@ThomasRoderick Someone comes at me with an obvious misconception, I correct it. You're reading way too much into a simple exchange. But yes, after the constant attacks on me and my work, I'm sure I'm more inclined to interpret something as hostile.
@Tessemi ReShade, yes. You just install it to the same folder as SimplePlanes.exe, choosing OpenGL when it asks. You should see a folder called reshade-shaders and SweetFX in the same directory as SimplePlanes.exe, along with some new files. Any custom shaders go in reshade-shaders/Shaders. That's it.
@TheFantasticTyphoon First of all, thanks for the vigilance, and I appreciate the compliment. But every build on SP is open source, so duplicating someone's build style, or using a system someone else developed, would only be stealing if the person doing it didn't give credit -- which he did, so I'm absolutely fine with it.
@enzoBoeing757 I'm not just "great at generating shapes." I'm great at creativity and original thinking. You can look at my earlier work that was made without scripts, you can see that I was building smooth shapes, using fuselage blocks in creative and original ways, even then.
The scripts don't do anything other than increase the efficiency of the process of turning an idea into the final product. It's like a sculptor who develops a mechanical tool that lets him carve stone quicker and easier. It's not as if the tool is doing the sculpting for him, or coming up with creative ideas. You can buy a piano Beethoven used, but that won't make you Beethoven.
@enzoBoeing757 Yeah, but then you have to save every subassembly you want to scale as a separate build, scale it, then save it as a subassembly again, and so on.
@enzoBoeing757 I usually don't like scaling things or using Fine Tuner, because its way of multi-select is very tedious - click on every single part you want to select. I work with subassemblies of several hundred parts, so that would get tiring very quickly.
@enzoBoeing757 Yeah. The problem with using really small fuselage blocks is that the attachment "regions" get bigger than the blocks themselves, so attaching blocks together becomes a real problem -- they go "through" the block you're actually trying to attach them to, and stick to a block behind them.
@Abhishek700 There's no way to set a rotator to be activated when an activation group is off, but you can simulate it using two rotators:
Clone the rotator you want to use this for, so that you have two rotators, R1 and R2, with exactly the same config.
On R2, negate the value of the invert attribute on the InputController.State -- i.e., if R1 has invert="true", R2 should have invert="false".
Set R2's activation group to 8 and R1's activation group to 0.
Mount R2 where you originally intended to mount R1, then mount R1 on top of R2.
Optionally, set R1's position to be the same as that of R2.
This will give you a system where when AG8 is on, R2 will exactly negate the rotation of R1, causing the effective rotation to be zero. When AG8 is off, only R1 will rotate, which is what you want.
@TheFantasticTyphoon No problem. You might want to make the colors a little brighter, if you want to get more attention. Right now it's black ship against black background, very hard to see anything.
@Notaleopard Maybe it's PC-only, but not for that reason. I've tried flying/sailing out in that direction and others, but haven't seen the ship again so far.
I did try to record it, but I have a new PC and the recording software was not configured correctly, so nothing was saved.
@Minecraftpoweer I didn't try targeting it. It can be destroyed with gunfire, though.
@Notaleopard When I saw it, the position was way to the east of Wright. But I can't be sure what position the ship appeared at, because it kept moving with the aircraft (at speeds of 1000 mph or more).
@SimpleMachineIndustry you're welcome
+1@Starscream No, I write my own scripts. You can compare the shapes produced using the other script to mine, there's an obvious difference.
+1Thanks, @TheFantasticTyphoon @Abhishek700
+1@ThomasRoderick Someone comes at me with an obvious misconception, I correct it. You're reading way too much into a simple exchange. But yes, after the constant attacks on me and my work, I'm sure I'm more inclined to interpret something as hostile.
+1This flies quite well, I wasn't expecting that. Nice work.
+1Doesn't interest me @SimpleMachineIndustry
+1@TheFantasticTyphoon Yeah, that's what I thought. You missed something rather important:
Variations of sine curves hardly qualify as a wide variety, don't you think?
+1@Tessemi ReShade, yes. You just install it to the same folder as SimplePlanes.exe, choosing OpenGL when it asks. You should see a folder called reshade-shaders and SweetFX in the same directory as SimplePlanes.exe, along with some new files. Any custom shaders go in reshade-shaders/Shaders. That's it.
+1@TheFantasticTyphoon Interesting. Although I'd call it a "speed trigger" or something like that.
+1@TheFantasticTyphoon Hmm, maybe (thanks for the compliment). I'll look into it. And no, I don't know about the speed limiter.
