@IzzyIA
From your comments and the renderer v4, it looks almost identical to mine as far as rendering the vertices.
(There is a difference between perspective or parallel projection, but the only difference is whether the x,y position is midwifed by z-depth or not.)
The drawing of the line is simply a straight line completion and laying down periods and minus signs based on the x,y positions of the vertices after passing through a rotation matrix and other processing.
But the aspect ratio of character symbols is limited, so if one tries to draw thin or long lines, a large number of characters must be lined up to compensate.
Also, this was a mistake that I realized later, but multibyte characters are very demanding on the terminal, and because I was using multibyte characters for some of the lines, it was putting an extra load on the device.
I once tried drawing wireframes to create a UI for a landing aid, but the load on the terminal was unnecessarily large, and then it became tedious, so I quit. Prototype1 Prototype2
@luoxue
Both character spacing and line spacing refer to "spacing" items.
The output xml is fully compatible with the xml of the SubAssembly.
Put the output xml into %APPDATA%\LocalLow\Jundroo\SimplePlanes\SubAssemblies and load it from SubAssemblies in the game.
(If you don't know what APPDATA is, look it up yourself, it's essential knowledge if you want to play games on your pc.)
@luoxue
Software does not start from exe -> Check your antivirus software, build a python environment and start from py file, or give up using it.
.
The software is launched but you don't know how to use it -> Select the image file from the top browse, change the settings if necessary, and press run in the lower right corner. Anything more than that cannot be explained with my language skills.
@Zaineman
If you want an instantaneous value, you can use rate(Altitude). If you want the average speed over a period of time, you can use this, although it is a little more complicated.
I noticed the mention about 50 minutes ago, but the post disappeared while I was reading it. (Perhaps I should have replied with something when I noticed it.)
Should I continue working on it?
@ARMAGEDONGeneral @DCSplanepro12
This mod was compiled with the latest version of ModTool, so if you are using an older version of SP, you may be experiencing version compatibility issues. From the title screen, press "About" and make sure your SP version is 1.12.203.0 or later.
(I lowered the Sp version to 1.11.106.2 for something else and encountered a phenomenon where mods disappear from the list.)
@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.
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.
@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.
@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.
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 .
@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.
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.
@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).
@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.
@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.
@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.
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.
@BaconAircraft
Tip: The color of the crushing effect on the glass fuselage can be freely set.
(Don't worry, if I do make it, I don't intend to upload that kind of direct expression to this site.)
If TGTPOS_L was before it was tuned, it could have been a simple replacement as you mentioned. (Since the early ones obtained relative coordinates in the world coordinate system and converted them to the local coordinate system with a rotation matrix.)
@11qazxc
The part of TGTPOS that acquires relative coordinates and the part that converts to the local coordinate system are fused together by tuning to reduce load and cannot be separated.
The coordinates of the cockpit and missiles are then in the world coordinate system.
To add them to TGTPOS, they must be converted to local coordinate system values.
The rotation matrices used to transform the coordinate system are relatively loaded, so it is not a good idea to use them in two places: the TGTPOS and the cockpit & missile coordinates.
Therefore, instead of using TGTPOS_L, we first obtain the target coordinates in the world coordinate system, change them to the missile coordinates as the origin, and finally use a rotation matrix to align them with the missile coordinate system.
@JkPlanes6987
Probably around Feb. 25 to early March
@IzzyIA
From your comments and the renderer v4, it looks almost identical to mine as far as rendering the vertices.
(There is a difference between perspective or parallel projection, but the only difference is whether the x,y position is midwifed by z-depth or not.)
The drawing of the line is simply a straight line completion and laying down periods and minus signs based on the x,y positions of the vertices after passing through a rotation matrix and other processing.
But the aspect ratio of character symbols is limited, so if one tries to draw thin or long lines, a large number of characters must be lined up to compensate.
Also, this was a mistake that I realized later, but multibyte characters are very demanding on the terminal, and because I was using multibyte characters for some of the lines, it was putting an extra load on the device.
I once tried drawing wireframes to create a UI for a landing aid, but the load on the terminal was unnecessarily large, and then it became tedious, so I quit.
