Labels don't support a hybrid of displaying a string and a funky code. What I mean is the boolean selector you've got there is using one string (when it's off), and a funky trees expression when it's on. I would say have the label on a piston which extends when the system is turned on. Have the label itself always display the target's distance.
@X99STRIKER Not a problem.
.
There should be a third variables tutorial video out this Sunday, with content such as common mistakes I've seen people make, and some more ways to use the variables system.
@X99STRIKER So you are trying to activate guns using custom controls, with the core idea being a button activating a gun just like setting the armed group in the settings?
@MRFOXY09 Erm....
.
You can view more information here, but the plane will be over 4000 parts and will use at least 3 mods. I am planning on making several variants, such as a flying cockpit.
.
Also it is a good idea to use the reply function, I didn't see your message until I came across this forum.
@BeastHunter @X99STRIKER Remember to set the interactionType of the switches. I mention that in this video
.
In the case of the mentioned post which can be found fixed here, you want it set to Toggle. If the switch/button is controlling a default AG, then interactionType does not need to be added. However if you set the input to something other than an AG, interactionType needs to be set or the switch/button will act like it is set to Continuous.
@jamesPLANESii No idea, I do not know why it isn't and I believed a switch was always clickable, with no option to disable it. Might be some broken 1.12.123 things.
Open the plane's xml file in a text editor, find the part with the attribute of scale="0,0,0", and change it to something else, like scale="1,1,1". Save the file, and load the plane in the designer.
Bug Report: Cylinder Grips cannot be interacted with at all. No highlight, nothing. Video of behaviour. Note the time it seemed to move with the cursor is when I throttled up normally. Craft for inspection. Device used.
@UniversalSpace I understand, just thought it would be helpful.
.
I can't help you anymore though, due to my lack of knowledge on making labels do insane things.
Here's the updates:
1.11 Beta
1.11 Final
1.12 Beta (A while ago)
1.12 Final (A while ago)
Note: 1.12 just added VR features, and some tiny tweaks
1.12.120 (Beta)
- New wheels
- Some other stuff
1.12.121 Final is coming soon, likely next week.
To take this a step further and get truly accurate RPM, divide the value by 1000 and then put that on a standard, unmodified RPM dial. Then you have a dial which accurately displays RPM.
I was looking for a vehicle to use with this city mod, and I finally found one! Great job, very realistic, and finally something the right scale for the roads of the city.
Bug 3 of 3: (Not from beta but still a bug)
The blue selection thing which appears when interacting with any of the new interactable parts (switches, buttons, levers, yokes, throttles etc.), it normally disappears. This is fine and is as intended.
.
If I take damage, and show damage (F11 or the button in the menu), every single interactable part I click/hover on retains its blue selection thing until I hide damage. When I show damage again, all the things I touched are blue again (the selection thing).
Bug 2 of 3: (Sorta fixed it but not really)
A yoke has a tooltip, right? If I set a yoke's tooltip to something, say "Captain's Yoke", one side has that as the tooltip, but the other has a tooltip of "Pitch Roll". Upon further investigation I realized the yoke actually has two of these "Posed Grip" modules, and I was only giving one a tooltip. But the fact is, if a tooltip (at least on a yoke) is left empty, a tooltip called "Pitch Roll" takes its place.
Bug 1 of 3:
A problem with the new setup of interacting with the yoke, throttles, and control grips (and similar) introduced with the update is you can't actually move a control grip with the mouse cursor. I can't test this in VR (I don't have it), but I am pretty sure this works in VR, but not on PC.
I've personally seen this happen a lot.
+1T
+1Labels don't support a hybrid of displaying a string and a funky code. What I mean is the boolean selector you've got there is using one string (when it's off), and a funky trees expression when it's on. I would say have the label on a piston which extends when the system is turned on. Have the label itself always display the target's distance.
This is a comment.
@CarrotSlicingCat No ideas, just saw the potential for the t
@CarrotSlicingCat It's not actually a tag request
tag requests will be removed
T
lol
+1Tuesday isn't the 2nd day of the week. It's the 3rd day. But still, 22022022 is cool
This tutorial is better than mine.
+2@Rsouissi I'm not working on it right now and it is very specific to the aircraft.
+3@Rsouissi Oh yeah...
+2.
Still thinking about the actual FT, but you take the code rate(Fuel) and divide it by the number of engines.
@X99STRIKER Not a problem.
+1.
There should be a third variables tutorial video out this Sunday, with content such as common mistakes I've seen people make, and some more ways to use the variables system.
@X99STRIKER I tried, but I can't seem to get it working. I would say just have one group.
