119k PlanariaLab Comments

  • CameraAndDisplay 1.7 years ago

    @BRNavyPilot
    No other mods or files are required.
    This mod should work by itself.

  • ConvenientParts 1.7 years ago

    @DCSplanepro12
    I don't know

  • ConvenientParts 1.7 years ago

    @mondrianman
    I just didn't have other aircraft suitable for checking the operation of the components.

  • How to turn off HUDs with activation group? 1.7 years ago

    @ToeTips
    If you use the hud as you downloaded it and have the same problem, the problem is on the hud side, if not, there is either a problem with the code you added or somewhere in the editing process.

  • How to turn off HUDs with activation group? 1.7 years ago

    Maybe you should check to see if you get the same problem once in the default state with no editing at all?

  • How to turn off HUDs with activation group? 1.7 years ago

    @ToeTips
    yes, beginning of code.

  • How to turn off HUDs with activation group? 1.7 years ago

    Try adding it to the first line.
    {Activate1?"":"<voffset=-1200px>."}

  • GunBit test 1.7 years ago

    @StinkyRice
    Yes, the basic structure was inspired by that work.
    That was quite an interesting work.

  • GunBit test 1.7 years ago

    I wanted to keep the system as simple as possible for ease of variable management and to reduce the load on the terminals, since we needed to run a total of 13 units, 11 bits plus 2 weapons.
    So I didn't count the lines, but maybe it's not as complicated as you think.

  • GunBit test 1.7 years ago

    @sakkijarven
    For example, if use a gyro to fix the bit horizontally and facing north, it can directly control latitude, longitude, and altitude with the engine in the x, y, and z directions.
    Aso, by rotating the outer model with a rotator or joystickBase in accordance with the movement, the appearance can be compatible.

  • FPS demo 1.7 years ago

    Very interesting... I can't wait to see it released.

  • Normandy 1.7 years ago

    I updated SP to ver 1.12.203.0 and now I get the following message and cannot load mod maps. Is it possible to fix this problem?
    error message

    +10
  • GunBit test 1.7 years ago

    @StinkyRice
    How learned : reverse engineering default planes, etc. Basically self-taught, trial and error.
    100k : Thx

    +1
  • GunBit test 1.7 years ago

    @AfkSlot
    Video

    +1
  • GunBit test 1.7 years ago

    @AfkSlot
    Not yet.
    I'm writing an auto-aim FT now.

  • GunBit test 1.7 years ago

    @SAINAKAJIMA
    All gunbits are completely separate from the main body and are driven by a PID engine.

    +1
  • Aerial progress 1.8 years ago

    @StinkyRice
    Depending on motivation, probably within the year.

  • Aerial progress 1.8 years ago

    @StinkyRice
    2038.

  • from mercury 1.8 years ago

    @StinkyRice
    I have not progressed because I am busy with ACVI (currently on hiatus since I got 100% of the steam achievements), minecraft (I am helping my alumni collect materials on their servers), and independent modeling, and I am having a hard time shaping the legs.

  • How to turn off HUDs with activation group? 1.9 years ago

    If a text label has a character that extends beyond the bottom edge of the label area, all subsequent characters are considered to extend beyond the label area and drawing is canceled.
    The previous comment uses <voffset> to shift the first character out of the label area and cancels the drawing of all characters.

    +1
  • How to turn off HUDs with activation group? 1.9 years ago

    This is a bit aggressive, but replace <voffset=12px> in the first line of the label with {Activate1?"<voffset=12px>":"<voffset=-1200px>"}.
    (The Activate1 part is the activation condition, and the -1200 part can be any appropriately large number.)

    +1
  • from mercury 2.0 years ago

    I forgot to mention that the MS container used in the image can be downloaded here

  • 2DAction(Dormant Project) 2.0 years ago

    For now, I have to face the final exam and report.

  • 2DAction(Dormant Project) 2.0 years ago

    The programmers are now back, but as I mentioned in a previous comment, the designer and director (all me) don't have any ideas, so I don't think we can resume for the time being yet.
    But it sure is a lot easier than starting over from scratch when you start building again. Thanks. And sorry for worrying you @IzzyIA .

  • 2DAction(Dormant Project) 2.0 years ago

    @IzzyIA
    Restore previous versions was not available because it said "利用可能な以前のバージョンはありません" (there are no previous versions that can be restored).

    but I found a slightly older version of the sheet in the downloads folder on my laptop.
    (I have a laptop that I carry with me at the university, in addition to my desktop where I always use SP.
    I guess I was copying it in case I got the idea when I was outside. I don't usually play SP on this laptop so it was a blind spot.)
    I think it's almost identical to the latest version, except that the moving floor-related stuff is gone.
    I was unhappy with the moving floor and wanted to rebuild it, so this may not be a bad thing.

  • 2DAction(Dormant Project) 2.0 years ago

    The actual working code, other than notes and flowcharts, can be restored to its original state by dividing it into parts and adding annotations, or by rewriting common values as cell references in the spreadsheet.
    For values that are combined into a single value (e.g., 1, 2, 3, and 4 become a four-digit value of 1234, which is actually done in binary), such as the block information in the map, the original table can be restored by retrieving the values using the same formula used to read the values.
    The problem is that during that gap I was working on something else and don't remember much from when I was working on 2D action,
    It takes a lot of time and effort to read that long code and figure out what is where.