+1@grizzlitn Merci beaucoup, mon ami :)
+1@Gameboi14 Oh, around and about :)
+1@TheFantasticTyphoon First of all, thanks for the vigilance, and I appreciate the compliment. But every build on SP is open source, so duplicating someone's build style, or using a system someone else developed, would only be stealing if the person doing it didn't give credit -- which he did, so I'm absolutely fine with it.
+1Thanks, @BaconRoll
+1@Ryn176 What if... people were able to create their own HUDs? WWII deflection sights, modern fighter HUDs, sci-fi HUDs...
+1@Ryn176 That was actually prettiy funniy. Needs more Kalinka though.
+1@DPSAircraftManufacturer Not sure what you mean...?
+1@DPSAircraftManufacturer I like big engines. And they are quite powerful, they'll take you to 3600 mph in about 2 seconds with afterburner.
+1@ThomasRoderick A bit anti-climactic, yeah. What can I say, I'm a one-take director.
+1Interesting build. A few things:
@CptJacobson Join the military, they said. Great way to lose weight, they said.
+1@CptJacobson It's only a flesh wound...
+1@enzoBoeing757 I'm not just "great at generating shapes." I'm great at creativity and original thinking. You can look at my earlier work that was made without scripts, you can see that I was building smooth shapes, using fuselage blocks in creative and original ways, even then.
The scripts don't do anything other than increase the efficiency of the process of turning an idea into the final product. It's like a sculptor who develops a mechanical tool that lets him carve stone quicker and easier. It's not as if the tool is doing the sculpting for him, or coming up with creative ideas. You can buy a piano Beethoven used, but that won't make you Beethoven.
+1@Simplemike Sorry, I decided to add some detail to this one. Each nozzle is over 120 parts.... I might make a low part count version later.
+1Nice. A couple of suggestions:
@Simplemike I agree.
+1@enzoBoeing757 Yeah, but then you have to save every subassembly you want to scale as a separate build, scale it, then save it as a subassembly again, and so on.
+1@Frenchyfry Hmm, now that you mention it...
+1@enzoBoeing757 I usually don't like scaling things or using Fine Tuner, because its way of multi-select is very tedious - click on every single part you want to select. I work with subassemblies of several hundred parts, so that would get tiring very quickly.
+1@enzoBoeing757 Yeah. The problem with using really small fuselage blocks is that the attachment "regions" get bigger than the blocks themselves, so attaching blocks together becomes a real problem -- they go "through" the block you're actually trying to attach them to, and stick to a block behind them.
+1@Simplemike Hey, almost all my planes go Mach 5+, I couldn't care less about how realistic the speed is. I want to go places and do things :)
+1@Abhishek700 There's no way to set a rotator to be activated when an activation group is off, but you can simulate it using two rotators:
This will give you a system where when AG8 is on, R2 will exactly negate the rotation of R1, causing the effective rotation to be zero. When AG8 is off, only R1 will rotate, which is what you want.
+1@CRJ900Pilot OK, sure.
+1Thanks, @grizzlitn
+1@TheFantasticTyphoon No problem. You might want to make the colors a little brighter, if you want to get more attention. Right now it's black ship against black background, very hard to see anything.
+1Thanks, @Treadmill103. This is mainly a proof-of-concept, I might do a more detailed version later.
+1@TMach5 Have you seen Hunter Killer, by the way? It's pretty good as well. Not stellar, but enjoyable.
+1@Notaleopard Yes, the SledDriver Submersible Module Mark I :)
+1@BLOODIUS Just put it in the description for your build. For instance, if the link to your image is http://i.imgur.com/28CNdnT.gif, then use this:
+1
Thanks, @Strikefighter04, I misread words all the time.
+1Thanks, @ChickenMcNuggets007
+1@TheFantasticTyphoon I think so. Seen close up, they look like cannonballs.
+1@CRJ900Pilot I was actually going for a ram's head...
+1Nice. If you set the roundsPerSecond to a high number, like 10,000, it'll get rid of the machinegun sound.
+1@TMach5 +1 for Sean Connery.
+1@TheFantasticTyphoon That's a modified version of this flight module, with guns added.
+1You're welcome, @Zott
+1@GylbarD Thanks, but I've never been away...
+1@Notaleopard Maybe it's PC-only, but not for that reason. I've tried flying/sailing out in that direction and others, but haven't seen the ship again so far.
I did try to record it, but I have a new PC and the recording software was not configured correctly, so nothing was saved.
+1@Minecraftpoweer I didn't try targeting it. It can be destroyed with gunfire, though.
@Notaleopard When I saw it, the position was way to the east of Wright. But I can't be sure what position the ship appeared at, because it kept moving with the aircraft (at speeds of 1000 mph or more).
+1