@PlaneFlightX It seems there is some sort of error in one or more variables. I kinda rushed this build out and didn't give it the same QA that I do for my usual posts so I'm not too surprised there is a broken variable somewhere lol
@jamesPLANESii Thanks! A quick explanation is that it sends the cockpit forward but at a high angle so that it is assumed that it won't hit land (60 degrees) and it uses AltitudeAgl to get an idea of the land distance below it. At the same time it is sending a "fake" ray that exists only in calculation that tests to ask if the ray existed, would it collide with the current detected land. If so, then it saves the value and shifts up the next vertical pixel to start detecting for that to hit land as the cockpit continues moving forward. This is how the system can scan an entire vertical line of the image with a single physical raycast. Kinda difficult to explain so I hope I got the point across haha
@ThatrandomguywholikesSP @IFVuser Yep, this is somewhat similar to a "LIDAR" system. Older versions of this camera actually shot out an individual ray for every pixel, which was incredibly slow. This design is exponentially faster than those designs as it can capture an entire vertical line of the image with every raycast, rather than just a single pixel.
@Numbers2 @AWESOMENESS360 @NTH These are fun ideas to use with tech like this, but unfortunately the process to take the image takes so long that it would not be feasible in its current state, and this method seems to be the quickest so far out of all my other camera designs I've experimented with 👍
@YarisHatchback That's a good idea! That was the original plan actually but it would take some big renovations in the system, so I went this direction for now
@11qazxc Hey, I'm reading your original comment 9 months later and realizing that I totally misunderstood the method you were describing for the sprites' labels. Looking back at it, I think you're right and that would certainly be better for performance. Thanks for the input and sorry for the miscommunication
@PlaneWelder My GPS was much simpler and simply moved the names on a label in the same proportion to their distance from the ship, although it had the benefit of not needing any variables. What you have here is much cooler, I wonder why you have the screen refresh from top to bottom? Is it just for cosmetics or is there a practical reason to doing so?
@FalHartIndustries Since Garrisphere has no back-side, you can seem him inside out when he turns around, causing an illusion that can be hard to understand haha
@PlanariaLab I've been able to save a lot of performance by precalculating the sin and cos functions into variables instead of doing the trig calculations for every single point which changed the game and allowed me to really push the boundaries. So far I've been reaching up to rendering 2500 points on my gaming PC. I like the strategy of rendering lines by a series of points but its disappointing there is no alternative right now for fully filled in lines.
Do you have the "InDesigner" variable to keep the points from rendering in the designer to get rid of lag in the designer? If so then that is pretty clever 👍
@Graingy Thanks Graingy!
+2@AndrewGarrison SP2 is looking good!
+1@AndrewGarrison It doesn't look like I can access the image, but that's awesome! Thanks Andrew!
+1@ShinyGemsBro Doesn't quite have the same ring to it lol
@Graingy You're probably running out of memory if it's causing a crash. Maybe you only have 8gb of memory?
@Graingy My computer would be considered "low end" by gaming standards, but it's pretty capable with a ryzen 5600x cpu and and rtx 3060 gpu
@dolphlombardi Haha that's hilarious I've never had that happen to me. I think I have AI planes disabled
+2Crazy good photography with that thumbnail
Congrats!
+1I made a really good STOL a while ago here. Crazy that it's been over 7 years since then lol
+1These thing looks so cool and goofy at the same time. It feels so... Soviet
+2@PlaneFlightX Thanks!
