@JustDatGuy Worst case scenario move the turrets off the boat, one at a time, between each removal try and move them. if it starts working then you'll learn which turret causes issues, re-assemble it on the boat part by part and rotate if it stops working then you know which part breaks it
@ArcturusAerospace "This mech is a mix of the world protection system (stark), war machine, throw in some gundam, and add a sprinkle of transformers"
just added the desc
@JustDatGuy hey @ArcturusAerospace is right
this is courtesy of AstleyIndustries
Mech basics
Basics:
- use sine or cosine functions of time, multiply time by a number to change the period (example: sin(Time180), period = 2 sec)
- if the rotator starts in the middle of the range, use sine (example: hip joint)
- if the rotator starts at an end, use cosine (example: knee joint and ankle joint)
- you can offset the range of a function by adding or subtracting a number
- use functions of your input like Pitch, Throttle etc as a switch
- check one leg first and make sure it moves correctly, then mirror and replace the Time function so one leg moves after the other (Timen -> Timen+n), check for movement in the correct direction
If you don't want smooth movement, you can experiment with pingpong()
if you do it right it works really well
for hip joints use sin(Time180) whilst knee and ankle joints use cos(Time*180)
make sure if you use hinge rotators that you set input min to -1 then double check things are not inverted or inverted.
REMEMBER USE A POWERFUL GYRO personally i recommend 500% but i see a lot of 1000% stability
first, check connections on moving parts, if a moving part connects with a non moving part (e.g. turret to hull) then it wont work and cause rotators to break (or flip around). secondly if its flipping its more likely that its counterintuitive collision, if a rotator turns a turret cannon and it collides and gets stuck on something the rotator will cause violent flipping. to fix this, open the overload mod and go on parts likely to collide and turn disableAircraftCollisions = true. this means parts go through each other without collision and should stop flippings. thirdly if its unrelated to the turrets (check those first) then if its a rotator based propellor engine make sure to have 2 which rotate in opposite directions (e.g. one rotates violently left and the other right) and check collisions.
@AircraftoftheRedStar Yeah and the kraken is a giant moving island with lighting physics in the eyes, individually moving tentacles, its own weather, and special sfx.
oh and windmill park is insanely taxing on a device even a fairly good laptop/computer can kinda struggle with it. although i don't rlly see an issue with tracks
@JustDatGuy hey i assume your gonna use a combo of AG groups or order so
input == ((AG1 + AG2 +AG3)/3) - (AG4 + AG5 etc)
or random calculations that lead to an answer of 1
@JustDatGuy Worst case scenario move the turrets off the boat, one at a time, between each removal try and move them. if it starts working then you'll learn which turret causes issues, re-assemble it on the boat part by part and rotate if it stops working then you know which part breaks it
@JustDatGuy anything work?
@Bob9998 sugar in tea what a sin (except iced tea)
@TrislandianAlliance fair enough i live in britain, im an opposite
@ArcturusAerospace huh ill check that out
after a google: I see what you mean they do!
@FatEgg @MemeLord21 here it is
Thanks @PointlessWhyshouldi @Sadboye12
Thanks @BuiltBionixInd10 @Omel @MAHADI
+1@ArcturusAerospace "This mech is a mix of the world protection system (stark), war machine, throw in some gundam, and add a sprinkle of transformers"
just added the desc
@ArcturusAerospace lol whatever works works
@JustDatGuy hey @ArcturusAerospace is right
this is courtesy of AstleyIndustries
Mech basics
Basics:
- use sine or cosine functions of time, multiply time by a number to change the period (example: sin(Time180), period = 2 sec)
- if the rotator starts in the middle of the range, use sine (example: hip joint)
- if the rotator starts at an end, use cosine (example: knee joint and ankle joint)
- you can offset the range of a function by adding or subtracting a number
- use functions of your input like Pitch, Throttle etc as a switch
- check one leg first and make sure it moves correctly, then mirror and replace the Time function so one leg moves after the other (Timen -> Timen+n), check for movement in the correct direction
If you don't want smooth movement, you can experiment with pingpong()
if you do it right it works really well
for hip joints use sin(Time180) whilst knee and ankle joints use cos(Time*180)
make sure if you use hinge rotators that you set input min to -1 then double check things are not inverted or inverted.
REMEMBER USE A POWERFUL GYRO personally i recommend 500% but i see a lot of 1000% stability
hypersonic frisbees.
change my mind
first, check connections on moving parts, if a moving part connects with a non moving part (e.g. turret to hull) then it wont work and cause rotators to break (or flip around).
secondly if its flipping its more likely that its counterintuitive collision, if a rotator turns a turret cannon and it collides and gets stuck on something the rotator will cause violent flipping. to fix this, open the overload mod and go on parts likely to collide and turn disableAircraftCollisions = true. this means parts go through each other without collision and should stop flippings.
thirdly if its unrelated to the turrets (check those first) then if its a rotator based propellor engine make sure to have 2 which rotate in opposite directions (e.g. one rotates violently left and the other right) and check collisions.
@ArcturusAerospace well it kinda works. it has been moonwalking for 5 mins. that may be published seperately
@ArcturusAerospace probably ill try again in a sec
@Bob9998 well that idea occured simultaneously
@goboygo1 same i think its find and replace in the actual aircraft file, (open in notepad ctrl F i think)
Well done!
Yeah it would make stuff fly better, buuuut after I’ve designed a 500+ part thing turning off drag is gonna drive me insane.
+1I saw, I tried turns out either idk, or it straight doesn’t work for me.@ArcturusAerospace
I read what it said.
+7I acknowledged what it said.
I guessed what would happen.
and i still clicked it
Thanks @ACEPILOT109
@ArcturusAerospace thank you. I really gotta figure it out
Thanks @EternalDarkness
Thanks for the spotlights!
@MAHADI Cool tag me if you do
@MAHADI lol its weird I cant make stuff walk. it is beyond me. Thanks!
@AircraftoftheRedStar Yeah and the kraken is a giant moving island with lighting physics in the eyes, individually moving tentacles, its own weather, and special sfx.
+1oh and windmill park is insanely taxing on a device even a fairly good laptop/computer can kinda struggle with it. although i don't rlly see an issue with tracks
Thanks @Saturnite @Sadboye12 @Notaleopard
+1Thanks! @Strikefighter04
jesus, I love these builds.
to my knowledge bomb explosions only scale with bomb size
2.1 mil deaths. oops. WHY WONT THEY LISTEN
@Zanedavid Thanks lol
probably most of it but trust me the windmill park can be rlly taxing on an iPad the kraken tho it would be easier maybe I dunno. @MemeLord21
@Roswell I guess
A lot of these are good but mobile has (sometimes) issues with maywar and the kraken.
one small oversight.
glass
wow
Good luck.
@EliteArsenals24 @BASTYWITHAIRPLANES Thanks you!
@MAHADI Thanks lol
well done!
Thank you for the spotlight! @Thefrenchdude22
Thanks @Hedero
Thank you @Mostly @BeryllCorp @Thorne
+1@SimpleMachineIndustry @ArcturusAerospace Thanks!
that looks amazing!
@JustDatGuy thats cool, i was just curious. (im not good with funky trees)
@JustDatGuy hey i assume your gonna use a combo of AG groups or order so
input == ((AG1 + AG2 +AG3)/3) - (AG4 + AG5 etc)
or random calculations that lead to an answer of 1
wow tag me when its done.
+1