@Monarchii ofc lol, just looking at the walker though here are my first tips: The main thing I notice is that it’s a 4 legged design. This works, however unless you offset the waves (very doable, just another addition to the equation) you tend to only have 2 points of contact. This is quite unstable and the walker will always tip back and forth as it walks. For this reason I tend to go for a minimum of 6 legs total, so you always have 3 points of contact to balance on. Another thing I notice is that you have the legs rotated slightly. This is fine, but as the leg rotates through its motion, it will move from back and forth motion to side to side due to moving along the arc of a circle. At higher rotations, this can introduce excessive unwanted lateral movement that just makes the walker wiggle/rotate instead of moving forward towards the ends of leg rotation.
Also, did they remove XML editing on mobile at some point? I haven’t played in years but I could have sworn you could open the XML editor on mobile, at least on my iPad it let me.
I’m gonna play around with this and make a version that (hopefully) walks more naturally.
@GalmTwoPixy I actually dabble with walkers on JNO using sine and cosine to drive the movement. The way I do it, the input for the rotators are affected by a math function. For my walker, it looks like “Pitch x sin(sum(4 x Pitch))”. I am taking my pitch input and multiplying it along a sin wave *4. The *4 increases the frequency of the wave, making the whole movement faster. The sum is there to make it a moving wave (I’m not sure how it does this or what sum is actually doing here, but it doesn’t make a looping movement without it). You can combine this with cos waves to make the movement for different joints line up nicely. The reason why sin and cos are used here is because they are wave patterns, which allows them to loop forever smoothly.
TLDR: You can make the input for a rotator a sin or cos wave, allowing you to modulate an input with it to make smooth, looping motions.
@WNP78 do you know what x is actually set to? Could I replace it with 1? Juno doesn’t seem to register x as a variable and I’m trying to do clamp01(x Throttlesin(sum(5Throttle) (I’m not sure what the exact format for clamp should be idk if it’s a separate statement like clamp01(x)Throttle or if it should be one statement
@WNP78 Did you port Funky trees into Simple Rockets 2 or did someone else do that? I’m not sure if it works the same or how it works there tbh. [Side question, if I wanted to make a sin wave, would it be Sin(Loop(x))]? (Or ping pong, not sure which)
The quality of builds today is simply insane. I could never manage to wrap my head around the building system, which is why I like sr2 with the slightly easier to understand and use system (movement arrows, easier rotation, local and world part movement, procedural engines blah blah). I kinda stopped looking at the simpleplanes for awhile and I come back to an absurdly realistic gundam suit and this. And the gundam suit is under 1000 parts. I love your work, please keep doing this bro. It’s honestly inspiring me to build things in sp again since I can actually understand fuselage editing now.
I think they mean the power to the plane engine, although from old things I’ve seen this should not be a problem at all unless it’s that the plane has no fuel @LieutenantSOT
Hit the eyeball in the editor, look 2 icons directly left of the eyeball, should be a fish skeleton looking thing. That turns on X-ray mode. Let’s you see stuff inside the craft that’s hidden. Find it yourself, grab a gyro if you need a reference for what it looks like.@Kipo
Question, what parameters do I change in the ejection parachute to make the delay longer, along with switching the input to an activation group? I don’t understand funky trees at all so sorry to bother you.
I just got into it. I can’t even place 2 parts together without managing to screw it all up to a massive degree. Also really annoys me that parts instead of auto rotating to the side they should be fitting on instead just rotate so the front is facing forward which literally makes it impossible to build certain shapes without doing really precise part moving@BagelPlane
Is it possible to change the hover system to instead work off of a specific altitude (while it’s fine if it’s a fixed value, if it can be set to stay at whatever altitude the system is activated at that would be better) or change it to be even more sensitive to vertical movement so that even if it does move down or up when hovering it’s so slow of a change it can’t be noticed really? (Although if I need a last resort can I just steal the hover system directly off of the craft?)
I’m attempting to make a multiplayer friendly flying carrier, would you mind taking it for a spin in your next multiplayer session or having someone do that, or putting it on sp reviews?
This needs to be added in game like what they did with fine tuner and stuff. Also, this is gonna destroy the mobile community on here once it comes out.
@Monarchii ofc lol, just looking at the walker though here are my first tips: The main thing I notice is that it’s a 4 legged design. This works, however unless you offset the waves (very doable, just another addition to the equation) you tend to only have 2 points of contact. This is quite unstable and the walker will always tip back and forth as it walks. For this reason I tend to go for a minimum of 6 legs total, so you always have 3 points of contact to balance on. Another thing I notice is that you have the legs rotated slightly. This is fine, but as the leg rotates through its motion, it will move from back and forth motion to side to side due to moving along the arc of a circle. At higher rotations, this can introduce excessive unwanted lateral movement that just makes the walker wiggle/rotate instead of moving forward towards the ends of leg rotation.
Also, did they remove XML editing on mobile at some point? I haven’t played in years but I could have sworn you could open the XML editor on mobile, at least on my iPad it let me.
