@FOXG link
Copy the Controlbase, the cameras connected to it, and all the variables.
Place ControlBase in the center of the work and enter any value for CamOffset_X/Y/Z.
@FOXG
If you mean you want the camera to rotate around the character, as in my work in progress, I can show you how to do it.
(I'll have to ask you to wait, though, because I'm busy with school.)
@FOXG
(Please note that the following is biased based on my experience)
- Add connections manually whenever possible.
- Use only partial copies (center button) for mirror copies.
- Whenever possible, fuselage connections should be made only between cross sections; avoid connecting parts to the sides or connecting multiple parts to one surface.
-Save frequently. The undo button or Ctrl+Z will never help you.
-If it freezes, remove your hand from the mouse to prevent the pointer from moving.
-Listen to the sound. If you hear a sound effect like a twig snapping even though it is not intended, it is a signal that connections here and there are ruined at that moment.
-When connecting multiple parts to a single part, do not use the fuselage as a connection point. Connecting many parts to the connection point of the fuselage can easily cause auto reconnection.
-When editing fuselage, move the editing target and the parts connected to it away from the main body.
If you are careful about these things, you will be able to control the situation to some extent.
This is the last post before completion.
The armament and UI have not yet been finalized, but if we keep motivated, we may be able to complete the project by the end of the year.
TDCS (Thrust distribution control system (推力配分制御システム))
A system that stabilizes the aircraft by fully automatically adjusting thrust distribution based on information such as the direction of propulsion, vector, and angular velocity.
I think this is effective for mechs that shift their center of mass due to transform and posing, and for works that can be purged of heavy parts such as armor and drop tanks.
Since the exterior design was not finalized, the code for the control was assembled first.
VR or joysticks are recommended, but can probably be handled intuitively with a phone.
If you mean connecting the control base to the end of the control base(Use on both hip joint and knee, etc.), it is possible.
However, when used as an actuator, this is not a problem, but when used as the original input device for VR, it may start to shake.
.
,
If you are talking about combining multiple inputs, you can use FunkyTree with a variable system. Or you can use the same RotationAxis with multiple columns.
.
In the former case.
Normally, ControlBase only accepts the default Input, but by matching the name of the variable with the ControlBase's Input, you can have it controlled by FunkyTree. pic
.
In the latter case.
You need to open the xml file of the work directly, but by duplicating the image part, you can increase the rotation axis (probably infinitely)
For example, if you have two RotationAxis in the x-direction and assign Pitch and Roll to each, you can rotate in the same direction regardless of whether you operate Pitch or Roll. pic
(Please note that these are personal opinions.)
1. Reduce the number of pieces as much as possible.
2. The base of the rotator should be connected closer to the cockpit.
3. Increase the massScale at the base of the rotator rather than at the end.
4.If massScale is set less than 0.05, it becomes unstable. If possible, 0.5 or higher would be better. If the text is difficult to read
@SilverStar
It originally originated in Britain in the 19th century.
Othello, mentioned in other comments, is a fine-tuned version of reversi rules, commercialized by a Japanese company.
@Blub00The00Builder
Currently impossible.
But with some changes to the camera priority settings it would not be impossible.
I may add it next time I update the mod, if I remember.
@rexzion
Raising the weight can avoid this to some extent, but unfortunately, it cannot cure it completely.
Well… it's surprising enough that it made it this far, since the joystickBase was never designed to be moved many kilometers in the first place.
@Flash0of0green
Give me a break. We're learning Unity and C# from scratch, and I've managed to make something that works.
Of course I would if I could,if I could.
I'm still working on that effort. Because of this, none of the projects that were supposed to be done have progressed.
So I can only say one thing now. If you're not satisfied with the status quo, you create the alternative.
If you want to offset by 1/3(33.33…%), just add 360/3=120.
sin(sum(clamp(Pitch,-1,1) *1200))
sin(sum(clamp(Pitch,-1,1) *1200)+120)
sin(sum(clamp(Pitch,-1,1) *1200)+240)
.
cosθ=sin(θ+90). That's a 1/4 (25%) offset, so I wouldn't recommend using it here.
