoyed it :D
+1Realistic fictional
+1@keiyronelleavgeek566 praise to the almighty ice fairy
+1You can store the flight hours in the aircraft file, similar to how the url is stored
+1@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.
Be careful to make sure it does not count as misleading
+1I always found the max file size thing weird since the game is allowed to push larger files
+1Why is bruv using my thumbnail data (i made it in a very short time but still)
+1@Someguywhomakesmods you cannot, you have to move the camera with a piston or control base
+1whenever you finish something
+1but it's good to let a finished build sit for a few days in case you have new ideas or find bugs
Interesting
+1Spread is achieved by adding a random velocity to the muzzle velocity. I tried building a gun with muzzleVelocity = 0, and I guess that the random velocity is in world space and unique for each component, i.e., x,y,z = random(-spread, spread), as using the build at Wright will produce a diamond pattern.
+1Touhou mentioned
+1Usually, I only listen to archives of gaming livestreams when building
The thumbnail window is 16:9. Maybe narrower screens don't show the boundary? On wider screens, the game will add black bars on both sides to show the screenshot edges.
+1@Rb2h you cannot run source code directly as a mod
+1@Graingy you mean people don't memorize the standard variables and functions?
+1i can't believe that the pre-preparation instructions are just "git gud"
+1The wheel part positions seem arbitrary to me
+1The origin of the wheel part is exactly 0.10 m away from the attachment point, and is not exactly at the center of the ball-shaped hub. The ResizableWheelCollider is about 0.18*size*width m away from the origin. I cannot get a precise value. I expect the mass and drag to act from the origin, and the wheel force to act from the collider x-position, but I didn't test it
The origin of the wheel is the ball-shaped thing on the inner side of the wheel. Idk where the collider is, can't check it now
+1Definitely the last one
+1But the first one is close because he is fr*nch
unrelated question, who is in your pfp and are her skin/hair/eye colors defined (i am unlikely to use this information... at least in the near future)
+1Only if the creator does something that warrants it, like clickbaiting
+1@blt it is good since unlike me, you actually bother to hook players into reading the description, and make it interesting for random people to read xdd
+1It's just a different style. I don't see anything wrong in the description
@ShinyGemsBro this is a guide on how to make the fuselage fuselage even more
+1@Graingy i added info to the post but now the first paragraph is massive
+1@Graingy The constants thing comes from actual programming languages, not FT. I use the same style to show that players must replace it with a number.
+1.
Sorry for the accidental misinformation