Prototype1
Prototype2
@luoxue
Both character spacing and line spacing refer to "spacing" items.
The output xml is fully compatible with the xml of the SubAssembly.
Put the output xml into %APPDATA%\LocalLow\Jundroo\SimplePlanes\SubAssemblies and load it from SubAssemblies in the game.
(If you don't know what APPDATA is, look it up yourself, it's essential knowledge if you want to play games on your pc.)
@luoxue
Software does not start from exe -> Check your antivirus software, build a python environment and start from py file, or give up using it.
.
The software is launched but you don't know how to use it -> Select the image file from the top browse, change the settings if necessary, and press run in the lower right corner. Anything more than that cannot be explained with my language skills.
@Graingy
You better learn to use a search engine.
@Zaineman
If you want an instantaneous value, you can use
rate(Altitude)
. If you want the average speed over a period of time, you can use this, although it is a little more complicated.I noticed the mention about 50 minutes ago, but the post disappeared while I was reading it. (Perhaps I should have replied with something when I noticed it.)
Should I continue working on it?
@hpgbproductions
Thx
@WNP78
Thank you.
I've never touched reflection so I don't know if I can handle it, but I'll take the opportunity to give it a try.
@WNP78
If you don't mind, could you let me know?
@ARMAGEDONGeneral @DCSplanepro12
This mod was compiled with the latest version of ModTool, so if you are using an older version of SP, you may be experiencing version compatibility issues. From the title screen, press "About" and make sure your SP version is 1.12.203.0 or later.
(I lowered the Sp version to 1.11.106.2 for something else and encountered a phenomenon where mods disappear from the list.)
@S1lly
It is so much simpler than that one.
@BRNavyPilot
I think it is faster to actually try such things than to ask people.
@BRNavyPilot
No other mods or files are required.
This mod should work by itself.
@DCSplanepro12
I don't know
@mondrianman
I just didn't have other aircraft suitable for checking the operation of the components.
@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.
Maybe you should check to see if you get the same problem once in the default state with no editing at all?
@ToeTips
yes, beginning of code.
Try adding it to the first line.
{Activate1?"":"<voffset=-1200px>."}
@StinkyRice
Yes, the basic structure was inspired by that work.
That was quite an interesting work.
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.
@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.
Very interesting... I can't wait to see it released.
@AfkSlot
Not yet.
I'm writing an auto-aim FT now.
@StinkyRice
Depending on motivation, probably within the year.
@StinkyRice
2038.
@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.
I forgot to mention that the MS container used in the image can be downloaded here
For now, I have to face the final exam and report.
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 .
@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.
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.
@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).
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.
@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.
@StonedOutBurger
Just moved the alpha value of the text label.
The variable names are different because they were copied from Tetris, but the shell unit contains almost the same thing as this.
@Michiko
The connection between the gunbit and the MS is not working and I cannot proceed.
@TheTomatoLover
Did I say something weird?
@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.
@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.
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.
@IDNSatyaSlebew
Is it this file?
@Roomba
Select en from the radio buttons in the lower right corner of the screen
@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.
@BaconAircraft
Tip: The color of the crushing effect on the glass fuselage can be freely set.
(Don't worry, if I do make it, I don't intend to upload that kind of direct expression to this site.)
If TGTPOS_L was before it was tuned, it could have been a simple replacement as you mentioned. (Since the early ones obtained relative coordinates in the world coordinate system and converted them to the local coordinate system with a rotation matrix.)
@11qazxc
The part of TGTPOS that acquires relative coordinates and the part that converts to the local coordinate system are fused together by tuning to reduce load and cannot be separated.
The coordinates of the cockpit and missiles are then in the world coordinate system.
To add them to TGTPOS, they must be converted to local coordinate system values.
The rotation matrices used to transform the coordinate system are relatively loaded, so it is not a good idea to use them in two places: the TGTPOS and the cockpit & missile coordinates.
Therefore, instead of using TGTPOS_L, we first obtain the target coordinates in the world coordinate system, change them to the missile coordinates as the origin, and finally use a rotation matrix to align them with the missile coordinate system.