I myself wanted some sort of a diskbrake or have those brake in a different controls..if you have an idea for it do tell.
For now my solution is some i like to call "slope grip" in this car looks ugly but kinda worked for slopes that you can lower down via LandingGearlink below.
@Biscool oh just a typo hehe..btw what map you use for testing suspensions? is there a rock crawling map somewhere or theres a place in default map besides that yellow test area below wright? If not maybe the GIS map mod crew be requested to make that wholeking of the hammers circuit especially that hammer "rock crawling" trail
@Shnippy just a thought...since u used an ejection seat perhaps make chute to deploy when pilot is finally falling towards ground after ejection idk an altitude base ft code may do it
@Shnippy hmm seems tge same method used in my ragdoll ..the detach...but in your case needs to make chute delay longer ..i have written on its description
@232287168147825 yeah tried rainier ...spawned with my hammer buggy on default spawnpoint explored a bit but fell off somewhere..i think its the edge of map..and tried the other spawnpoint....very beautiful spawned 5000ft in air in a car lol..if it can run on my old device surely others can
Im still confuse what to call this kind of vehicle for the event...hammer vehicle? or Utra4 unlimited vehicle?...ive heard about this since Baha 1000 added a vehicle class called "hammer" still confuse what a proper name
Ive heard 4400 class is not limited to engine power, tire size, chassi design, or suspensionso you can make anything... as long its a safety cage and is 4 wheel drive capable that can go very fast on desert flats and can rock crawl.
@Biscool now you mention it yeah idk where to place that 'pumkin' ball thingy differential...hmm possiby near on top just below the spare wheel with long driveshafts idk ..imagine this type of suspension on a event like this below Off road KING of HAMMERS link
This is great loved it..been busy and have a backlog of vehicles i havent tried yet ..this was pleasant surprise..if only sp have a proper superbike sound
@Mikey101234 by bar you mean the frontbumper?first I thought it will be that slope grip will be an issue Thanks will test it ..anymore issues do tell imma make improvements for next update
@Hellosss38 bombing? U mean the german STUKA dive bomber terror siren? Idk..maybe several of these maybe 4 and winchvolume 10000 and make it altitude base so when you go up it cuts off automatically? But my FT knowhow too limited thu..would like to see it built as well
@Nickil0212 still cant figure out the 2 winches on the front wheels what are they for?...first thought its an anti droop? and i thought its some kind of siren
like this one below Siren attempt link
@spefyjerbf TY again ..got it from a comment of yours (edit) it was sometime ago cant really remmember clearly but yeah since you mention it ive remember about that documentation)..made it a little habit of mine to list down providers of FT code i find usefull to at least give credit..this is an aplication of it...the delay worked flawless on the tiny chutes opening few seconds after AG2 is activated..idk cant say same on the ragdoll thu..planed to make it a driver or a pilot for jumping out of plane but delayed cuz of my building skill ..i know need some work still..but thank you for the code it worked first time ive used it
Ah Must have changed Engine-Prop-1 Engine-Prop-2 ..on sound I'll like to use them on a boat build someday ..a proper ,'chug' 'chug' 'chug' sound like the ones on an outboard boat propelller...idk if there were other hidden thu..only other one i know is passenger ..by changing any block xml partype to Passenger-1...on OLD propellers sometimes when i change it ...it dissapears
would love simple planes to have a gear parts as well ..like those in a differential in cars for dif locking ..sun..worm..gears ...gears for ornicopter flapping wings...when i search " differential " seen complex builds with gears & a lotta parts..for now i use funky trees for somekind of a shifter...On your edit part u must mean infinite rotators?..on driveshaft connected to wheels wil like to see that one as well
@Biscool dang just 3 days? Im working on my updated version more than a week and still im having issues on veering off the right...this has some uneven drag but its effects is very little..must be a building technique i havent known yet. awesome chassis btw
@SIRFRANK777 ako d pa naka testing pero try mo eto sa baba sa nagawa mong thread like this one..di gagana sa normal comment.
Sa picture sa website nanaghohost ng images yung alam ko langimgur.com.
Eto extra para mag link sa web on normal post disregard yung / backslash. Text sa loob ng [] at websitelink sa loob ng ( )
/ /TEXT
sample: test clickable link here
@Snowdog ow im sure you can do it in 2 mins.. like what i said just attach a cannon on the bomber plane you have...(Just in case you dont know XML but I feeling you already know)--->edit mode select cannon & click the airplane icon on lower part of screen (thats XML)---->click "part" on tab--->dropdown tab click cannon and edit cannon properties that ive posted below--->when done click "check" ...since cannon projectile velocity is 1 it drop like bombs.
