@HandsomeRiley Thanks! I already put Activation Groups in game so you don't have to go back and fort from game and website to check the input. I'll add input to the description in future upload.
@DatMaluchGuy19 ok turs out you can drive here, but the wheel have to connected to a physics part like suspension or rotator. I think if the wheel is connected to a set of connected fuselage without breaking the connection by a physics part, the map only selected one wheel to be able to collide, but that's just my theory.
Might not related to this but, did you know that you can show an image in your description with build thumbnail? So if you want to add picture to your description, just take the picture when you upload the craft to unlisted with thumbnail, and link the image post as usual. I don't know if this is allowed or not, but you can.
@DatMaluchGuy19 yeah I don't know what I have to do anymore. I change the connection of the wheel, I check the collision of the wheel, I change the collision response of the wheel to None, and its still clipping. But, if you still want the unscaled version, tell me, I'll give the link. I'm sorry for your disappointment.
@AshdenpawTG22 Understood. Thank you for your input, I'll take a note of that for my future project. As I expect that to happen, I've linked the previous version as well. Again, thank you very much, I appreciate that.
@AshdenpawTG22 I'm sorry if the update didn't improve the flying experience. Can you tell why is it worse than the previous one? If its too big of a problem I'll downgrade it to the previous version.
@ToeTips the car make it not smooth in this one. D F-1 3 and Mobal 6 have the exact same steering assist. The Ferrari have the same only a few number change in the code.
@ToeTips
The engine RPM have an output that I set to PM. An airliner engine placed at the rear for the sound. The first gear activate when the engine RPM is below 1100, second below 1400, third < 1600 etc. The basic input for the engine is PM * 0.004, that's for the first gear. If you want to add more gear the number multiplication for PM should decrease. So if you want 2 gear you have to input like this:
PM * (PM < 1100 ? 0.004 : 0.0035)
I'll explain the thing in the collum. If PM is less than 1100, the number for multiplication should be 0.004, if not then 0.0035. That's code for 2 gears if you want more you have to repeat like this:
PM * (PM < 1100 ? 0.004 : (PM < 1400 ? 0.0035 : 0.003))
This is 3 gears. Remember the last gear doesn't need another (?) just write : and write the last multiplication number.
For idle you have to clamp the input minimum. With the example above I'll add clamp to the code:
clamp((PM * (PM < 1100 ? 0.004 : (PM < 1400 ? 0.0035 : 0.003))), 1.5, 50)
That mean the input to the engine will not be less than 1.5 and no more than 50.
For the "burnout" the input should change to Pitch under low RPM.
clamp(PM < 300 ? (Pitch * 4) : (PM * (PM < 1100 ? 0.004 : (PM < 1400 ? 0.0035 : 0.003))), 1.5, 50)
That mean if the RPM is below 300 the input will be Pitch time 4.
The gear limit depend on the limit of speed the tire can go. The number of gear doesn't really have anything to do with the speed the car going as its only for sound. The number of gear also depend on how you like it so you can have as many or less gear as you want.
I just wanna tell you @Zaineman the brake in here is not the normal brake, its the brake for the simulator only and not the brake like on the wheel brake
@DatTrainGuy19 still on it, don't worry
@Cloud03
The tank that burnt is called DT-4B Huntsman
The tank that fires is called DT-7 Grasshoper
@Cloud03 Here is the tank
Mine is the same as hpgbproductions', but only one hollow fuselage. If its too big you can use fuselage cutting.
F-117
@72 Sure
@RepublicOfCursedPlanes understood
@RepublicOfCursedPlanes I can make track switch, i already make one in the past. Would you like me to try make one?
@HandsomeRiley Thanks! I already put Activation Groups in game so you don't have to go back and fort from game and website to check the input. I'll add input to the description in future upload.
@DatMaluchGuy19 ok turs out you can drive here, but the wheel have to connected to a physics part like suspension or rotator. I think if the wheel is connected to a set of connected fuselage without breaking the connection by a physics part, the map only selected one wheel to be able to collide, but that's just my theory.
@RepublicOfCursedPlanes sure
Thank you everyone! I didn't expect you guys to like this.
Might not related to this but, did you know that you can show an image in your description with build thumbnail? So if you want to add picture to your description, just take the picture when you upload the craft to unlisted with thumbnail, and link the image post as usual. I don't know if this is allowed or not, but you can.
@DatMaluchGuy19 Its alright, I'm not as active as I was so maybe that's the reason. Anyway, Here is the circuit, I hope you enjoy!
