Cannon-launched missiles: just put missiles in the cannon. The missiles should have disableAircraftCollisions = true and proximity fuse enabled for the best function, given sp quirks.
Hydraulics: idk xdd
@Masotan86 appdata folder may be hidden by default, so use the file explorer settings to show hidden folders
Also on mac, the file will be somewhere else, check the modding guide to find your simpleplanes folder
Dw about it, i'd like to blame mod settings mod's poor documentation for how i do things today
@Masotan86 unfortunately, all i can say is that if you follow the instructions above, you will know where to find the folder and what the different settings do. My limited programming ability and the history of simpleplanes modding (>5 years ago) lead to this kind of very cursed user experience
@CoachPickles86 increase the maximum particle count for the cloud settings you are using, or try to decrease cloud density by making particles bigger and spread further apart
twitter if posted previously
discord is going to block images from being accessible outside discord soon
can try github but there is a significant chance of getting banned from there
@Rjenteissussy subtract the engine throttle input by the turning input, but this will only slow down the powered wheels
if you want to slow down the other wheels, you must assign another engine to them
@ToeTips LateralG is not a predefined variable. It is defined using setter GS * (YawRate*pi/180) / 9.81, using the physics formulas v = r * OMEGA and a_c = v^2 / r
But this setter doesn't include the effects of gravity.
.
I think that as Yamashiro is a manufacturer, it will only run its own cars in races. Manufacturers also don't sponsor teams using other cars. For accuracy, you can probably only make the livery for a Yamashiro car.
@ToeTips gold prix test and using LateralG variable in the aircraft:
100% throttle, full input using assisted steering mode, record LateralG when reaching speed:
100 km/h: 2.69, 1.92, 1.89, 2.59
120 km/h: 2.79, 2.78, 2.09, 2.80
140 km/h: 2.81, 2.79, 1.61, 2.74
160 km/h: 2.52, 2.25, 2.73, 2.48
it would be nice to have a variable data logging mod for this
I use 100 km/h and 160 km/h as reference points since that's what i know from forza
How would you do it, remembering that the blueprint is still a 3d object rendered behind the plane? I can't imagine how it would work without orthographic and axis-aligned cameras
@ToeTips the small turbojet engines make basically no sound at low inputs. You can run it at low input and increase the thrust multiplier as needed
An open diff doesn't apply any torque, while a limited slip diff applies torque to balance the speeds of both wheels on an axle. This torque is just added to the engine torque.
(🤓 answer) technically the engine and brake spins the wheel, then the game determines the slip and applies forces on the plane using the slip
Differentials can be made completely in FT but you need one engine for each wheel
idk how to make a good one either
One way i just thought of is to find the pull up input for your g limit at a bunch of speeds and altitudes, then you multiply the player's input by that value
some hexa gear/ frame arms designs, i'm not too familiar with those but there's some realistic ones
some armored cores, try crest, GA, balam, or all 5th gen designs
There's a spot on the 5 o' clock position of the ice base where you can put a boom 50 and it will usually take put everything there
Or take a vtol aircraft, fly to that spot and start blasting
The main parts of a timer:
repeat(...) returns the remainder of division. Try repeat(Time,60)
floor(...) rounds down and is good for displaying the integer part of a positive number. Try repeat(floor(Time/60),60)
Go to storage>android>data
If the folder cannot be opened or appears empty: you have a newer version of android that blocks that folder. There is no way to access it.
If you can open it: find the simpleplanes folder, probably called com.jundroo.simpleplanes
For me, 1000 is currently my "normal parts" so low parts might be 500
Devs also used to take 5000 cost as vr friendly, but still can be quite heavy. That can be 1000-2000 parts to hit it, depending on number of gizmos
That's just a limitation of all label artificial horizons. If possible, make a cutout in the main wall of the panel, so that you can place the label deeper than the panel
@ToeTips sure, you can add of rate(Altitude) as well. Precalculate a constant value that roughly counteracts the weight, and then have a PID for rate(Altitude)
@ToeTips the realistic method would be to make one engine produce more thrust than the other to produce rotation. Try PID with the monitored value PitchRate, and target value proportional to Pitch input.
