You can instantiate ai aircraft proxies but it will require you to have the xml files you want pre-packed into your mod
You can also check if you can invoke AiManagerScript.SpawnSandboxAiFromXml, it has one strange argument type so i'm not counting on it
it used to be a feature, then it got removed
maybe it was removed because it was buggy, you usually see some duplicated characters around the read more point
@Sparks365 i never considered making a cockpit for this
maybe when i eventually make the next one, it will have a cockpit, and will not be vr compatible as i can only put airbrakes on foot pedals
Try smoothstep(). You can also try to make your own animation curve.
If you're making a propeller type thing, control the speed separately and use sum() on it
Endless tunnel flying mode
Ability to customize planes
Cradles from armored core for answer as a playable map
Guided laser (surprisingly hard to make fair)
@ToeTips i don't know what is synced in mp. If all ships and enemy missiles can be synced, it should be possible to play any ground attack mission in mp
@DCSplanepro12 i don't have a way to transfer entire projects as they are very large, even my mods on github only have assets folder
Can you try this one from flight park kirama, though will be missing the easyroads3d stuff as those are closed source. The map has the roads around the airports
@Whatamievendoing if the x value is the same, i think it's undefined behavior. Maybe the smallest id missile goes first.
Just nudge the missiles slightly to force a chosen launch order
@Ownedpilot sure, you can post it
There is no auto pitch control, except for pitch adjustment when steering to reduce unwanted pitch, which is just made through trial and error. The ground effect is disabled on the rotor. The ground following feature comes from jets, see the VerticalEngine variable.
@Ownedpilot yeah it's quite hard to copy the handling, so i just made sure it had the same controls
Also the custom chase camera is probably quite jank
@DCSplanepro12 i checked again and the unity version i use is 2020.3.19f1, either andrew mistyped or the mod unity version is different from the game version
The hierarchy should look like Map > Road Network > (roads). Currently you have the road network and roads outside the map so they won't appear in the map.
Terrain tab is in the road network component. Idk if there are any differences between your version and mine.
You need to use the "import assets to folder" function under the terrain tab. Don't save the road as ome of the game objects, only save the map.
Also, it seems that wheels need the built-in suspension to work with easyroads terrain
All wheels receive the same torque. The amount of torque is proportional to input regardless of speed. Since power is proportional to torque * speed, power increases continuously.
You need funky trees methods to make a gearbox. The easiest method to control power is to divide your input by the average rpm
If you're accessing unity components (game object path has >), you probably want to learn about c# programming and unity first
There is a way to hide the ui on mobile using the dev console, but i don't remember it, can probably be found with search feature
I have it on google and steam
I might have pirated it on android for a bit in the v1.4 days (i'm old), luckily that package only had an easy-to-remove adware on it but still stupid
@DCSplanepro12 check dev console messages
Comparison operators return true or false, which are converted to +1 or -1 respectively. Iirc beacon lights turn on if the input is nonzero
+1Nikola trucks 💀
+1(it already exists and has exactly zero power)
You can instantiate ai aircraft proxies but it will require you to have the xml files you want pre-packed into your mod
You can also check if you can invoke AiManagerScript.SpawnSandboxAiFromXml, it has one strange argument type so i'm not counting on it
it used to be a feature, then it got removed
+2maybe it was removed because it was buggy, you usually see some duplicated characters around the read more point
why tag
also pancake plane syndrome, a common beginner problem (i have never used this term before but came up with it a few years ago)
@Sparks365 i never considered making a cockpit for this
+1maybe when i eventually make the next one, it will have a cockpit, and will not be vr compatible as i can only put airbrakes on foot pedals
I have a method using 3 hollow fuselage to make rails in the shape of any standard fuselage
+2Idk how to explain it so here is an example
Try smoothstep(). You can also try to make your own animation curve.