@DatMaluchGuy19 yeah I don't know what I have to do anymore. I change the connection of the wheel, I check the collision of the wheel, I change the collision response of the wheel to None, and its still clipping. But, if you still want the unscaled version, tell me, I'll give the link. I'm sorry for your disappointment.
@32 I'll take it into consideration, thank you
@AshdenpawTG22 Understood. Thank you for your input, I'll take a note of that for my future project. As I expect that to happen, I've linked the previous version as well. Again, thank you very much, I appreciate that.
@AshdenpawTG22 I'm sorry if the update didn't improve the flying experience. Can you tell why is it worse than the previous one? If its too big of a problem I'll downgrade it to the previous version.
@Ichko no problem
@hpgbproductions Thank you, is "rotate" and "scale" used in the same way?
@ToeTips too much grip at the front I think. For suspension I recommend use low physics for the car because that make the suspension happen.
@ToeTips the car make it not smooth in this one. D F-1 3 and Mobal 6 have the exact same steering assist. The Ferrari have the same only a few number change in the code.
@ToeTips
The engine RPM have an output that I set to PM. An airliner engine placed at the rear for the sound. The first gear activate when the engine RPM is below 1100, second below 1400, third < 1600 etc. The basic input for the engine is PM * 0.004, that's for the first gear. If you want to add more gear the number multiplication for PM should decrease. So if you want 2 gear you have to input like this:
PM * (PM < 1100 ? 0.004 : 0.0035)
I'll explain the thing in the collum. If PM is less than 1100, the number for multiplication should be 0.004, if not then 0.0035. That's code for 2 gears if you want more you have to repeat like this:
PM * (PM < 1100 ? 0.004 : (PM < 1400 ? 0.0035 : 0.003))
This is 3 gears. Remember the last gear doesn't need another (?) just write : and write the last multiplication number.
For idle you have to clamp the input minimum. With the example above I'll add clamp to the code:
clamp((PM * (PM < 1100 ? 0.004 : (PM < 1400 ? 0.0035 : 0.003))), 1.5, 50)
That mean the input to the engine will not be less than 1.5 and no more than 50.
For the "burnout" the input should change to Pitch under low RPM.
clamp(PM < 300 ? (Pitch * 4) : (PM * (PM < 1100 ? 0.004 : (PM < 1400 ? 0.0035 : 0.003))), 1.5, 50)
That mean if the RPM is below 300 the input will be Pitch time 4.
My entire code for this car is this:
clamp(PM < 300 ? Pitch * 4 : (PM* (PM < 1100 ? 0.004 : ( PM < 1400 ? 0.0035 : (PM< 1600 ? 0.003 : (PM< 1900 ? 0.0025 : (PM< 2200 ? 0.00225 : ( PM<2500 ? 0.002 : ( PM<2900 ? 0.00175: 0.0015 )))))))), 1.5, 50)
The gear limit depend on the limit of speed the tire can go. The number of gear doesn't really have anything to do with the speed the car going as its only for sound. The number of gear also depend on how you like it so you can have as many or less gear as you want.
@Tupolev90 I'm not taking request currently, sorry
@Rocketguy2079 Tag me when it finish
@Rocketguy2079 sure! You have to scale it instead of changing the font size or it will mess the shape
@WaltySimplePlanes69 sure
Tony
@Rocketguy2079 Thanks! I make it using jet engine. The simpler version can be found here
@MobileBuilder21 Thank you!
Tags Requested
@ToeTips
@TheGliderGuy
@Jaspy190 they have to wait i making it in the order of their appearance, also it might take a long time until i start building train again
@TheGliderGuy thanks!
@Pilotgoose Thank You!
@CobrasFumantes yes
@Arsakha25 1213
@DatRoadTrainGuy19 might be, but i don't have the time for now
I just wanna tell you @Zaineman the brake in here is not the normal brake, its the brake for the simulator only and not the brake like on the wheel brake
@MAPA thank you!
@GaboINC1 just click start, you don't have to do it yourself
@IzzyIA thank you!
@Markolley its not your fault, i forget to type it in
@Markolley what physics setting di you use? i only test it on low
Thank You Everyone!
Also use low physics setting! I forget to put it on the description.
@HuskyDynamics01 Thank You!
@hpgbproductions hehehe thank you
@McChezborger its already out you can download it already
Tags requested
@airlinerbuilder
@iloveworld4723
@TheTomatoLover
@OPaiTaOn
@KangIntel
@BeeEngineer
@ImAcarperson