Also, since tanθ=sinθ/cosθ, the waveform is completely different.
Rename any weapon to "TLS" (it does not have to be fireable, just to show the name in the list) and set the minigun's AvtivationGroup to [ SelectedWeapon = "TLS" ].
@Mixx
I think it is probably due to the lack of Unity's Mac Build Support.
I will try to add the module (for some reason, it seems I need to reinstall Unity entirely) and rebuild, but since I don't have a Mac environment at hand, I can't check and can't guarantee that it will work.
Unfortunately, the left eye must be sacrificed in the current situation, and improving this specification has proven to be almost impossible due to technical problems.
@Mixx
First, I'm sure time will solve on this, but none of the mods I have been able to identify currently support Single Pass Stereo rendering.
.
Second,draw the screen foremost to prevent it from being blocked by other parts.
If this is done, the screen will be drawn in front of the exterior from the third-person viewpoint, so it should not be drawn when the camera is away from the screen.
.
Also, due to SP rendering specifications, the front-most rendering code would not function properly after a certain distance, so the screen had to be placed very close to the camera.
Screens at close range can be very uncomfortable in the stereoscopic view of VR.
As a countermeasure, we are planning to create a pseudo distant plane by displaying separate images for the left and right eyes, and if possible, stereoscopic viewing, but we are having difficulty in making adjustments.
.
In addition, although not shown in the video, the HMD also has the ability to synthesize an interface such as a HUD shot with a different camera onto the HMD image.
.
This mod is not expected to be user-friendly due to the fact that it was developed just to get the only build shown in the video to work and that it does not have sufficient knowledge of working with C#.
By Ctrl+clicking on the Armed Group in the CountermeasuresDispenser, you can open the FT input screen and set the FT. However, when I go out to the map, the code I entered in that area is erased.
@NatsukiHoshino
Currently, only able to acquire up to the current vector on the target's world coordinates, and we believe it would be very difficult to achieve higher accuracy for targets that are turning at high speeds.
I am not happy with this, nor do I know everything about this website, but as it stands I believe it boasts better accuracy than at least half of what is here.
PS: I received a comment that "I don't know how to download from the link".
Therefore, I have rewritten it to one that automatically downloads.
I wish it would default to this link.
追記。
「リンク先からダウンロードする方法が分からない」というご意見を頂いたため当該リンクをデフォルトの共有用リンクからダウンロード専用リンクに書き換えました。
@OrderlyHippo
It is possible.
I know this is not an appropriate example, but I'll leave you with something I've used before in the process of creating this spreadsheet. link
@marcox43 it's quicker to look
It's no wonder it failed a few years ago.
The only reason this works is because of the new features available since version 1.12 (or Beta 1.11.104).
.
And it is not yet at a level where power can be extracted.
@FOXG
link
Copy the Controlbase, the cameras connected to it, and all the variables.
Place ControlBase in the center of the work and enter any value for CamOffset_X/Y/Z.
@FOXG
If you mean you want the camera to rotate around the character, as in my work in progress, I can show you how to do it.
(I'll have to ask you to wait, though, because I'm busy with school.)
Sorry for the difficult to read and lengthy text.
@FOXG
(Please note that the following is biased based on my experience)
- Add connections manually whenever possible.
- Use only partial copies (center button) for mirror copies.
- Whenever possible, fuselage connections should be made only between cross sections; avoid connecting parts to the sides or connecting multiple parts to one surface.
-Save frequently. The undo button or Ctrl+Z will never help you.
-If it freezes, remove your hand from the mouse to prevent the pointer from moving.
-Listen to the sound. If you hear a sound effect like a twig snapping even though it is not intended, it is a signal that connections here and there are ruined at that moment.
-When connecting multiple parts to a single part, do not use the fuselage as a connection point. Connecting many parts to the connection point of the fuselage can easily cause auto reconnection.
