@Zaineman
You are right, it's proving ground that take so much time.
Many little things do contribute a nice chunk to building time but that's not all.
I think it's test flight that use most of my time, I have to make sure that how ever stupidly I fly it'll not be uncontrollable or at least try to eliminate most of the undesired behavior.
Also there is my final test, once I've put everything together I have to test every function no matter how small it is, mostly if it'll compatible to the whole system.
@Zaineman
np!
Muzzle velocity is key difference for this stuff since SP bullet (from gun parts but not cannon) ignore drag and gravity so what is left in physic equation is muzzle velocity.
@Zaineman
I didn't know if it get past people or not but if it didn't, they might be so exciting like you lol.
Also, my railgun will not fully extended when landing gear is deployed so the gun will not hit the ground.
Now the HUD work fine lol.
My HUD was calibrated to muzzle velocity of 1200 m/s so if you want to really aim the gun, I suggest you to adjust the gun accordingly.
But yet again, I don't mind it being just eye candy but if you want functionality, it's there for you.
Another thing I've noticed is yaw input is inverted, minor issue really but it goes a long way.
I saw HUD symbols jumping around and I instantly recognized the issue, it's sort of more-content-than-the-space-provided problem, those symbols are fighting each other for screen time.
Just adjust the width and high slider and the problem should be no more, I want to simulate helmet mounted display so my HUD is very big by default to cover the field of view.
And for a little touch, rudders respond to roll input so the plane will produce unwanted yaw when rolling which is not ideal.
For code in thrust vectoring, I think it's a good start to use the code that simple to read, in this case Skyjay's is simple enough I think.
Have you watch my tutorial?
You can find them in my profile page, they are about making things fly if you interested.
//shameless self advertisement
@Zaineman
That's WIZARD2017's work, tires rubbing the engine part to produce smoke I guess.
But there are a rev down noise when stop firing which I like it a lot. (if you look over the tire screeching noise of course)
@Zaineman
I'm glad that you've made it!
It's still puzzle me that the targeting box work the way it is, I've tried reading the code from the original creator but can't figure how it work but know well enough how to modify it lol.
I just make it red when the target is locked and I made it more useful by adding gun/cannon aiming system.
@Zaineman
lol
That happen sometimes, it's quite a surreal concept if you think about it.
And thanks again for your appreciation of my work but I think it's good enough for me the way it is apparently, first few people give credits and when the chain of copying get longer it get lost.
I don't mind you doing that, people gets new parts and I get to see good planes, it's a win-win.
@Zaineman
I'd not be surprised because that much info will overwhelm just about anyone, even me at first.
I think you should start with mathematical logic and wrap your head around the concept of 0 = false, 1 = true and logic expression can be used in equation as well as numbers.
The link I provided is mostly reference of functions to use in FT, if you get the main concept the rest of the document are just as easy as adding more tool to your tool box.
For HUD positioning, I just use x and y from camera so it'll line up perfectly, z axis is a bit tricky, according to the original HUD, the HUD distance just (HUD scale)*(the actual distance from camera to the HUD part).
Distance from camera to the HUD part can be calculated by difference of z distance of HUD and camera.
HUD scale can be obtained by viewing it in overload, usually it'll be scaled equally in 3 axis (otherwise the HUD will be a mess) so just use one of the 3 number, it really not matter.
@Foolishnpc70
nah
I'm not into plane that too op lol.
Fireflies Master is deadly at close range but lack long range missiles and it's gun has low damage.
Yeah, I just don't want to give player a chance to win.
@Zaineman
Fair enough, at first I just change one or two colors and that's it.
But over a span of many builds, I just getting used to the re-painting process so it eventually become my new normal.
@Zaineman
np, I just think your build is resemble luxury car gadgets so that's one way to get some more idea.
If gadgets look beautiful irl, they should look beautiful in-game too.
And sadly, the color things, it's the pain we have to endure lol.
For me I just set the color in the pallet first before building, not all but just some base color (optionally, other unused slot can be set to bright purple so it'll catch your eyes and will be easy for spotting to re-paint it, the choice is create new color or paint it with existing one) and some always-used-color such as matte black, matte white, chrome, matte/chrome green, matte/chrome red, tactical grey, etc.
And as the part count grow, I just paint it first before I put it on.
If you manage it well it'll be just like re-paint 1/4 of a plane at most.
Cockpit details is kind of a mixed feeling lol, it's kinda have nice details but color scheme is somewhat odd to me.
