You know, one part explodes upon hitting a small little dip in the terrain and you are forced to restart the entire thing.
SO, i need to build something thats extremely tough, and so limit chain explosions.
This is a little experiment to challenge myself.
Using partCollisionResponse="None"` is out of the question here.
What could i use to limit this explodey stuff?
I have heard in the past of a part that limits chain explosions, what part could it be?
XL-15 is up for Early Access it's not as shaky as it once was (can you see if you can fix it)
@Jerrycan1573 alright, then make a jet with 1000 power, with an input of 0.01
As the input do
PitchRateyou need two jets one that pitches up, and another that pitches down(AKA one thats inverted and one thats not)
if its starts spinning like mad, invert the engines input.
Input should be Similar to
PitchRate*1 + Pitch*1If Pitch works inverted use
-1Or if the stabilization is too agressieve add zeros till it works. Example
0.1The jets keep the pitch heading of your craft, this can also be done by using
YawRateandYaw ,RollRateandRoll`..
Even if its hard to do, i do think it is worth learning funky trees, as it elevated the game and its experience by endless of miles in my experience.
.
Funky trees is just maths with funny names
Roll can be -1 and 1 and so can every input in this game
.
Roll•Roll will always be
1as1*1and -1*-1will always add up to1.Variables are just the same
If you create a variable called for example
fishand put inRoll<-0.5&Roll>0.5When you move your Roll stick further than half in both directions
fishwill have a value of1and so you can activate other parts with that.I would say you could start experimenting with it, and if you need help learning funky trees, i'll be here to help.
And I'm remastering an Amp-15 suit from avatar by Swatchman (or something like that)
I made a fully operational M2 Browning machine gun for the Willy's
@winterro yeah some I don't know all commands but I can reduce the drag, disable collisions etc
@Jerrycan1573 Oh i can do that
Also, got any experience in XML or overload?
So I have recently just posted my XL-15 HyperSpeed Fighter Shuttle from LIGHTYEAR and I have a Ryanair at mach 10 type of Turbulence going on how and the living space Rock do I prevent the wings getting janky and the Crystalic fuel cell comes out the bay door and through the spacecraft blowing it all to kingdom come.....how do I fix this? @winterro
Make chains out of fuselage pieces
Don't attach parts to adjacent parts, attach everything to one or multiple central cores. This prevents the explosion and subsequent breakage of connection points from affecting adjacent parts.
.
(This is most easily done via raw XML editing as you can just set the part ID of all connections of a part to a single number instead of screwing around with the connection Editor for hours)
.
This also changes how stresses are applied to the build, so keep in mind that things further from the central core will be weaker and should be attached to a seperate core closer to the part
.
Lastly,
partCollisionResponse = disconnectOnlyexists, disallowing parts to explode while still allowing them to disconnect@dekanii at that point, the aircraft's material is made out of bedrock
@MonsNotTheMonster you can set to 3.4E+38 for the absolute highest health point you can
try 9.9E+30 on health and 0 on collision
Set health to
8E+32on everything. Like literally everythingset PartCollisionResponse to None
I've looked for ways to do this exact same thing for softbody physics. I hope this forum gets useful feedback
Try using
partCollisionResponse=DisconnectOnly, it seems like glass can resist a chain explosion.