-When editing fuselage, move the editing target and the parts connected to it away from the main body.
If you are careful about these things, you will be able to control the situation to some extent.
I don't know if this will help.
+2This is the last post before completion.
The armament and UI have not yet been finalized, but if we keep motivated, we may be able to complete the project by the end of the year.
Number of variables used
+2reversi:73
tetris:143
this:159(temporary)
Test of TDCS and command input.
previous
@Genke
original content
Since the exterior design was not finalized, the code for the control was assembled first.
VR or joysticks are recommended, but can probably be handled intuitively with a phone.
@FOXG
ok.その説明で完全に理解しました。
ControlBaseにActivationGroupを直接設定することはできません。
ただ、変数の方にActivationを設定すれば目的の挙動を取らせる事は出来ます。
具体的な方法については文面で説明するのが面倒なので、作例を送ります。
sample
Sorry for the terribly long post.
I can't write English without computer translation.
@FOXG
Sorry... I'm not sure what you mean by groups.
If you mean connecting the control base to the end of the control base(Use on both hip joint and knee, etc.), it is possible.
However, when used as an actuator, this is not a problem, but when used as the original input device for VR, it may start to shake.
.
,
If you are talking about combining multiple inputs, you can use FunkyTree with a variable system. Or you can use the same RotationAxis with multiple columns.
.
In the former case.
Normally, ControlBase only accepts the default Input, but by matching the name of the variable with the ControlBase's Input, you can have it controlled by FunkyTree.
pic
.
In the latter case.
You need to open the xml file of the work directly, but by duplicating the image part, you can increase the rotation axis (probably infinitely)
For example, if you have two RotationAxis in the x-direction and assign Pitch and Roll to each, you can rotate in the same direction regardless of whether you operate Pitch or Roll.
pic
You can also use ControlBase to handle multiple axes in a single part, but the method is a bit more complicated.
(Please note that these are personal opinions.)
1. Reduce the number of pieces as much as possible.
2. The base of the rotator should be connected closer to the cockpit.
3. Increase the massScale at the base of the rotator rather than at the end.
4.If massScale is set less than 0.05, it becomes unstable. If possible, 0.5 or higher would be better.
If the text is difficult to read
@SilverStar
It originally originated in Britain in the 19th century.
Othello, mentioned in other comments, is a fine-tuned version of reversi rules, commercialized by a Japanese company.
@Sm10684
+1That is a registered trademark occupied by MegaHouse rather than the type of game itself.
If others use that name, they are killed by law.
@TheOneAndOnlyToad @ShiroNeko @TheCommentaryGuy
+4Take those topics elsewhere.
@Blub00The00Builder
Currently impossible.
But with some changes to the camera priority settings it would not be impossible.
I may add it next time I update the mod, if I remember.
@rexzion
+1Raising the weight can avoid this to some extent, but unfortunately, it cannot cure it completely.
Well… it's surprising enough that it made it this far, since the joystickBase was never designed to be moved many kilometers in the first place.
@Freerider2142
+4Yeah...FT has no way of knowing where the checkpoints are, so you have to manually re-enter the route.
regulation
Click here for build data.
It can be run on a smartphone, but it is recommended to use a PC with sufficient performance, as the simulation may fail.
@Mixx
Thanks for the report.
If you find any problems, please do not hesitate to tell us.
@Flash0of0green
+3Give me a break. We're learning Unity and C# from scratch, and I've managed to make something that works.
Of course I would if I could,if I could.
I'm still working on that effort. Because of this, none of the projects that were supposed to be done have progressed.
So I can only say one thing now.
If you're not satisfied with the status quo, you create the alternative.
If you want to offset by 1/3(33.33…%), just add 360/3=120.
+1sin(sum(clamp(Pitch,-1,1) *1200))
sin(sum(clamp(Pitch,-1,1) *1200)+120)
sin(sum(clamp(Pitch,-1,1) *1200)+240)
.
cosθ=sin(θ+90). That's a 1/4 (25%) offset, so I wouldn't recommend using it here.