I’m gonna play around with this and make a version that (hopefully) walks more naturally.
Glad to see more walkers, they’re super fun to make
@GalmTwoPixy I actually dabble with walkers on JNO using sine and cosine to drive the movement. The way I do it, the input for the rotators are affected by a math function. For my walker, it looks like “Pitch x sin(sum(4 x Pitch))”. I am taking my pitch input and multiplying it along a sin wave *4. The *4 increases the frequency of the wave, making the whole movement faster. The sum is there to make it a moving wave (I’m not sure how it does this or what sum is actually doing here, but it doesn’t make a looping movement without it). You can combine this with cos waves to make the movement for different joints line up nicely. The reason why sin and cos are used here is because they are wave patterns, which allows them to loop forever smoothly.
TLDR: You can make the input for a rotator a sin or cos wave, allowing you to modulate an input with it to make smooth, looping motions.
@WNP78 do you know what x is actually set to? Could I replace it with 1? Juno doesn’t seem to register x as a variable and I’m trying to do clamp01(x Throttlesin(sum(5Throttle) (I’m not sure what the exact format for clamp should be idk if it’s a separate statement like clamp01(x)Throttle or if it should be one statement
@WNP78 Thanks man, so could I do sin(throttle*x) to do a wave that changes frequency based on throttle?
@WNP78 Did you port Funky trees into Simple Rockets 2 or did someone else do that? I’m not sure if it works the same or how it works there tbh. [Side question, if I wanted to make a sin wave, would it be Sin(Loop(x))]? (Or ping pong, not sure which)
Could I replace it with panels and make an interior?
+2The quality of builds today is simply insane. I could never manage to wrap my head around the building system, which is why I like sr2 with the slightly easier to understand and use system (movement arrows, easier rotation, local and world part movement, procedural engines blah blah). I kinda stopped looking at the simpleplanes for awhile and I come back to an absurdly realistic gundam suit and this. And the gundam suit is under 1000 parts. I love your work, please keep doing this bro. It’s honestly inspiring me to build things in sp again since I can actually understand fuselage editing now.
T
+1Huh@LTExGHOST
+1@NATCH Does the plane have its own fuel?
I think they mean the power to the plane engine, although from old things I’ve seen this should not be a problem at all unless it’s that the plane has no fuel @LieutenantSOT
Looks amazing, can you tag me?
+1Armour: good.
I love this, it’s not even a number it’s just good
+1Sp will be updated in the near future (watch as this jokes down the drain with a surprise update tommorow)
Question, I’m gonna assume you do all your videos on pc? You never show any of the controls and it still looks good and uncropped so idk
Welcome to fsx steam edition
I mean high altitude hovering@Tookan
Thanks!@Destroyerz117
Hit the eyeball in the editor, look 2 icons directly left of the eyeball, should be a fish skeleton looking thing. That turns on X-ray mode. Let’s you see stuff inside the craft that’s hidden. Find it yourself, grab a gyro if you need a reference for what it looks like.@Kipo
Am I allowed to join even if I can’t build crap?
Cant you just do it yourself? You have the editor. You can add and remove stuff once you download the plane.@Kipo
Question, what parameters do I change in the ejection parachute to make the delay longer, along with switching the input to an activation group? I don’t understand funky trees at all so sorry to bother you.
when
Bottom. Cockpit and no tail.
T
Rip@tsampoy
I was wondering why it had a stupidly large turret but then I remembered it’s an anti air tank lol
This is a certified good classic
I give him by tommorow@Strucker
Alexa play despacito
@rexzion
I just got into it. I can’t even place 2 parts together without managing to screw it all up to a massive degree. Also really annoys me that parts instead of auto rotating to the side they should be fitting on instead just rotate so the front is facing forward which literally makes it impossible to build certain shapes without doing really precise part moving@BagelPlane
+1How do you make wheel wells lol
Thanks, I’ll tag you once I finish, I have to put the flight system in and then do a possible redesign of the landing pads@ACEPILOT109
Is it possible to change the hover system to instead work off of a specific altitude (while it’s fine if it’s a fixed value, if it can be set to stay at whatever altitude the system is activated at that would be better) or change it to be even more sensitive to vertical movement so that even if it does move down or up when hovering it’s so slow of a change it can’t be noticed really? (Although if I need a last resort can I just steal the hover system directly off of the craft?)
+1I’m attempting to make a multiplayer friendly flying carrier, would you mind taking it for a spin in your next multiplayer session or having someone do that, or putting it on sp reviews?
yes
Do a rally race in the bandit island canyon
Will I ever be able to answer your questions?
Also you can only tag 3 people at a time I believe
Did you reupload?
This needs to be added in game like what they did with fine tuner and stuff. Also, this is gonna destroy the mobile community on here once it comes out.
+1Teach me your ways, geometricish designs I am a simp for
IKEA much?
“Amazing. Brought tears to my eyes, I have never been so moved before.”
Agreed.@SupremeDorian
Not everyone uses android@NexusGaming
THANK YOUUUUUUUUUUUUUUU
My man 🤝@EternalDarkness