@EternalDarkness I just opted for flattened resized wheels. I missed the update on Funky so I never tried learning it. Most I have are some funkyprefab subassembly parts from random creations.
@Welliedowner It turned out fantastic. Funny enough, the only thing that bummed me is that the suuuper small prop got removed from the landing gear. I mainly used that for the similar sound it did to the movie's.
Mad props on getting the weight and mass distribution down too. The pain was indeed worth it.
Although if I'm not mistaken, people have made ornithopters working before, not the movie type, but flappers and DaVinci styled crafts way way back
@Wellidowner You'll need two things
1: The hinge rotator which moves at the extremely high rpm, feel free to copy paste the command inside mine.
2. A seccond rotator, this time connected to a real wing, only that every time it moves upward, the wing has to face vertically, and when it's flapping down, it has to face horizontally.
A gyroscope should be able to hold the balance, specially with at least 4 wings on the craft.
In order:
Hinge goes up- wing faces vertically
Hinge goes down- wing faces horizontally
If you want to counteract the angular thrust of the rotator, make the front and back wings rotate in the opposite direction.
@MVC Both of your statements were irrelevant and rude, when all Cat wanted to do was show a neat creation they made. Being first or last on making a craft means nothing, there's no trends, only free time to make fun stuff.
They're usually what I use for levitation in my crafts.
With XML modding, you can scale them down up to 0.02 and still have them function, to hide inside crafts and make really high levitation.
@EchoWhiskey11 I used the XML modding to drop both weight and drag from the decor of the body to 0.
There's an internal square where it holds wings, VTOL, 4 equal weight points and the gryo. You can also keep adding equal weight points for a heavier simulation if accuracy's your game. I think you can also tune jet engines to provide the glow and flame without providing actual force, so hopefully that can help to make things fly straight.
As long as every part you put on has no weight or drag, the initual square will be the only thing that matters to fly right.
@EchoWhiskey11 I feel that. Just finished the cockpit of the Rogue, and the only extra interior I'd show is landing bay. Hard part's keeping the craft under 1k parts, but I think I can manage with some size tricks.
Hope to see another one from ya too!
Great work, funny enough, both yours and mine suffer from the cockpit zone being about 2 feet too long in comparison to the OG. Neat trick on getting the wing vibration and positions.
@Axartar Surprisingly easy actually!
Similar dynamics to quadcopters in a way. I made the back flaps work at an inverse so they cancel out the front's. This combines with the landing gear's "suspension" rotator hinge looseness made them shake minimally.
Last little trick was reducing the fuselage weight to almost nothing on the wings, the vibrating rotator doesn't move much mass, so it doesn't vibrate against the weight of the craft. It's the reason why I didn't just make everything weightless, would've ruined flight.
I think the culprit for flat spinning might be in the wings! While the Funky on all the flapping wings is identical, the game might not run them so. I think structural panels might be the way to go.
Used them + putting Yaw power on the gyroscope and it flies quite nice!
@MAHADI Guess I called it quits since I'm spending my time on other things. More spent on painting and later on job hunting, so lack of time to even get good at this game now.
@KingOog000 And go for it, make one too, go wild! Steal the vibrating rotators for the wings if you'd like, makes it quicker to build.
@Planedude69 I think Snow built a square rotator that could do side swings, and the input was Funky [ sin(Time * 1080) ]
Tested to see if it worked on other rotators and it did! I tied it to action group was all.
Use the Overload mod and define sin(Time * X) , and whatever number you like is the speed. I did 3000 on the flaps
@AWESOMENESS360 Wouldn't have been as neat without the program info @SnoWFLakE0s tossed onto me, so cheers for that mate. Final post shines because of that!
@SnoWFLakE0s
Already noticed a few improvements on fuselage size modding and symmetry! That and utilizing math equations to make parts move at repeating or rotating intervals. Is there any forum post or mod which shows you different ways to code a gizmo?
Ever thought of sourcing your creations into meshes for another game? You could make a pretty good Starcraft-esq game with all of your designs already.
I should inform you that repainted builds are not allowed on here. If you do not add anything new to a build, it's just considered copying. Check the rules tab if you're ever curious about any other things to learn! Cheers.
@EternalDarkness I just opted for flattened resized wheels. I missed the update on Funky so I never tried learning it. Most I have are some funkyprefab subassembly parts from random creations.
@EternalDarkness Good chance to burn some creative fuel before the sequel pops out. Who knows, maybe I won't have to fake hovering anymore!
If I can make more pod racers, I'm in.
@Potato21 Likewise! I love each iteration people make on these. Keeps getting better by the update
Oh fantastic! Could pit this one against mine and get a lil dogfight going now
Car so gud it revived me from the dead.
+6@Welliedowner It turned out fantastic. Funny enough, the only thing that bummed me is that the suuuper small prop got removed from the landing gear. I mainly used that for the similar sound it did to the movie's.
Mad props on getting the weight and mass distribution down too. The pain was indeed worth it.
+1Although if I'm not mistaken, people have made ornithopters working before, not the movie type, but flappers and DaVinci styled crafts way way back
@Wellidowner You'll need two things
1: The hinge rotator which moves at the extremely high rpm, feel free to copy paste the command inside mine.
2. A seccond rotator, this time connected to a real wing, only that every time it moves upward, the wing has to face vertically, and when it's flapping down, it has to face horizontally.
