If you open Overload with the rotor selected, there's an xml property called groundEffect or something like that in the ...Scalars section.
.
Can't remember the names correctly, sorry.
@Marcochoy2007 The one I mentioned is a rotator with a very high max input, like 9E+35, for example.
.
You can also make a normal rotator with the input sum(input*x), which won't return to it's original position if the input becomes 0.
I rather explain in depth a single one instead of all of them, so I'll describe them so you can choose one.
.
Electric propeller:
There are actually two types, one uses angled wings attached to a rotator with a specific input and the other one has wings with modded control surfaces attached to an infinite rotator.
(It's possible to combine them in one, obviously)
Pros:
Easy to make and adjust. Also offer a smooth/realistic/nice performance.
Cons: You need two of them to avoid autoroll, since they use pretty big wings they affect flight performance a lot
Piston and airbrake:
Two types, one is an airbrake with positive input attached to a piston connected to a hinge which makes the engine turn 180° when you spawn the craft.
The other type uses an airbrake with negative input attached to a piston.
Pros:
Pretty easy to make and adjust, can provide a lot of thrust, compared to the electric prop.
Cons:
Since they use a piston to push air back, it isn't always producing thrust, so you will need another one to produce thrust when the first one doesn't.
The negative airbrake can be a bit annoying sometimes.
Adjusting the hinge-piston-airbrake type for a high maximum speed will result in an insane acceleration.
Negative airbrake:
An airbrake with a negative input. This one will only produce thrust when you are already in movement, so you need another engine to start moving.
It's highly recommended to develop an input with funky trees and some algebra to achieve a nice performance, since they normally would produce more and more thrust as the speed increases, eventually crashing the game.
Pros:
Highly customizable, only uses one part.
Cons:
Will crash the game if it touches the water while active.
If you aren't good at maths... It might be pretty difficult to figure out the best code/input for it.
Needs a "starter" engine.
.
.
There's also another engine, but it's a lot more complex and outdated.
.
Now choose one of them...
Welp, I guess I won't be able to enter.
The map looks sick though, can't wait to try it!
uhhh
Maybe a JF-17?
+1Linky.
I suggest you use English, since it's what 99% of the users understand.
It will be easier for everyone to know what you say.
I'm speechless.
@LlamaIndustries I guess I'll see it on Discord anyways, so better not.
@BurkeEnterprise lol, nice.
you're welcome.
Bird noises.
+2If you open Overload with the rotor selected, there's an xml property called
groundEffect
or something like that in the...Scalars
section..
Can't remember the names correctly, sorry.
Nyoom.
Hadn't seen one of these for a long time.
@ChisP Oh, that's interesting, thanks.
+1I might be able to make something for the challenge then.
Set the
+1calculateDrag
property tofalse
.To anyone who might think it flies bad:
+1.
Yes, I know the flight model is crap.
I guess it's my first bad flight model, oh well. :/
Control surfaces support FT, so you can use
clamp(VTOL, -1,0)
as input, assuming it's for flaps.I might be able to help...
@Carroca As low as you want, you decide.
You have to put small hemispheres under the skis and adjust their friction.
You might have too many builds saved.
The nozzles break very easily when pulling maneuvers, you should have disabled their collisions. Nice cockpit though.

Paste this ^ in the description.
I haven't messed with the
+5sum()
function yet, but isn't the+sum(0)
part kinda useless?@Marcochoy2007 The one I mentioned is a rotator with a very high
max
input, like 9E+35, for example..
You can also make a normal rotator with the input
sum(input*x)
, which won't return to it's original position if the input becomes 0.@Valiant2017 Try making the massScale even higher or just nudge the bomb a bit upwards.
+1@QingyuZhou Ooo, sounds epic, lol.
Looking great!
+1The pylon must have a "massScale" equal or higher than 1.
Choo chooo
+1Oh, cool, thanks for telling me.
Your caps lock key got stuck, right?
+1Some actual funky trees.
+13lmao
Wow, just noticed the last part of the description.
+1I also had all the sets in that image except the hospital...
Coincidence time.
Nice.
+1You're welcome :)
Make the cockpit move very fast or, for ships, put the cockpit underwater.
What if the undo button undid iself?
+6Hm, okay...
Doot.
Epic.
@Notaleopard That might require a very complex input if you want the rotator to have limits.
It would use the
sum()
function and a lot more.Nice flanker.
You're welcome, lol
.
Sooo, which engine will you try to build?
Ah vale, xD
Increase the massScale of the pylons, the payload was wobbling.
+1.
Again the Matador?
I thought you'd already made one, but cool anyways.
The devs can't do anything regarding modding support.
Uhhh...
I rather explain in depth a single one instead of all of them, so I'll describe them so you can choose one.
.
Electric propeller:
There are actually two types, one uses angled wings attached to a rotator with a specific input and the other one has wings with modded control surfaces attached to an infinite rotator.
(It's possible to combine them in one, obviously)
Pros:
Easy to make and adjust. Also offer a smooth/realistic/nice performance.
Cons: You need two of them to avoid autoroll, since they use pretty big wings they affect flight performance a lot
Piston and airbrake:
Two types, one is an airbrake with positive input attached to a piston connected to a hinge which makes the engine turn 180° when you spawn the craft.
The other type uses an airbrake with negative input attached to a piston.
Pros:
Pretty easy to make and adjust, can provide a lot of thrust, compared to the electric prop.
Cons:
Since they use a piston to push air back, it isn't always producing thrust, so you will need another one to produce thrust when the first one doesn't.
The negative airbrake can be a bit annoying sometimes.
Adjusting the hinge-piston-airbrake type for a high maximum speed will result in an insane acceleration.
Negative airbrake:
An airbrake with a negative input. This one will only produce thrust when you are already in movement, so you need another engine to start moving.
It's highly recommended to develop an input with funky trees and some algebra to achieve a nice performance, since they normally would produce more and more thrust as the speed increases, eventually crashing the game.
Pros:
Highly customizable, only uses one part.
Cons:
Will crash the game if it touches the water while active.
If you aren't good at maths... It might be pretty difficult to figure out the best code/input for it.
Needs a "starter" engine.
.
+2.
There's also another engine, but it's a lot more complex and outdated.
.
Now choose one of them...