@PhilipTarpley I'm familiar with PIDs, I've a quadcopter (wasn't your old name lipoly? ;) ) I've used them in SP on multiple occasions (unreleased though: SimplePilot the autopilot that required someone to be there tuning the PIDs as it worked but was other wise good, SPLua the discontinued in game scripting mod when I wrote a PID controlled quad in game, and more recently AirFlow which replaced it with a visual UI). Anyway, yes, thanks.
Is there a way you can make the heading lock on the tail rotor disengage at a certain speed? It's quite annoying having it try to get itself back onto it's start heading when you do a typical banked turn at speed.
I documented the formulae for rotator (and piston) motion here (second paragraph). The relation between the speed you set and it's rotational speed is not actually linear.
@randomusername no, the file size doesn't change. The mod is essentially a set of rules to create terrain from "noise". Noise is like random numbers, but it takes input arguments too, and if you give it the same input, it always gives the same output. The mod then takes the position of the tile to generate as an input, and gives out the height and terrain maps. Because of the way the noise function works, when you put the same input position in, you'll always get the same output tile out. So it doesn't have to remember anything, but in the future I think it would be good to have a cache of pre-made tiles so it does not have to regenerate them all the time.
Just in case, save your most important stuff as unlisteds. And yes, it is causing major problems for whoever is driving the convoy trucks that keep getting abducted.
@jAmEsPlAnEsIi you got the control descriptions mixed up. governor is what you put on throttle, VTOL is collective. I'd recommend having VTOL as engine throttles and throttle as collective.
@Brields95 I definitely need to re-visit that at some point. Last time I checked it was actually broken, and lags the game to pieces when you successfully refuel. Nobody has noticed yet though, because it's so hard.
@Lahoski107 no, it's procedural, which means that the terrain data itself is not included in the mod but just a set of instructions for how to make the terrain. It's essentially an infinite "pattern" (but it never repeats itself, all areas are unique).
Not sure how it works in NZ but there is likely a way to progress through a glider pilot's licence to a self-launching motor glider and go from there as an easier way into power. It's a thing to research. Also, do some really good looking for flying scholarships and bursaries in your area. I don't know if there is a NZ equivalent for the Air League, but have a look around.
I wouldn't exactly call this new... Everything after the id in the URL is ignored. Also, have you tried pressing ctrl+L in the designer with the code copied? Amazing I know. Yes it also does it with the full URL
@PlayingSimple yeah, that's a pretty good idea actually but I guess I'd have to constantly update it. Like I said, I went off and started my own PID-based AP project but got distracted by other ones.
@Tekwarrior which way are you trying to install them, just opening the files or copying them into the mods directory? If you're not, try copying them into the mods folder directly (if you can't find the mods folder see here)
It occurred in the early versions of the underwater camera mod where I had cloned the original camera, and changed parameters on the clone, so I could deactivate and reactivate when leaving and entering water. Removing the clone and using the game's camera, overriding it's settings, fixed it. I wouldn't be surprised if FreeCam or Screenshot mod used their own camera which is causing this glitch.
@sheepsblood no but this is not the place to ask.
@PhilipTarpley I'm familiar with PIDs, I've a quadcopter (wasn't your old name lipoly? ;) ) I've used them in SP on multiple occasions (unreleased though: SimplePilot the autopilot that required someone to be there tuning the PIDs as it worked but was other wise good, SPLua the discontinued in game scripting mod when I wrote a PID controlled quad in game, and more recently AirFlow which replaced it with a visual UI). Anyway, yes, thanks.
Is there a way you can make the heading lock on the tail rotor disengage at a certain speed? It's quite annoying having it try to get itself back onto it's start heading when you do a typical banked turn at speed.
+2I documented the formulae for rotator (and piston) motion here (second paragraph). The relation between the speed you set and it's rotational speed is not actually linear.
+1@MakarnaliMussolini
1 is probably caused by mods that have extra cameras (do you have free cam installed?)
@randomusername no, the file size doesn't change. The mod is essentially a set of rules to create terrain from "noise". Noise is like random numbers, but it takes input arguments too, and if you give it the same input, it always gives the same output. The mod then takes the position of the tile to generate as an input, and gives out the height and terrain maps. Because of the way the noise function works, when you put the same input position in, you'll always get the same output tile out. So it doesn't have to remember anything, but in the future I think it would be good to have a cache of pre-made tiles so it does not have to regenerate them all the time.
+1I also have these two extra keybinds:
which binds ctrl+. to reinstate the border, and ctrl+, to stretch it borderless across both my primary monitor and the one to the left.