Hideaway radar remind me of some gadget in luxury car, if I remember correctly it's a clock but hidden away in the dash board and can be shown by rotating an entire section of the dashboard, weird but oddly satisfying.
lol this sort of thing is what I've build back when I first got SP but you got more high-tech stuff on hand which is nice.
About missiles pod opening, you can make it open whenever you want, it have to do with the code in every single rotator and piston in the pod, you can access the code by clicking input>funky box in part option or via overload.
Also, you'll need this for your Funky Tree code journey.
@Storm44
Yeah I already know that, just read my pinned comment.
There is no problem with my flying, I just calibrated the glide slope to the wrong wire.
@CarrotSlicingCat
1. idk, still have a lot of testing and calibrating to do, not to mention some new feature.
2. Roughly the same amount of parts, less than 1000 guarantee.
@Zaineman
That's make sense.
I think it is the way to do it, fix the scale now (which take more time) is better than fix all other parts that come after which potentially more difficult to fix.
@BaconEggs
I'm sorry, you were right about the wire number, after watching some landing footage that I realized.
But man... if I'm wrong again please bare with me, I didn't do this on purpose, I really don't know stuff.
@GorillaGuerrilla
That's right.
As bullet velocity become higher the mistake in calculation become less and less until it irrelevant.
@Zaineman
You are right, it's proving ground that take so much time.
Many little things do contribute a nice chunk to building time but that's not all.
I think it's test flight that use most of my time, I have to make sure that how ever stupidly I fly it'll not be uncontrollable or at least try to eliminate most of the undesired behavior.
Also there is my final test, once I've put everything together I have to test every function no matter how small it is, mostly if it'll compatible to the whole system.
@Zaineman
np!
Muzzle velocity is key difference for this stuff since SP bullet (from gun parts but not cannon) ignore drag and gravity so what is left in physic equation is muzzle velocity.
@SiderealSpaceAgency
Yes.
@Zaineman
I can't do that for now, I reserve my spotlight for something extra ordinally only.
Hope you don't mind.
@Zaineman
I didn't know if it get past people or not but if it didn't, they might be so exciting like you lol.
Also, my railgun will not fully extended when landing gear is deployed so the gun will not hit the ground.
Now the HUD work fine lol.
My HUD was calibrated to muzzle velocity of 1200 m/s so if you want to really aim the gun, I suggest you to adjust the gun accordingly.
But yet again, I don't mind it being just eye candy but if you want functionality, it's there for you.
Another thing I've noticed is yaw input is inverted, minor issue really but it goes a long way.
I saw HUD symbols jumping around and I instantly recognized the issue, it's sort of more-content-than-the-space-provided problem, those symbols are fighting each other for screen time.
Just adjust the width and high slider and the problem should be no more, I want to simulate helmet mounted display so my HUD is very big by default to cover the field of view.
And for a little touch, rudders respond to roll input so the plane will produce unwanted yaw when rolling which is not ideal.
For code in thrust vectoring, I think it's a good start to use the code that simple to read, in this case Skyjay's is simple enough I think.
Have you watch my tutorial?
You can find them in my profile page, they are about making things fly if you interested.
//shameless self advertisement
@Zaineman
That's WIZARD2017's work, tires rubbing the engine part to produce smoke I guess.
But there are a rev down noise when stop firing which I like it a lot. (if you look over the tire screeching noise of course)
@Zaineman
I'm glad that you've made it!
It's still puzzle me that the targeting box work the way it is, I've tried reading the code from the original creator but can't figure how it work but know well enough how to modify it lol.
I just make it red when the target is locked and I made it more useful by adding gun/cannon aiming system.
@Zaineman
Bigger landing gear will surely help a lot.
@Zaineman
You might have to dig it up sooner or later, this build or later build who knows lol.
Just try it, if you feel like it of course.
@Zaineman
lol
That happen sometimes, it's quite a surreal concept if you think about it.
And thanks again for your appreciation of my work but I think it's good enough for me the way it is apparently, first few people give credits and when the chain of copying get longer it get lost.
I don't mind you doing that, people gets new parts and I get to see good planes, it's a win-win.
@Zaineman
Definitely better.
I think there is something hiding under the left screen, idk where they come from lol.
Feels bad for the prop at the rear lol, it eats dirt if not careful.
@Zaineman
I'd not be surprised because that much info will overwhelm just about anyone, even me at first.
I think you should start with mathematical logic and wrap your head around the concept of 0 = false, 1 = true and logic expression can be used in equation as well as numbers.
The link I provided is mostly reference of functions to use in FT, if you get the main concept the rest of the document are just as easy as adding more tool to your tool box.
