@HuskyDynamics01 you got me all wrong im afraid, I like it because its simple and flies well, i cant be asked with energy drinks because getting ID'd for them is a thing, and its time consuming :/
The OG kicking fish, it was a great jet that flew well and always got me from A to B, easy to switch out/add parts. it was perfect. the og bush plane was an amazing target too
@DynamicHorizon ty for all the support, its real nice, ill have a look through your builds, I still wanna judge fairly yk, but ill play with them see what I like
@L1nus fair, i mean i havent really had the issue much myself so i cant comment too much, but i can imagine it sucks, it takes like 2 seconds to credit, although if someone is like completely new, i can understand the erroneous lack of credit, as a new player I used to steal XML stuff all the time because mobile couldn't make it, and i regrettably never credited
@StinkyRice fair enough, in that case, its still best to try not to overwork the joints, but I cant really help with the engines, and my gyro knowledge is ok, but not the best
@StinkyRice I wouldn't recommend going too big, for your computers sake, also it gets harder to actually edit at larger sizes
+++so increasse mass scale and dampening on rotators to make them less springy and annoying,
+++remember not to put too much weight on the joints (the entire body weight/limb weight should be low enough to facilitate walking)
+++Gyroscope tuning should help it walk on larger scales, you sorta have to either know a lot (which I dont) or try using inputs which oppose motion, e.g. for pitch input = -(PitchAngle/90)5, you can smooth or round these to help it better stay stable, or for Yaw, to avoid rapid turning syndrome, where you jerkily dart left or right,
-round(rate(Heading)2) is an example which I used on one build, but its different with every build imo
Also if you can, as a quick rule of thumb the larger the build the lower parts it should be (to save your computer and to an extent the build) helps iron out some of the physics engine kinks
Larger dampening scale + mass scale on rotators helps them be less springy, also when making larger walkers weight can be really really messy and can cause the walker to blow up so make sure the actual weight isn’t too large, also use a fine-tuned gyroscope for balance when walking
honestly same, I love nothing more than my like weeks long 'testing' phase where I just use the vehicle for ages and occasionally spot errors of some sort
Sliders, like physical VR capable versions of the vtol and trim sliders, like the fighter yoke thing but better, and sensors, like being able to find rate of turn at points of the plane or strain on rotator joints for example. I crave the sliding parts
as @YarisSedan said, wake up man, youve been in a coma for 4 years
@LM0418 same, the last post I added was 5.7 years ago
@PrinceLucyth I try my best
Tank
@TheMouse each feather is 4 parts :/ so its hiking up the size
Im sat on runways testing moving joints or smth then bam, like an orbital strike the ai obliterates me and itself
+1@HuskyDynamics01 you got me all wrong im afraid, I like it because its simple and flies well, i cant be asked with energy drinks because getting ID'd for them is a thing, and its time consuming :/
The OG kicking fish, it was a great jet that flew well and always got me from A to B, easy to switch out/add parts. it was perfect. the og bush plane was an amazing target too
gl to all competitors
@DynamicHorizon ty for all the support, its real nice, ill have a look through your builds, I still wanna judge fairly yk, but ill play with them see what I like
see you when your back
@L1nus fair, i mean i havent really had the issue much myself so i cant comment too much, but i can imagine it sucks, it takes like 2 seconds to credit, although if someone is like completely new, i can understand the erroneous lack of credit, as a new player I used to steal XML stuff all the time because mobile couldn't make it, and i regrettably never credited
+1Preach, and personally im vain I just wanna know where its used and how, im never gonna complain, like tag me or smth
+2how much wood could a wood chuck chuck if a wood chuck could chuck wood
@StinkyRice fair enough, in that case, its still best to try not to overwork the joints, but I cant really help with the engines, and my gyro knowledge is ok, but not the best
+1@StinkyRice also, making it fly isnt my specialty, but how are you using engines? to alleviate weight on the legs?
@StinkyRice I wouldn't recommend going too big, for your computers sake, also it gets harder to actually edit at larger sizes
+++so increasse mass scale and dampening on rotators to make them less springy and annoying,
+++remember not to put too much weight on the joints (the entire body weight/limb weight should be low enough to facilitate walking)
+++Gyroscope tuning should help it walk on larger scales, you sorta have to either know a lot (which I dont) or try using inputs which oppose motion, e.g. for pitch input = -(PitchAngle/90)5, you can smooth or round these to help it better stay stable, or for Yaw, to avoid rapid turning syndrome, where you jerkily dart left or right,
-round(rate(Heading)2) is an example which I used on one build, but its different with every build imo
Also if you can, as a quick rule of thumb the larger the build the lower parts it should be (to save your computer and to an extent the build) helps iron out some of the physics engine kinks
+1Larger dampening scale + mass scale on rotators helps them be less springy, also when making larger walkers weight can be really really messy and can cause the walker to blow up so make sure the actual weight isn’t too large, also use a fine-tuned gyroscope for balance when walking
+1@AndrewGarrison Thank you so much!
just like mass release them, may as well
yessssssss
@Grob0s0VBRa preach
@Grob0s0VBRa ty, unironically my favourite part of the build, second place is the bin
@MosquitowithaMachineGun I won’t make it at this rate lol, ty regardless
+1Thanks! @MosquitowithaMachineGun
+1honestly same, I love nothing more than my like weeks long 'testing' phase where I just use the vehicle for ages and occasionally spot errors of some sort
+1@skelyButActuallyCJ I mean, i dont really care abt island location, but natural disasters would be fun
@F16xl ikr, also id guess later like oct/nov
Yeah i did a spring cleaning, where I mass-uploaded them if they were ok, like may as well
+1@Graingy I know and it makes me sad. My first console RIP
I hope to see more of these monthly player content vids, theyre neat
to embed a link type
[whatever](www.link)
and itll look like this whateverjesus, thank god the DSI isnt
+1Tumblr works, steam works
+1Sliders, like physical VR capable versions of the vtol and trim sliders, like the fighter yoke thing but better, and sensors, like being able to find rate of turn at points of the plane or strain on rotator joints for example. I crave the sliding parts
+1considering theres no date at all, id guess like late 2025
+1theres a button which gets the plane as an OBJ model, I tried doing this years ago, but i honestly dunno how to use a 3D printer well enough
happy new years lol
4 hours left :/
@Kangy ty mate, making my life easy
+1@Kangy crap right, ill re-upload later, itll just be easier, or not, someone's gone done it for me, ty to them
@Kangy my late submission, although im aware it prob wont count, being unrealistic and all
+1come back when you feel ready, take some time off, enjoy
+2@ComradeSandman Trongle
that abs(sin(x))-abs(cos(x)) ~= a triangle wave
@DustTillDawn all i can say is run with it. its worth a shot
+1add the models tag! great work
+1for speeds lower than like 500mph you can position anchor mid flight using a strong magnet and a flare
@cyon huh, i do not remember curation being a thing even for that, maybe im just stupid lol