  • 2DAction(Dormant Project) 2.0 years ago

    @IzzyIA
    Maps and annotations in the code, flowchart diagrams, other notes.
    There are also tables that summarize information from all placement blocks and functions on spreadsheets that combine information from the same block into a single value for easier handling.
    .
    As for how it got lost, I originally stopped working on it for about half a month because I couldn't come up with any ideas for maps, enemies, etc. Recently, I decided to work on it for the first time in a while and found that the file had disappeared from where I thought it was.
    I've searched everywhere I can think of and even used the search function on the drive, but couldn't find it. I think I either misremembered the file name or accidentally deleted it when cleaning up my desktop (which is always cluttered).

  • 2DAction(Dormant Project) 2.0 years ago

    @IzzyIA
    I secretly admire you, so I am glad to hear that.
    It didn't work out this time, but I hope to get revenge someday.

    +1
  • 2DAction(Dormant Project) 2.0 years ago

    @PPLLAANNEE
    Perhaps SP is not designed to put tens of thousands of characters of code in a text label.
    I was editing the xml file directly to avoid crashes.

    +1
  • from mercury 2.0 years ago

    I think it's time to resume work on it.
    If I force myself to go for playable, I'll get sick, so I'm going for a display model for once.

  • Big-O 2.0 years ago

    @c144538707
    It seems that the gun firing button is not displayed on mobile due to a bug on the SP side.
    I placed a dummy gun just to display the button.
    Sudden Impact waits until the forearm cylinder is extended and then can be used only once with FireGuns.

  • from mercury 2.0 years ago

    @TheTomatoLover
    I started about 2 years ago when bought SPVR
    As is the case when creating with SP, it's still fun to be able to move my work.

    +1
  • QuietZero-SecurityUnit 2.0 years ago

    @Michiko
    The connection between the gunbit and the MS is not working and I cannot proceed.

  • from mercury 2.0 years ago

    @TheTomatoLover
    Did I say something weird?

  • from mercury 2.0 years ago

    @StonedOutBurger
    1. No good ideas for stable connection of the gunbit to the ms and rifle.
    2. I am busy with modeling (I'm creating avatar models for VRChat).
    As for 2, it will be done soon, but I may give up because I don't know what will happen with 1.
    In the meantime, I still have some motivation left.

  • The Big-O 2.0 years ago

    @IDNSatyaSlebew
    Example of Para-II
    I'm not sure, but I tried IV and it did not work correctly.
    The file may have been old, before the bug was removed.
    But there is nothing more I can do as I do not have any other IV files on hand other than this one.

    +1
  • The Big-O 2.0 years ago

    @IDNSatyaSlebew
    I don't have specific information, so I don't know, but most of the people who say similar things are cases where the range or direction (invert) of the rotator is wrong.

  • The Big-O 2.0 years ago

    My personal usability was not bad.
    But in most cases II or III would have sufficed.
    Also, there are too many annotations and elements, and we do not have the ability to prepare sufficient answers that will be understood when asked about them.

  • The Big-O 2.0 years ago

    @IDNSatyaSlebew
    Maybe it's about this.
    I don't remember much, but I think what was posted as a build was just a demonstration sample.
    .
    I-III corrected parallax by inputting the relative position of the turret and cockpit as a numerical value in advance.
    In contrast, IV is a new version that reads the turret position from an additional cockpit variable output...I think.

    +1
  • The Big-O 2.0 years ago

    @IDNSatyaSlebew
    Is it this file?

  • Dassault Mirage-IIIE 2.1 years ago

    @Bryan5
    Looks like another curator already did that before I saw the notification.

    +1
  • SP Label Converter 2.1 years ago

    @Roomba
    Select en from the radio buttons in the lower right corner of the screen

  • Lead Indicator Challenge 2.1 years ago

    @LoneSpaceGaming
    I made, but this feels like a very common thing already.

    +2
  • 2DActionTest#2 2.1 years ago

    • Add double jump - done(May be deleted in the future.)
    • Integration of background and outer frame into labels - done
    • Add fall damage - done (needs adjustment).
    • Add Crawling and corresponding hitbox changes - done
    • Moving floor - behaviour problems when player on it
    • Add more graphics - progress

  • How do I make a rotator stable? 2.1 years ago

    @MrShenanigansSP
    To be precise, rigid body groups are divided according to parts that move, such as rotators.
    This means that you can increase any of the parts as long as they belong to the same section as the cockpit.
    The important thing is to lighten the weight towards the end sections.

    +1
  • How do I make a rotator stable? 2.2 years ago

    Image previously sent to others.
    terminal parts could be with massscale=0.

    +3
  • TestPlay 2.2 years ago

    @jamesPLANESii
    Maybe it's not impossible to do, but I wouldn't try...
    I don't think it's realistic.
    Both in terms of processing speed and coding effort...

    +1
  • TestPlay 2.2 years ago

    @BogdanX
    I would like to do it someday.
    But since I don't have a clear image of the work I want to make yet, it will probably be a very future.

  • Fl•ppyBird 2.2 years ago

    @Timplanes

    I am not sure if this is correct, but I based it on this.

    +1