For HUD positioning, I just use x and y from camera so it'll line up perfectly, z axis is a bit tricky, according to the original HUD, the HUD distance just (HUD scale)*(the actual distance from camera to the HUD part).
Distance from camera to the HUD part can be calculated by difference of z distance of HUD and camera.
HUD scale can be obtained by viewing it in overload, usually it'll be scaled equally in 3 axis (otherwise the HUD will be a mess) so just use one of the 3 number, it really not matter.
@Foolishnpc70
Try removing Fireflies Master wings and see how it go lol.
It will stall all the time because it has no wings.
@Foolishnpc70
nah
I'm not into plane that too op lol.
Fireflies Master is deadly at close range but lack long range missiles and it's gun has low damage.
Yeah, I just don't want to give player a chance to win.
@Foolishnpc70
No.
I can't do infinite missiles.
@Zaineman
Fair enough, at first I just change one or two colors and that's it.
But over a span of many builds, I just getting used to the re-painting process so it eventually become my new normal.
@Zaineman
np, I just think your build is resemble luxury car gadgets so that's one way to get some more idea.
If gadgets look beautiful irl, they should look beautiful in-game too.
And sadly, the color things, it's the pain we have to endure lol.
For me I just set the color in the pallet first before building, not all but just some base color (optionally, other unused slot can be set to bright purple so it'll catch your eyes and will be easy for spotting to re-paint it, the choice is create new color or paint it with existing one) and some always-used-color such as matte black, matte white, chrome, matte/chrome green, matte/chrome red, tactical grey, etc.
And as the part count grow, I just paint it first before I put it on.
If you manage it well it'll be just like re-paint 1/4 of a plane at most.
@PssyalperdnaEgg
You'll need to use variables setter box in the builder.
@Zaineman
lol
No worry, I was there before.
Cockpit details is kind of a mixed feeling lol, it's kinda have nice details but color scheme is somewhat odd to me.
Hideaway radar remind me of some gadget in luxury car, if I remember correctly it's a clock but hidden away in the dash board and can be shown by rotating an entire section of the dashboard, weird but oddly satisfying.
@Opgamer123
I'll pass, I've been busy lately.
@AnIndonesiaWorkshopGuy
Not that simple.
PAK DA is a lot bigger.
@Zaineman
lol
That's some iconic scene ngl.
@AnIndonesiaWorkshopGuy
Thanks.
But bomber is not my jam if you ask me.
@Zaineman
np.
lol this sort of thing is what I've build back when I first got SP but you got more high-tech stuff on hand which is nice.
About missiles pod opening, you can make it open whenever you want, it have to do with the code in every single rotator and piston in the pod, you can access the code by clicking input>funky box in part option or via overload.
Also, you'll need this for your Funky Tree code journey.
@Storm44
Yeah I already know that, just read my pinned comment.
There is no problem with my flying, I just calibrated the glide slope to the wrong wire.
@Husky25
lol
I just afk at the moment.
@Husky25
Yes.
But no guarantee that it'll work well lol.
There are so many things that can go wrong.
@ShootsPlanes
A slim chance I guess.
@Husky25
Yes, use it as you like.
Edit : You deleted your comment?
@Opgamer123
lol
Just write password on post-it.
@Opgamer123
Nice.
Why keep changing account though?
@Grroro
Thanks.
@CarrotSlicingCat
I don't know how low I can get it to but it'll be low part version too.
@CarrotSlicingCat
1. idk, still have a lot of testing and calibrating to do, not to mention some new feature.
2. Roughly the same amount of parts, less than 1000 guarantee.
@GorillaGuerrilla
lol
Stat card is just a rough idea more or less.
@GorillaGuerrilla
That's not counting other drag source.
Stat card is somewhat lying to you.
@MAXRPM09764
idk.
I've never play in mobile.
@Bernkastel
Nice.
@Astro12
Not much fps loss apparently.
It's just some trigonometry equation.
I've not notice anything difference from my first X-02S.
At least for me.
@Zaineman
That's make sense.
I think it is the way to do it, fix the scale now (which take more time) is better than fix all other parts that come after which potentially more difficult to fix.
@Zaineman
oof.
That happened.
I think it isn't too bad since the game have scaling tool.
You can scale it all to size you need.
@Astro12
You might need this 🕶
@BaconEggs
I'm sorry, you were right about the wire number, after watching some landing footage that I realized.
But man... if I'm wrong again please bare with me, I didn't do this on purpose, I really don't know stuff.
@Zaineman
Almost speechless perhaps :P