Also, since tanθ=sinθ/cosθ, the waveform is completely different.
pic
itself
Rename any weapon to "TLS" (it does not have to be fireable, just to show the name in the list) and set the minigun's AvtivationGroup to [ SelectedWeapon = "TLS" ].
I may have missed something, but I have previously researched and compiled this information.
Here
@Mixx I did an update.
+1@Mixx
+2Sorry, I forgot to include it.
I will upload the correct one as an official update in a few days, so please wait a bit.
Does this work?
@Mixx
@Mixx
+1I think it is probably due to the lack of Unity's Mac Build Support.
I will try to add the module (for some reason, it seems I need to reinstall Unity entirely) and rebuild, but since I don't have a Mac environment at hand, I can't check and can't guarantee that it will work.
Unfortunately, the left eye must be sacrificed in the current situation, and improving this specification has proven to be almost impossible due to technical problems.
+4@Mixx
No, we are not modifying the game system.
Simply put, we are just adding monitor parts that use custom shaders.
Sorry, I'm not very good at putting these kinds of sentences together.
@Mixx
+2First, I'm sure time will solve on this, but none of the mods I have been able to identify currently support Single Pass Stereo rendering.
.
Second,draw the screen foremost to prevent it from being blocked by other parts.
If this is done, the screen will be drawn in front of the exterior from the third-person viewpoint, so it should not be drawn when the camera is away from the screen.
.
Also, due to SP rendering specifications, the front-most rendering code would not function properly after a certain distance, so the screen had to be placed very close to the camera.
Screens at close range can be very uncomfortable in the stereoscopic view of VR.
As a countermeasure, we are planning to create a pseudo distant plane by displaying separate images for the left and right eyes, and if possible, stereoscopic viewing, but we are having difficulty in making adjustments.
.
In addition, although not shown in the video, the HMD also has the ability to synthesize an interface such as a HUD shot with a different camera onto the HMD image.
.
This mod is not expected to be user-friendly due to the fact that it was developed just to get the only build shown in the video to work and that it does not have sufficient knowledge of working with C#.
It also includes stereoscopic features for VR, but may be rejected due to the possibility of unforeseen health hazards.
This was not possible with the existing mod, so we created a dedicated shader and mod.
@YEEEETplane
Thanks. No problem.
By Ctrl+clicking on the Armed Group in the CountermeasuresDispenser, you can open the FT input screen and set the FT. However, when I go out to the map, the code I entered in that area is erased.
+3@NatsukiHoshino
Currently, only able to acquire up to the current vector on the target's world coordinates, and we believe it would be very difficult to achieve higher accuracy for targets that are turning at high speeds.
I am not happy with this, nor do I know everything about this website, but as it stands I believe it boasts better accuracy than at least half of what is here.
PS: I received a comment that "I don't know how to download from the link".
Therefore, I have rewritten it to one that automatically downloads.
I wish it would default to this link.
追記。
「リンク先からダウンロードする方法が分からない」というご意見を頂いたため当該リンクをデフォルトの共有用リンクからダウンロード専用リンクに書き換えました。
@OrderlyHippo
It is possible.
I know this is not an appropriate example, but I'll leave you with something I've used before in the process of creating this spreadsheet.
link
I don't know if I'm meeting your expectations.
+2@NatsukiHoshino
+1I have an idea and will try it, but don't expect.
@marcox43
+1it's quicker to look
It's no wonder it failed a few years ago.
The only reason this works is because of the new features available since version 1.12 (or Beta 1.11.104).
.
And it is not yet at a level where power can be extracted.
Select "Remove" from "▽" next to "Download".
@GrandmasterPotato
+2Not strictly walking, but I made it once six months ago.
This is a compilation of experimental records, memes, and other crap since January 2022.
The use of magnetic arms to climb high steps is impressive.
+4