@Nickil0212
Ohh an Ackermann? Did you made an ackermann geometry on the steering or used an FT code? Too bad im on a crappy mobile over 300 parts i'll lag
Awesome ...wished more builders should put FT codes on description like this for others to study...btw sometimes I get confused on which direction the craft is facing when I fail to notice the orientation legs or the face on craft..other than that love the build and the complex PID & FT codes.. wish i understand much more
@4:29 !!??? Zoom?? Is that from tracks mod? If so Too bad mobile dont have mods ...nice you made it 700 plus parts but looks like made up of 2000 awesome
On my end takeoff speed offroad is 200plus km ph and able to land it with minimal damage...funny thing was ive heard that tire noise like your braking when on air idk kinda odd...great job of hiding the main wings on body. first I thought the wings on the back will unfold to my surprise main wing pop up hehe...reminded me of buggy with a prop setup like yours but on parachutes seen on youtube
@CookieCrumz idk on using GS<0 .. It must have worked before update seems not now...btw withthe help from forums been using these on debugger "(AngleOfSlip < -150 & AngleOfSlip > -178)" for detecting moving back & right...and this for back & left "(AngleOfSlip < 178 & AngleOfSlip > 151)" both seem to do fine but im having issue on what to use moving forwards and back since GS is positive both forwards and back ...and angleofslip is irratic result idk maybe theres a better variable to use
TY again ..I really hated that random uneven drag glitch
Finally have submitted
@edensk on help on forum
@jamesPLANESii on help on forum
@Bogdanx for your codes on limiting top speed on post for study
@randomusername for your codes on limiting top speed on post study
@singularmuon on that almost ackermann
@jamesPLANESii on GForce() how to detect backward in code form? Been trying and seen no examples on crafts here...and you said when angle of slip >90° is backwards.. how to do that in Funkytree code? What variable should i put in for angle of slip?
Guys I need a code for a condition on an IF Else statement CONDITION ? 1: 0 on beacon's input for
To detect backward movement even w/o input like example using Pitch for engine control and you pitch down then releasePitch so still moving backwards without a Pitch Input..trying codes on debugger with no luck like
(rate(Latitude) < -0.09 ) ? 1 : 0
worked (falsehope) then discovered it has reversed effect when you turnaround from your startingpoint
@Reuben201103 so.. Activate1=1 ? sum(Roll) : 0..nice never thought of using IF Else statement ..anyways the same annoying rotator having a memory of last position like having zeroOnDeactivate = true on setting
|||||||||||||||||||||||||||||
On all... what do you guys have for elevation using funky tree codes, like FT codes to elevate turret using PITCH/TRIM&VTOL
On project using ..sum(Trim+sum(0)) nice on small increments ..but requires you to drag it back to neutral to stop it.. failing to do so it keeps rotating...code does better when used in pitch thu like sum(Pitch+sum(0)) but also can over travel if u hold pitch and bummer for those who use pitch as throttle..wondering what you guys used
@BeryllCorp yep perfect for my needs on rotator if only rotator stop having memory of its last position. Like on gyro controlled turret locking it while moving is an issue plus can nt use zero on deactivate but not rotators..if only i know how to stop that im on my way to finally submit creation
On turret topic...anyone have used these 360 rotator code with adding zeroOnDeactivate = True on its input setting with xml?...like pressing an AG to return rotator to its neutral 0 traverse position. Unlike gyro controlled turret which cant do these with AG but theres an issue...pressing AG it does return to neutral but reactivating AG again causes turretto automatically``return to its`` last position ....Any funky trick code or method to make rotator not do that? Like deactivate AG turret neutral then Reactive AG the rotator stays put in place until use
I myself wanted some sort of a
diskbrake
or have thosebrake in a different controls
..if you have an idea for it do tell.For now my solution is some i like to call "slope grip" in this car looks ugly but kinda
worked for slopes that you can lower down via LandingGear
link below.click link here to project hammer's buggy
I see ...Front wheel's rotators were angled for positive caster?