A gyroscope should be able to hold the balance, specially with at least 4 wings on the craft.
In order:
Hinge goes up- wing faces vertically
Hinge goes down- wing faces horizontally
If you want to counteract the angular thrust of the rotator, make the front and back wings rotate in the opposite direction.
@MVC Context loss tends to happen, no harm done, cheers!
@MVC Both of your statements were irrelevant and rude, when all Cat wanted to do was show a neat creation they made. Being first or last on making a craft means nothing, there's no trends, only free time to make fun stuff.
@MVC There's actually about 10, no one's late, you're just impertinent
They're usually what I use for levitation in my crafts.
With XML modding, you can scale them down up to 0.02 and still have them function, to hide inside crafts and make really high levitation.
Fantastic, can pit it against my Torrent figher, haha!
Oh hey I've considered making this one too! Too cool of a ship not to
+1@EchoWhiskey11 I used the XML modding to drop both weight and drag from the decor of the body to 0.
+1There's an internal square where it holds wings, VTOL, 4 equal weight points and the gryo. You can also keep adding equal weight points for a heavier simulation if accuracy's your game. I think you can also tune jet engines to provide the glow and flame without providing actual force, so hopefully that can help to make things fly straight.
As long as every part you put on has no weight or drag, the initual square will be the only thing that matters to fly right.
@EchoWhiskey11 I feel that. Just finished the cockpit of the Rogue, and the only extra interior I'd show is landing bay. Hard part's keeping the craft under 1k parts, but I think I can manage with some size tricks.
+1Hope to see another one from ya too!
@RC1138Boss It means @jamesPLANESii knows the entire script of Shrek 1, 2 and 3
+1Oof, more I look at this one, the larger the urge to make the Rogue Shadow from Force Unleashed, haha
+6@DeezDucks Nostalgic in a way
+1Looking great, props on part efficiency and smoothness!
Great work, funny enough, both yours and mine suffer from the cockpit zone being about 2 feet too long in comparison to the OG. Neat trick on getting the wing vibration and positions.
@Axartar Surprisingly easy actually!
+3Similar dynamics to quadcopters in a way. I made the back flaps work at an inverse so they cancel out the front's. This combines with the landing gear's "suspension" rotator hinge looseness made them shake minimally.
Last little trick was reducing the fuselage weight to almost nothing on the wings, the vibrating rotator doesn't move much mass, so it doesn't vibrate against the weight of the craft. It's the reason why I didn't just make everything weightless, would've ruined flight.
I think the culprit for flat spinning might be in the wings! While the Funky on all the flapping wings is identical, the game might not run them so. I think structural panels might be the way to go.
Used them + putting Yaw power on the gyroscope and it flies quite nice!
@MAHADI Guess I called it quits since I'm spending my time on other things. More spent on painting and later on job hunting, so lack of time to even get good at this game now.
+3@KingOog000 And go for it, make one too, go wild! Steal the vibrating rotators for the wings if you'd like, makes it quicker to build.
@Planedude69 I think Snow built a square rotator that could do side swings, and the input was Funky [ sin(Time * 1080) ]
Tested to see if it worked on other rotators and it did! I tied it to action group was all.
Use the Overload mod and define sin(Time * X) , and whatever number you like is the speed. I did 3000 on the flaps
@ForwardUntoDawn I built this with 4 year old game mechanics cause I barely know the new ones, so you'll likely make a better one. Good luck!
+2@AWESOMENESS360 Wouldn't have been as neat without the program info @SnoWFLakE0s tossed onto me, so cheers for that mate. Final post shines because of that!
@SnoWFLakE0s Thank you! Got the Ornithopter wings vibrating now
+1@SnoWFLakE0s
Already noticed a few improvements on fuselage size modding and symmetry! That and utilizing math equations to make parts move at repeating or rotating intervals. Is there any forum post or mod which shows you different ways to code a gizmo?
Ever thought of sourcing your creations into meshes for another game? You could make a pretty good Starcraft-esq game with all of your designs already.
+3@Dllama4 Took me long enough, eh? haha
@GearsNSuch Gizmos are a shortcut to lower part count, more detail, less lag for people.
@Taviatormaster An xml alteration to flatten their mesh, but keep the physics in check.
While dropping a grand of pieces, I still have to say, it's impressive nonetheless the amount of detail kept.
@Authros NO, WE DON'T TALK ABOUT AC7 EVER
@Taviatormaster Nope
@TakicraftCorporation Try the gun and trim, hehehe
Holy frikkin hell.
@dogerki Under the steering wheel, and just changing the controls in the VTOLS.
@Flamingpilot Don't credit me, feel free to use it.
+1Yay you finished it
@GameAholicWolf I have some of those made.
@Thomasj041 Yeah. Here, lol.
Nah, I lost everything, music, drawing, this game, all games.
@spefyjerbf Boats and planes go well together, lol.
@Cream Thanks dude, this one was definitely one of the funner ones
This is too good
Coooooooot
I should inform you that repainted builds are not allowed on here. If you do not add anything new to a build, it's just considered copying. Check the rules tab if you're ever curious about any other things to learn! Cheers.
@Seeras Nope, but I will definitely do so this summer!
@Seeras Yep! Not the first person to say it too