@Soardivision160th
try making the tail rotor face backwards
however, do not do this unless you have some measure of counter rotation
whether it's another tail rotor, or a coaxial rotor
@Farewellntchii
...ok lmao
actually now that I think about it I haven't "regularly seen" alot of them
I knew more, but I haven't taken complete interest
from HoloJP:
FubuMio :) (Shirakami Fubuki & Ookami Mio)
RIP Necromancer :( (Uruha Rushia aka Mikeneko)
HoloEN:
Masochistic Owl (Nanashi Mumei)
Dumb Shart (Gawr Gura)
Your Local Tako (Ninomae Ina'nis)
it tries to reduce or increase the input of Pitch with PitchRate, which the sensitivity adjusts with the absolute value of Pitch (always maintains a positive value)
it also tries to move via Roll, stabilized by RollRate which the sensitivity is determined by the absolute value of Roll and Yaw
(Trim/8)-0.08
and lastly, it also moves by trim
TL;DR, it's a Pitch damper (first section of code) an AoA Limiter (second section of code), and a Roll damper (third section of code) at the same time
this is me trying to understand how the code works
as for your question, try increasing the 35 on the first section of code or the 30 on the second section of code if it's wobbling up and down, and try changing the 80 on the third section of the code if it's wobbling from side to side
if any of those don't work, just play around with it :)
I'm stoked
that fuselage smoothness is so fucking good aaaaaaaaaaaaa
when are you redoing the F-2 btw?
just askin
also
no assymetrical loadout sadge :(
many people have tried
but because of how the weapon activation behaviour (which is instantaneous) you can't exactly do this
you can however, activate it via SelectedWeapon="Weapon Name" or if you really want that sense of it opening when it's about to fire the missile, and close after firing the missile, you can make use of TargetLocking, TargetLocked, and ammo("Weapon Name")=x
If you want to, you can take a look at my F-22A for the code I use in my internal weapons bay
"multiple parts damaged" causes when 2 or more parts receive quite the significant damage
but because the damage models are very simple (fine -> burn -> boom) in the game you often won't see if a part is damaged or not
Parts will take damage if it collides with another thing, be it ground, water, objects, or hell, even other parts
Conclusion:
it's not a bug
it's a very simplistic damage model
also Idk why base cockpits that is set as main cockpit don't explode, but it's amusing to see your cockpit get flung over mach 6 sometimes
somehow doesn't look like a phantom
+2I need to get my eyes checked
welcome to simpleplanes, where people make uh...
+1simple planes?
I don't think the 400+ part helicopter I made is even simple anymore
fake
+1unreal
@ReinMcDeer
+1me when my eurofighter:
looks more like a su34 to me tbh
+2el
fun y
tris
@Farewellntchii
yes
and also kuntilanak moment
god help me contain my desire to enter challenges
bro hell na they added
Love-Colored Master Spark
onto SPmayan lah mayan
never have 2 war challenges I guess
people are too focused to the other one
the huey at home
+1excuse me sir, are you a vtuber addict?
I love how the top 3 is all choppers
cannons technically counts as guns right?
@Yourlocalhuman
bruh
oh thanks, Imma bomb snowstone rq
also is ballistic missiles ok?
it's not ICBMs but it's a ballistic missile
HOW IS THIS GUY STILL ALIVE!?
Rhithiol is ready to participate!
chinook :D
+2nvm, challenge calls for a craft =<350 parts
ooh you know what I should do
I should put my heli here
:o
+5kawaii
neko kawaii :D
now make it horizontally spin
puts free bird solo guitar as bgm
@Soardivision160th
+1try making the tail rotor face backwards
however, do not do this unless you have some measure of counter rotation
whether it's another tail rotor, or a coaxial rotor
are you trying to counter rotate with it or are you trying to make your chopper go faster?
no,
+1switches and buttons only convey the maximum value of 0 and 1, not -1, 0, and 1
as much as I want this to be true, it's not
@hpgbproductions
sad
@TheFlightGuySP
I was considering it but do I really?
no.
intense speed boi noises.
lookin forward to buyin Juno, I guess
also nice name :D
good job!
+1don't forget to disable to rotation on the vtol nozzle though
@Farewellntchii
...ok lmao
actually now that I think about it I haven't "regularly seen" alot of them
I knew more, but I haven't taken complete interest
from HoloJP:
FubuMio :) (Shirakami Fubuki & Ookami Mio)
RIP Necromancer :( (Uruha Rushia aka Mikeneko)
HoloEN:
Masochistic Owl (Nanashi Mumei)
Dumb Shart (Gawr Gura)
Your Local Tako (Ninomae Ina'nis)
@Farewellntchii
alot of people actually
though they're all Holomems
...do you want me to list em all?
also I have a confession to make
I've fallen down the rabbit hole that is VTubers
@YY
+1oh ok
keep up the good work
if you need any help don't be afraid to ask :)
damn shit looks clean
I do suggest making the elevator all moving
I'm baffled wow
@Red920
+1you're welcome :)
so essentially what the code is trying to do is:
it tries to reduce or increase the input of
Pitch
withPitchRate
, which the sensitivity adjusts with the absolute value ofPitch
(always maintains a positive value)it also tries to move by the output of
AngleOfAttack
which can be deactivated via AG1it also tries to move via
Roll
, stabilized byRollRate
which the sensitivity is determined by the absolute value ofRoll
andYaw
and lastly, it also moves by trim
+2TL;DR, it's a Pitch damper (first section of code) an AoA Limiter (second section of code), and a Roll damper (third section of code) at the same time
this is me trying to understand how the code works
as for your question, try increasing the 35 on the first section of code or the 30 on the second section of code if it's wobbling up and down, and try changing the 80 on the third section of the code if it's wobbling from side to side
if any of those don't work, just play around with it :)
no
I mean, as you expected, no
wow thanks man
+2Idk when I'll use auto aim but when I do I'll be sure to look here
bro what
@sidewinder21
+1all models of the tomcat comes with the FLIR camera on the nose if I remember correctly
I'm mad that this thing is a tier II plane
+3it's at least a tier III plane tbh
but eh, whatever
updoot.
I thought it was breaking bad on sp lmao
+2@Canso
+1try changing
floor
toceil
to my knowledge, that code alone is fine
just need to delete the
-
, and change the0
to a number of how long a rotator should be delayed by secondsI'm stoked
+1that fuselage smoothness is so fucking good aaaaaaaaaaaaa
when are you redoing the F-2 btw?
just askin
also
no assymetrical loadout sadge :(
many people have tried
+1but because of how the weapon activation behaviour (which is instantaneous) you can't exactly do this
you can however, activate it via SelectedWeapon="Weapon Name" or if you really want that sense of it opening when it's about to fire the missile, and close after firing the missile, you can make use of TargetLocking, TargetLocked, and ammo("Weapon Name")=x
If you want to, you can take a look at my F-22A for the code I use in my internal weapons bay
not bad
I'd like to see more things but I am aware that those things are outside of someone's range capability
"multiple parts damaged" causes when 2 or more parts receive quite the significant damage
but because the damage models are very simple (fine -> burn -> boom) in the game you often won't see if a part is damaged or not
Parts will take damage if it collides with another thing, be it ground, water, objects, or hell, even other parts
Conclusion:
it's not a bug
it's a very simplistic damage model
also Idk why base cockpits that is set as main cockpit don't explode, but it's amusing to see your cockpit get flung over mach 6 sometimes