+1@X99STRIKER So you are trying to activate guns using custom controls, with the core idea being a button activating a gun just like setting the armed group in the settings?
@MRFOXY09 Erm....
.
You can view more information here, but the plane will be over 4000 parts and will use at least 3 mods. I am planning on making several variants, such as a flying cockpit.
.
Also it is a good idea to use the reply function, I didn't see your message until I came across this forum.
Also, this post tells me I need to stop making random let's plays on Minecraft and make more variables tutorial videos.
+1@BeastHunter @X99STRIKER Remember to set the interactionType of the switches. I mention that in this video
+2.
In the case of the mentioned post which can be found fixed here, you want it set to Toggle. If the switch/button is controlling a default AG, then interactionType does not need to be added. However if you set the input to something other than an AG, interactionType needs to be set or the switch/button will act like it is set to Continuous.
@MRFOXY09 Like this? (Excuse my professional drawing skills)
@F1849 Too many parts, plus I'm going to make a flying cockpit for mobile anyway.
@Iamanoob If it's unlisted then it's fine, I don't see it at all. It's public posts which the community can see which are the problem.
why
+1It's also useful for ILS systems
@jamesPLANESii No idea, I do not know why it isn't and I believed a switch was always clickable, with no option to disable it. Might be some broken 1.12.123 things.
Switch for lights can not be clicked
I can't get the DX11 tab to show up.
+3Button with a variable
Piston on the ground
Look at this for ideas
@Soardivision160th Actually - I'm currently working on a better one. You can check out my current one (few small bugs) here!.
@realSavageMan First ever comment by you
I'm working on a custom autopilot with adjustable altitude, heading, and vertical speed. I am going to make a tutorial.
+1@BeastHunter Hmmmm...
+2Open the plane's xml file in a text editor, find the part with the attribute of scale="0,0,0", and change it to something else, like scale="1,1,1". Save the file, and load the plane in the designer.
+2Bug Report: Cylinder Grips cannot be interacted with at all. No highlight, nothing. Video of behaviour. Note the time it seemed to move with the cursor is when I throttled up normally.
+2Craft for inspection.
Device used.
@UniversalSpace I understand, just thought it would be helpful.
+1.
I can't help you anymore though, due to my lack of knowledge on making labels do insane things.
If you want a FA-18C, check out this post.
+2Use This HUD. For screens, not sure. It's definitely possible, but waayyyy out of my range.
+1T
rrrrrrr when truck
SP Physics weird.
+1Here's the updates:
+11.11 Beta
1.11 Final
1.12 Beta (A while ago)
1.12 Final (A while ago)
Note: 1.12 just added VR features, and some tiny tweaks
1.12.120 (Beta)
- New wheels
- Some other stuff
1.12.121 Final is coming soon, likely next week.
Sees YouTube link
+1It doesn't start with dQw, and is therefore not a rick roll
Clicks link
DUDUDUDUDUA
aaaaaaaaaaaaaaaaaaaaaa
Looks nice
Part, accept the fact I dictate where you go on this aircraft, and what connections you make with your fellow parts. Stop defying my authority
@Phoebe True. When I first made the switch, I was horrible. Then I got better after a year and now I make excellent builds quickly.
To take this a step further and get truly accurate RPM, divide the value by 1000 and then put that on a standard, unmodified RPM dial. Then you have a dial which accurately displays RPM.
+1It needs to be a boolean.
+2EjectionAct > 0
I was looking for a vehicle to use with this city mod, and I finally found one! Great job, very realistic, and finally something the right scale for the roads of the city.
+1@X99STRIKER yes
Bug 3 of 3: (Not from beta but still a bug)
The blue selection thing which appears when interacting with any of the new interactable parts (switches, buttons, levers, yokes, throttles etc.), it normally disappears. This is fine and is as intended.
.
If I take damage, and show damage (F11 or the button in the menu), every single interactable part I click/hover on retains its blue selection thing until I hide damage. When I show damage again, all the things I touched are blue again (the selection thing).
Bug 2 of 3: (Sorta fixed it but not really)
A yoke has a tooltip, right? If I set a yoke's tooltip to something, say "Captain's Yoke", one side has that as the tooltip, but the other has a tooltip of "Pitch Roll". Upon further investigation I realized the yoke actually has two of these "Posed Grip" modules, and I was only giving one a tooltip. But the fact is, if a tooltip (at least on a yoke) is left empty, a tooltip called "Pitch Roll" takes its place.
Bug 1 of 3:
A problem with the new setup of interacting with the yoke, throttles, and control grips (and similar) introduced with the update is you can't actually move a control grip with the mouse cursor. I can't test this in VR (I don't have it), but I am pretty sure this works in VR, but not on PC.