@PlaneFlightX It seems there is some sort of error in one or more variables. I kinda rushed this build out and didn't give it the same QA that I do for my usual posts so I'm not too surprised there is a broken variable somewhere lol
+1@Whills Lol you can go here for that
@jamesPLANESii Thanks! A quick explanation is that it sends the cockpit forward but at a high angle so that it is assumed that it won't hit land (60 degrees) and it uses AltitudeAgl to get an idea of the land distance below it. At the same time it is sending a "fake" ray that exists only in calculation that tests to ask if the ray existed, would it collide with the current detected land. If so, then it saves the value and shifts up the next vertical pixel to start detecting for that to hit land as the cockpit continues moving forward. This is how the system can scan an entire vertical line of the image with a single physical raycast. Kinda difficult to explain so I hope I got the point across haha
+4@ThatrandomguywholikesSP @IFVuser Yep, this is somewhat similar to a "LIDAR" system. Older versions of this camera actually shot out an individual ray for every pixel, which was incredibly slow. This design is exponentially faster than those designs as it can capture an entire vertical line of the image with every raycast, rather than just a single pixel.
+1@Numbers2 @AWESOMENESS360 @NTH These are fun ideas to use with tech like this, but unfortunately the process to take the image takes so long that it would not be feasible in its current state, and this method seems to be the quickest so far out of all my other camera designs I've experimented with 👍
+1@YarisHatchback That's a good idea! That was the original plan actually but it would take some big renovations in the system, so I went this direction for now
+1@LunarEclipseSP Sounds good!
+1@LunarEclipseSP Do you have discord?
+1What a gem 💯💯💯
Awesome mod!
@LoganAviation Just been busy is all. If I get any burst of inspiration I'll probably show up again in the future in some capacity.✌️
Thanks for your work, I wish this was supplied by default be the devs o7
@Sisteni lol yup that's true
@Johnnyynf fr, piston engines are pretty much how I started out on this site and I'm glad the technology is still alive
@126 Haha thanks
+1Spotlight button has never been easier to press
@11qazxc Hey, I'm reading your original comment 9 months later and realizing that I totally misunderstood the method you were describing for the sprites' labels. Looking back at it, I think you're right and that would certainly be better for performance. Thanks for the input and sorry for the miscommunication
+1This is awesome! Good job 👍
@PlaneWelder My GPS was much simpler and simply moved the names on a label in the same proportion to their distance from the ship, although it had the benefit of not needing any variables. What you have here is much cooler, I wonder why you have the screen refresh from top to bottom? Is it just for cosmetics or is there a practical reason to doing so?
+1This is awesome! Great job
+1@TheMouse Thanks!
Ha that gear is a real throwback
+1I hope it comes with Funky Trees 2 XD
+1@Solent19 Lol, I never claimed it to be smart AI XD
+1@SimpleStudent Yep, there are only 4 of the 5 slots occupied so far
+1This is awesome! I've been looking for ways to do this for a long time. Good job!
+3@PlanariaLab what documentation do you use for labels? I like use this but it doesn't have everything
@PlanariaLab Thanks for this input! I didn't know about that specifier. I'll implement that and credit you in the .py comments
+1@FalHartIndustries Since Garrisphere has no back-side, you can seem him inside out when he turns around, causing an illusion that can be hard to understand haha
+1@32 IA 3D Renderer V4.2 is out now with just some minor bug fixes that you'll probably want to use instead
@32 Np!
@32 IA 3D Renderer V4.1 is available is here! All the changes are described in the .py file but the main upgrade is a large improvement in performance
@PlanariaLab I've been able to save a lot of performance by precalculating the sin and cos functions into variables instead of doing the trig calculations for every single point which changed the game and allowed me to really push the boundaries. So far I've been reaching up to rendering 2500 points on my gaming PC. I like the strategy of rendering lines by a series of points but its disappointing there is no alternative right now for fully filled in lines.
+1Do you have the "InDesigner" variable to keep the points from rendering in the designer to get rid of lag in the designer? If so then that is pretty clever 👍
@PlanariaLab Very interesting! And thanks for the tip on the multibyte characters I've never considered that
+1@SkyJayTheFirst Thanks! And I agree, Funky Trees is great but definitely isn't the most friendly foundation for these types of projects XD
+2@32 Thanks!
Is the Mortal Kombat XL still available? I'd really appreciate it thanks!