@Biscool oh just a typo hehe..btw what map you use for testing suspensions? is there a rock crawling map somewhere or theres a place in default map besides that yellow test area below wright? If not
maybe the GIS map mod crew be requested to make that whole
king of the hammers circuit
especially that hammer "rock crawling" trail@Shnippy just a thought...since u used an ejection seat perhaps make chute to deploy when pilot is finally falling towards ground after ejection idk an altitude base ft code may do it
@Shnippy ohh good.. btw FT delay code from @spefyjerbf
@Shnippy hmm seems tge same method used in my ragdoll ..the detach...but in your case needs to make chute delay longer ..i have written on its description
@232287168147825 yeah tried rainier ...spawned with my hammer buggy on default spawnpoint explored a bit but fell off somewhere..i think its the edge of map..and tried the other spawnpoint....very beautiful spawned 5000ft in air in a car lol..if it can run on my old device surely others can
Hoping my crappy device can run all of it
Im still confuse what to call this kind of vehicle for the event...hammer vehicle? or Utra4 unlimited vehicle?...ive heard about this since Baha 1000 added a vehicle class called "hammer" still confuse what a proper name
Ive heard 4400 class is
not limited to engine power, tire size, chassi design, or suspension
so you can make anything... as long its asafety cage
and is4 wheel drive capable
that can govery fast
ondesert flats
and canrock crawl
.Ohh ayos toh!!!
@Biscool now you mention it yeah idk where to place that 'pumkin' ball thingy differential...hmm possiby near on top just below the spare wheel with long driveshafts idk ..imagine this type of suspension on a event like this below
Off road KING of HAMMERS link
Hmmm posible to stick this on a car's fron end but on downwards direction to keep the nose down ...very clever vtol propulsion btw
love the Side profile.. you can imagine if this have wheel on it will look like a highend sportscar
@Sm10684 need feedback on this current project canyou try out this current project? need feedback
This is great loved it..been busy and have a backlog of vehicles i havent tried yet ..this was pleasant surprise..if only sp have a proper superbike sound
@Mikey101234 by bar you mean the frontbumper?first I thought it will be that slope grip will be an issue Thanks will test it ..anymore issues do tell imma make improvements for next update
@Mikey101234 wut....have you found any issue with the build? needed some feedback
@Hellosss38 hmm possible perhaps with gyro i havent tried yet
@Hellosss38 lol my crappy attempt link here
@Hellosss38 bombing? U mean the german STUKA dive bomber terror siren? Idk..maybe several of these maybe 4 and winchvolume 10000 and make it altitude base so when you go up it cuts off automatically? But my FT knowhow too limited thu..would like to see it built as well
@Nickil0212 still cant figure out the 2 winches on the front wheels what are they for?...first thought its an anti droop? and i thought its some kind of siren
like this one below
Siren attempt link
@spefyjerbf TY again ..got it from a comment of yours (edit) it was sometime ago cant really remmember clearly but yeah since you mention it ive remember about that documentation)..made it a little habit of mine to list down providers of FT code i find usefull to at least give credit..this is an aplication of it...the delay worked flawless on the tiny chutes opening few seconds after AG2 is activated..idk cant say same on the ragdoll thu..planed to make it a driver or a pilot for jumping out of plane but delayed cuz of my building skill ..i know need some work still..but thank you for the code it worked first time ive used it
Thanks to @spefyjerbf for sharing code on forums TY
@WarHawk95 ohh nice
Ah Must have changed Engine-Prop-1 Engine-Prop-2 ..on sound I'll like to use them on a boat build someday ..a proper ,'chug' 'chug' 'chug' sound like the ones on an outboard boat propelller...idk if there were other hidden thu..only other one i know is passenger ..by changing any block xml partype to Passenger-1...on OLD propellers sometimes when i change it ...it dissapears
would love simple planes to have a gear parts as well ..like those in a differential in cars for dif locking ..sun..worm..gears ...gears for ornicopter flapping wings...when i search " differential " seen complex builds with gears & a lotta parts..for now i use funky trees for somekind of a shifter...On your edit part u must mean infinite rotators?..on driveshaft connected to wheels wil like to see that one as well
@Biscool dang just 3 days? Im working on my updated version more than a week and still im having issues on veering off the right...this has some uneven drag but its effects is very little..must be a building technique i havent known yet. awesome chassis btw
@SIRFRANK777 try mo testimage for testing no spaces at no /
TEST Image https://www.simpleplanes.com/Content/img/logo.png
Nai lagay ko yung sample image pinakababa ng 1st vehicle post ko.
test clickable link here
@SIRFRANK777 ako d pa naka testing pero try mo eto sa baba sa nagawa mong thread like this one..di gagana sa normal comment.
Sa picture sa website nanaghohost ng images yung alam ko lang
imgur.com
.For more elaboration
Link forum Post on image posting click here
Eto extra para mag link sa web on normal post disregard yung / backslash. Text sa loob ng [] at websitelink sa loob ng ( )
/ /TEXT
sample:
test clickable link here
Kailangan ng Pinas ito tsaka mga planes na e ca-carrie
@Snowdog ow im sure you can do it in 2 mins.. like what i said just attach a cannon on the bomber plane you have...(Just in case you dont know XML but I feeling you already know)--->edit mode select cannon & click the airplane icon on lower part of screen (thats XML)---->click "part" on tab--->dropdown tab click cannon and edit cannon properties that ive posted below--->when done click "check" ...since cannon projectile velocity is 1 it drop like bombs.