If you're making a propeller type thing, control the speed separately and use sum() on it
Endless tunnel flying mode
Ability to customize planes
Cradles from armored core for answer as a playable map
Guided laser (surprisingly hard to make fair)
Use the panelling method for the bevels
My reaction to that information: xpp
@ToeTips i don't know what is synced in mp. If all ships and enemy missiles can be synced, it should be possible to play any ground attack mission in mp
+1@ToeTips depends
I should make another campaign sometime
@ccc12345 @Iranianforce313 there is a browser-based generator by 11qazxc, it's the easiest to use
Imagine still being stuck in 2023, couldn't be me
+1If you roll a subject list you like, sec 3 isn't that bad
@hisuslol stuff > submit bug report
Terrain resolution also matters, more pixels on heightmap = more triangles on terrain
They don't work, probably just a sp spaghetti code moment or devs forgor
+1@BaconEggs ok, settings that can be changed using commands are now saved between runs. It doesn't use the mod settings mod
@Fshd1103 i didn't
+1you can tune accel and top speed by adjusting thrust and drag multipliers, works for planes as well
@PowerRanger9604 yes but only the trunks of trees
+1@idk201011323 use the variable setters menu and change the controls, it's very easy to do
+1@DCSplanepro12 i don't have a way to transfer entire projects as they are very large, even my mods on github only have assets folder
Can you try this one from flight park kirama, though will be missing the easyroads3d stuff as those are closed source. The map has the roads around the airports
Nice, i think it flies better than mine
Real wing parts are good
231217 > Added real accel variant
.
Other:
Ayo how curated, it has no cockpit
Bot comment acted like it read the dev notes xdd
@Whatamievendoing if the x value is the same, i think it's undefined behavior. Maybe the smallest id missile goes first.
Just nudge the missiles slightly to force a chosen launch order
@Ownedpilot sure, you can post it
+1There is no auto pitch control, except for pitch adjustment when steering to reduce unwanted pitch, which is just made through trial and error. The ground effect is disabled on the rotor. The ground following feature comes from jets, see the VerticalEngine variable.
Weapons always launch innermost to outermost. Also, the order is always the same as long as the plane isn't changed
@Ihavesnowball just because it's not called "sam destruction"
+3@ZER0G but you really only just need to change material 0 and 1
+1I added one color variation (but that one also changes the label colors)
@Ownedpilot yeah it's quite hard to copy the handling, so i just made sure it had the same controls
+1Also the custom chase camera is probably quite jank
@kaokaoo if that's true then the mod tools i'm using is older
+1@DCSplanepro12 i checked again and the unity version i use is 2020.3.19f1, either andrew mistyped or the mod unity version is different from the game version
@DCSplanepro12 unity is free bruh
+1@DCSplanepro12 from andrew's blog post, it's 2022.3.9
@DCSplanepro12 currently i use whichever is the recommended version rn
I tried to make a easyroads map recently, but scrapped it
@JacksEpicGamingYT i'm using a heli rotor for some rotation control, it makes the sound
title references a quote from some random video essay i no longer remember
it is probably about a ps1 demo disc, but i'm not gonna check
released
@Hellfire3627 you cannot use source code directly, it's just so people can see how the mod works
The hierarchy should look like Map > Road Network > (roads). Currently you have the road network and roads outside the map so they won't appear in the map.
Terrain tab is in the road network component. Idk if there are any differences between your version and mine.
You need to use the "import assets to folder" function under the terrain tab. Don't save the road as ome of the game objects, only save the map.
Also, it seems that wheels need the built-in suspension to work with easyroads terrain
I updated, but I think the new version is slightly more laggy. Not downgrading yet
All wheels receive the same torque. The amount of torque is proportional to input regardless of speed. Since power is proportional to torque * speed, power increases continuously.
You need funky trees methods to make a gearbox. The easiest method to control power is to divide your input by the average rpm
If you're accessing unity components (game object path has >), you probably want to learn about c# programming and unity first
There is a way to hide the ui on mobile using the dev console, but i don't remember it, can probably be found with search feature
Amazing model and animations, unfortunately fake screenshot
+2I have it on google and steam
I might have pirated it on android for a bit in the v1.4 days (i'm old), luckily that package only had an easy-to-remove adware on it but still stupid
activation groups
Try clamp01 or the ternary operator if you only want the airbrakes to extend for as long as FireWeapons is held down