@DerAtomherbst Rip.
It's kinda easy to build custom gear, just needs practice.
One thing to note is unless you are throwing blocks together, at least one part needs nudging.
I might make a tutorial on how to make custom landing gear.
@Soardivision160th The simple code we want is smooth(Throttle, x)
replace x with a number. Higher values are faster speeds and lower values area lower speeds.
How is the engine powered? A normal throttle input? It is perfectly doable, I just need the input of the engine to get coding (it'll take like 1 minute).
@BaconAircraft Yeah, I was trying to fix the jerky motion from the original and thought this would help. It sort fixes things, however by fixing some things with the target using smoothing it also helped. I recently learned about sine waves in school and am going to put that to use for even smoother transitions.
@AVERAGEAVIATIONENJOYER I have found the issue. In the two buttons, you set the input to be inA or deA, not in or de. Remove the "A" from them and it works fine.
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 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....
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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.
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Also it is a good idea to use the reply function, I didn't see your message until I came across this forum.
@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.
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.
Nice plane! There's some potential for use of the variables system for the lights, and other systems around the plane. I have made some tutorials on this, and the first one is quite useful for engine startups and other realistic startups without activation groups.
@AndrewGarrison Latest beta (1.12.121), and my device is My new gaming PC, running Windows 11 Home. Interesting is when I downloaded someone else's plane, the bug didn't occur to the wheels.
.
A bug which wasn't noted in this update is when damage is taken, and damage is shown (by pressing F11 or in the menu), any switch, button (or the new grippable parts), is selected by, say, hovering the cursor over them, the blue highlight will stay highlighted until damage is hidden. When damage is shown again, they will again be highlighted (not erased when damage is hidden)
Do not click those buttons unless you want the universe to implode.
@DerAtomherbst Rip.
It's kinda easy to build custom gear, just needs practice.
One thing to note is unless you are throwing blocks together, at least one part needs nudging.
I might make a tutorial on how to make custom landing gear.
@DerAtomherbst So I heard you needed a pdf
@Zaineman It was very detailed.
I had a look, and everything seems symmetrical. I'm not sure why it rolls. Sorry.
@Soardivision160th Why don't you post it and I'll have a look.
I use this to separate lines.
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It is a good suggestion tho.
@Chickenlittle Sure, go ahead
@Soardivision160th The simple code we want is smooth(Throttle, x)
replace x with a number. Higher values are faster speeds and lower values area lower speeds.
How is the engine powered? A normal throttle input? It is perfectly doable, I just need the input of the engine to get coding (it'll take like 1 minute).
@Spillo Ok
@Spillo Thanks
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Random question - do you have Discord?
The ILS and navigation system is AMAZING!!!
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I'd really like to use this in my upcoming SWL-120
Test comment based on the forum post.
69 upvotes... rip
This
@BaconAircraft Yeah, I was trying to fix the jerky motion from the original and thought this would help. It sort fixes things, however by fixing some things with the target using smoothing it also helped. I recently learned about sine waves in school and am going to put that to use for even smoother transitions.
@AVERAGEAVIATIONENJOYER I have found the issue. In the two buttons, you set the input to be inA or deA, not in or de. Remove the "A" from them and it works fine.
@AVERAGEAVIATIONENJOYER I'll have a look.
First
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.
This is a comment.
@CarrotSlicingCat No ideas, just saw the potential for the t
@CarrotSlicingCat It's not actually a tag request
Tuesday isn't the 2nd day of the week. It's the 3rd day. But still, 22022022 is cool
@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.
@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.
It'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
Button 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
T
rrrrrrr when truck
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.
@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.
If you could upload the plane unlisted and tag me on it I could take a look.
Nice plane! There's some potential for use of the variables system for the lights, and other systems around the plane. I have made some tutorials on this, and the first one is quite useful for engine startups and other realistic startups without activation groups.
@AndrewGarrison Latest beta (1.12.121), and my device is My new gaming PC, running Windows 11 Home. Interesting is when I downloaded someone else's plane, the bug didn't occur to the wheels.
.
A bug which wasn't noted in this update is when damage is taken, and damage is shown (by pressing F11 or in the menu), any switch, button (or the new grippable parts), is selected by, say, hovering the cursor over them, the blue highlight will stay highlighted until damage is hidden. When damage is shown again, they will again be highlighted (not erased when damage is hidden)
@AndrewGarrison
Where is the bug report form?
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Another bug is all custom wheels revert to their default paint settings.
@CarrotSlicingCat Yes, but I'd like to know what the craft is.