@TrislandianAlliance hehe if thats whats it looks like its not what I intended
@Nickil0212
Ohh an Ackermann? Did you made an ackermann geometry on the steering or used an FT code? Too bad im on a crappy mobile over 300 parts i'll lag
im Wondering why this has low downloads upvotes ...this is great build
Awesome ...wished more builders should put FT codes on description like this for others to study...btw sometimes I get confused on which direction the craft is facing when I fail to notice the orientation legs or the face on craft..other than that love the build and the complex PID & FT codes.. wish i understand much more
@4:29 !!??? Zoom?? Is that from tracks mod? If so Too bad mobile dont have mods ...nice you made it 700 plus parts but looks like made up of 2000 awesome
@Biscool must be the AG1 drive mode active..but still its on air...i think i was performing a tight pitch turn when that happened
On my end takeoff speed offroad is 200plus km ph and able to land it with minimal damage...funny thing was ive heard that tire noise like your braking when on air idk kinda odd...great job of hiding the main wings on body. first I thought the wings on the back will unfold to my surprise main wing pop up hehe...reminded me of buggy with a prop setup like yours but on parachutes seen on youtube
Reminds me of that "tusk" movie ..great chassis btw can't tip it over
@CookieCrumz idk on using GS<0 .. It must have worked before update seems not now...btw withthe help from forums been using these on debugger "(AngleOfSlip < -150 & AngleOfSlip > -178)" for detecting moving back & right...and this for back & left "(AngleOfSlip < 178 & AngleOfSlip > 151)" both seem to do fine but im having issue on what to use moving forwards and back since GS is positive both forwards and back ...and angleofslip is irratic result idk maybe theres a better variable to use
Idk what exactly you wanted.. Maybe something like this? 3-Variable speed single engine click here
Ohh Thanks for the upvotes!!! Finally my voting is unlocked
TY again ..I really hated that random uneven drag glitch
Finally have submitted
@edensk on help on forum
@jamesPLANESii on help on forum
@Bogdanx for your codes on limiting top speed on post for study
@randomusername for your codes on limiting top speed on post study
@singularmuon on that almost ackermann
@jamesPLANESii on GForce() how to detect backward in code form? Been trying and seen no examples on crafts here...and you said when angle of slip >90° is backwards.. how to do that in Funkytree code? What variable should i put in for angle of slip?
Guys I need a code for a condition on an IF Else statement CONDITION ? 1: 0 on beacon's input for
To detect backward movement even w/o input like example using Pitch for engine control and you pitch down then releasePitch so still moving backwards without a Pitch Input..trying codes on debugger with no luck like
(rate(Latitude) < -0.09 ) ? 1 : 0
worked (falsehope) then discovered it has reversed effect when you turnaround from your startingpoint
@Reuben201103 so.. Activate1=1 ? sum(Roll) : 0..nice never thought of using IF Else statement ..anyways the same annoying rotator having a memory of last position like having zeroOnDeactivate = true on setting
|||||||||||||||||||||||||||||
On all... what do you guys have for elevation using funky tree codes, like FT codes to elevate turret using PITCH/TRIM&VTOL
On project using ..sum(Trim+sum(0)) nice on small increments ..but requires you to drag it back to neutral to stop it.. failing to do so it keeps rotating...code does better when used in pitch thu like sum(Pitch+sum(0)) but also can over travel if u hold pitch and bummer for those who use pitch as throttle..wondering what you guys used
@BeryllCorp yep perfect for my needs on rotator if only rotator stop having memory of its last position. Like on gyro controlled turret locking it while moving is an issue plus can nt use zero on deactivate but not rotators..if only i know how to stop that im on my way to finally submit creation
On turret topic...anyone have used these 360 rotator code with adding zeroOnDeactivate = True on its input setting with xml?...like pressing an AG to return rotator to its neutral 0 traverse position. Unlike gyro controlled turret which cant do these with AG but theres an issue...pressing AG it does return to neutral but
reactivating AG again causes turret
to automatically``return to its`` last position
....Any funky trick code or method to make rotator not do that? Like deactivate AG turret neutral then Reactive AG the rotator stays put in place until useThanks anyways & lol still tryin to figure out those electric engines youve made there awesome
@randomusername okay but do you think its possible with clamp01(rate(ammo(weaponname)))???