@Brendorkus same, when i found out and that stuff didnt have to touch to be attached i thought it was a glitch. and thought i was the first to find it. i learnt quickly that i was stupid and didn't get it
@Starlight i hate self promo but in my most recent build i made claws which are essentially small lightsabres and the work perfectly. For me at least. whatever works for you is fine love the builds
I guess or I would prefer an XML attribute to add to thinks like magnets, engines or guns. Idk something like Pitch and Volume. but that might break because pitch is an input. but this should allow for a fair few types of sounds like magnets sounding like a gong or pistons become strings. it'd be funny and add a lot of sound abilities, and some basic. I believe that your doing this wrong bc that would require making new sound blocks which just seem very, very out of place here.
/
And this would allow different sounds but altered. and maybe certain engines sound different.
/
one last addition, maybe give the velocity (sustain) of a sound file an attribute because especially if you make something like a railgun not have the generic bullet sound. Mostly because its annoying when one shots been fired for a bit and the sound is still going.
/
I propose 3 xml attributes instead. Pitch (or tone or something similar), Volume (loudness etc) and Sustain (velocity, attack, SLength)
@JustDatGuy dw if stuff starts flipping around its probably collision contrast, turn it off on every piece and it should be perfect. OR it could be a gyro issue try turning off AG8 if you have a gyro
@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.
@EliteArsenals24 Thanks!
@Jim1the1Squid well i guess you lost a different war.
@BuiltBionixInd10 yep lol
@Brendorkus same, when i found out and that stuff didnt have to touch to be attached i thought it was a glitch. and thought i was the first to find it. i learnt quickly that i was stupid and didn't get it
welp hello or goodbye idk
Cant beat @jamesPLANESii But I’ve been at 2631 before.
Yeah it wasn’t a good build tbh and I could probably do better now @Shaini
I hate to sound stupid but what is PID
Yeah sorry I know the funky tree inputs but never use dev console. @SnoWFLakE0s
@Flightsonic thank you just think that its easier to have it like minecraft co-ordinates cos idk anything about dev console
@Starlight i hate self promo but in my most recent build i made claws which are essentially small lightsabres and the work perfectly. For me at least. whatever works for you is fine love the builds
heli
I guess or I would prefer an XML attribute to add to thinks like magnets, engines or guns. Idk something like Pitch and Volume. but that might break because pitch is an input. but this should allow for a fair few types of sounds like magnets sounding like a gong or pistons become strings. it'd be funny and add a lot of sound abilities, and some basic. I believe that your doing this wrong bc that would require making new sound blocks which just seem very, very out of place here.
/
And this would allow different sounds but altered. and maybe certain engines sound different.
/
one last addition, maybe give the velocity (sustain) of a sound file an attribute because especially if you make something like a railgun not have the generic bullet sound. Mostly because its annoying when one shots been fired for a bit and the sound is still going.
/
I propose 3 xml attributes instead. Pitch (or tone or something similar), Volume (loudness etc) and Sustain (velocity, attack, SLength)
or you can make it all out of guns and have a lightsabre
@Hellosss38 ah ok
just add some zeros to max input. it just increases spin amount
@scratch YEsssss
@scratch yeah so what if a few windows shatter its fun
@Bob9998 fair enough
@Bob9998 idk tbh just noooope
@c144538707 oh your right lol
@JustDatGuy dw if stuff starts flipping around its probably collision contrast, turn it off on every piece and it should be perfect. OR it could be a gyro issue try turning off AG8 if you have a gyro
@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
@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!
I saw, I tried turns out either idk, or it straight doesn’t work for me.@ArcturusAerospace
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!
Thanks! @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