I use an autohotkey script to remove the border.
I set the game to windowed mode, then use this script:
which binds Ctrl+/ to put the window filling the first 1920x1080 monitor with no border. There's probably an easier way but this is good for me.
@randomusername @marcox43 The map is always the same, provided you go to the same place.
+1Just in case, save your most important stuff as unlisteds. And yes, it is causing major problems for whoever is driving the convoy trucks that keep getting abducted.
@Minecraftpoweer the physics engine will likely not allow it and simply assume anything negative is 0, and you will have no bounce.
@Minecraftpoweer was a mod
that's so 2017
+2@avataxel well, mod creators can actually specify that the plugin should only be loaded on the default map, but obviously these ones haven't bothered.
@Rsouissi 2 to 6 blades.
@jAmEsPlAnEsIi you got the control descriptions mixed up. governor is what you put on throttle, VTOL is collective. I'd recommend having VTOL as engine throttles and throttle as collective.
well, that can't be proven
+1@Brields95 that's great, I always meant to have a way for users to add their own tankers. It will be done, but not instantly, by any means.
@Brields95 I definitely need to re-visit that at some point. Last time I checked it was actually broken, and lags the game to pieces when you successfully refuel. Nobody has noticed yet though, because it's so hard.
@Lahoski107 well, Minecraft's terrain is also procedural, yes.
@weebabyseamus oh right, I'm not sure why that would be but okay. I know I should be updating my mods, but this is far too fun
+1Rudder on the Gator appears to be inverted. Literally uplayable.
+2:)
@Lahoski107 no, it's procedural, which means that the terrain data itself is not included in the mod but just a set of instructions for how to make the terrain. It's essentially an infinite "pattern" (but it never repeats itself, all areas are unique).
@AndrewGarrison but when will the mod tools for 1.8 be? I'm itching to get everything updated and fixed before the big release.
+1@morgantreeman
SetSeaLevel 10
would set the sea level to 10m above it's normal value.@Flu it takes an average location of all cockpits and you used one for decoration at the front, I believe.
+1The mirror tool mirrors it across the axis of the cockpit, move the cockpit to the centre to mirror properly.
+1Not sure how it works in NZ but there is likely a way to progress through a glider pilot's licence to a self-launching motor glider and go from there as an easier way into power. It's a thing to research. Also, do some really good looking for flying scholarships and bursaries in your area. I don't know if there is a NZ equivalent for the Air League, but have a look around.
lol
+14@grizzlitn I'd expect so. Waiting on the mod tools
+2@WarHawk95 no
@SajabAerospace that's the old waypoint, once you land on the carrier you should get a new waypoint at the catapult.
+1The mod tools have not been released for 2018.3.2 yet and I am well aware of the issues
@jamesPLANESii how many times that's clearly RSS
@DerekSP not sure, check the keybind in settings?
+1@MrAspy open the dev console and run
ToggleFPS
@MrAspy textures are not the issue here, it's the shaders that were in the old version of unity have been upgraded and are no longer present.
@AnOlympicWalnut yep borked shaders, am awaiting new mod tools to fix.
+2So are we going up to .net 4.x at the same time? Or will that just break every single mod in existence..
looks.... wide
+2I wouldn't exactly call this new... Everything after the id in the URL is ignored. Also, have you tried pressing ctrl+L in the designer with the code copied? Amazing I know. Yes it also does it with the full URL
@robloxweponco how extraordinarily interesting
1.8 update is still planned. Though, the game can't keep getting free updates forever. That's just business.
+1@Egorka2001 I don't think there are any particular ones, I believe they are essentially descendants of bombs, so should inherit those properties
@38460 see the note at the top. Fine Tuner by hellfirekoder - select scale tool, disable "scale only selected part" and scale.
@38460 fine tuner by hellfirekoder does that.
Seriously, this is completely irrelevant and useless.
+2@BACconcordepilot you know what's also against the rules? Upvoting your main account with your alt.
@PlayingSimple yeah, that's a pretty good idea actually but I guess I'd have to constantly update it. Like I said, I went off and started my own PID-based AP project but got distracted by other ones.
@Tekwarrior which way are you trying to install them, just opening the files or copying them into the mods directory? If you're not, try copying them into the mods folder directly (if you can't find the mods folder see here)
It occurred in the early versions of the underwater camera mod where I had cloned the original camera, and changed parameters on the clone, so I could deactivate and reactivate when leaving and entering water. Removing the clone and using the game's camera, overriding it's settings, fixed it. I wouldn't be surprised if FreeCam or Screenshot mod used their own camera which is causing this glitch.