No. Labels have some number formatting options and that's about it. String addition works in labels and the debug tool, and string comparisons work everywhere.
You can move reticles like what people do with helmet displays, except the movement is just along a vertical plane
The problem is that the label will not disappear outside of the gun sight
@Mahoots unfortunately no
I may or may not make a different recorder in the future that uses input controllers. (if other modders see this, you can do it too)
You can take the time from the last shot and run it through some kind of animation curve. You need variables to do this:
OnShot setter: rate(ammo("Cannon"))<0
TimeSinceLastShot setter: smooth(OnShot?0:1, OnShot?999999:1)
Note: In semi-auto mode, OnShot is true for 2 frames, but in full auto mode, it is true for 1 frame. If you are only using it for a visual animation, it's fine.
Use this for parabolic animation curve. I set it up quickly. Make sure to clamp piston output if you set the min value to something other than 0.
Cannon-launched missiles: just put missiles in the cannon. The missiles should have disableAircraftCollisions = true and proximity fuse enabled for the best function, given sp quirks.
Hydraulics: idk xdd
@Masotan86 appdata folder may be hidden by default, so use the file explorer settings to show hidden folders
Also on mac, the file will be somewhere else, check the modding guide to find your simpleplanes folder
Dw about it, i'd like to blame mod settings mod's poor documentation for how i do things today
@Majakalona you can draw rick astley on it (jk jk... unless?)
+2@Masotan86 unfortunately, all i can say is that if you follow the instructions above, you will know where to find the folder and what the different settings do. My limited programming ability and the history of simpleplanes modding (>5 years ago) lead to this kind of very cursed user experience
@Masotan86 NACHSAVE\CLOUDGEN folder
@CoachPickles86 increase the maximum particle count for the cloud settings you are using, or try to decrease cloud density by making particles bigger and spread further apart
twitter if posted previously
+1discord is going to block images from being accessible outside discord soon
can try github but there is a significant chance of getting banned from there
@Rjenteissussy subtract the engine throttle input by the turning input, but this will only slow down the powered wheels
+1if you want to slow down the other wheels, you must assign another engine to them
Use engines
But why
@ToeTips LateralG is not a predefined variable. It is defined using setter
GS * (YawRate*pi/180) / 9.81
, using the physics formulasv = r * OMEGA
anda_c = v^2 / r
But this setter doesn't include the effects of gravity.
.
I think that as Yamashiro is a manufacturer, it will only run its own cars in races. Manufacturers also don't sponsor teams using other cars. For accuracy, you can probably only make the livery for a Yamashiro car.
@ToeTips gold prix test and using LateralG variable in the aircraft:
100% throttle, full input using assisted steering mode, record LateralG when reaching speed:
100 km/h: 2.69, 1.92, 1.89, 2.59
120 km/h: 2.79, 2.78, 2.09, 2.80
140 km/h: 2.81, 2.79, 1.61, 2.74
160 km/h: 2.52, 2.25, 2.73, 2.48
it would be nice to have a variable data logging mod for this
I use 100 km/h and 160 km/h as reference points since that's what i know from forza
@ToeTips there is no standardized list, you just change grip until the turning g-force seems right
Large
@Majakalona i haven't played juno on pc yet xdd
+1How would you do it, remembering that the blueprint is still a 3d object rendered behind the plane? I can't imagine how it would work without orthographic and axis-aligned cameras
+1@IndonesianHoe if your filename has spaces, you must use double quotes
you have now joined the internet seniors club
+2@DatMaluchGuy19 no
@ToeTips the small turbojet engines make basically no sound at low inputs. You can run it at low input and increase the thrust multiplier as needed
+1An open diff doesn't apply any torque, while a limited slip diff applies torque to balance the speeds of both wheels on an axle. This torque is just added to the engine torque.
(🤓 answer) technically the engine and brake spins the wheel, then the game determines the slip and applies forces on the plane using the slip
+2Differentials can be made completely in FT but you need one engine for each wheel
idk how to make a good one either
+1One way i just thought of is to find the pull up input for your g limit at a bunch of speeds and altitudes, then you multiply the player's input by that value
some hexa gear/ frame arms designs, i'm not too familiar with those but there's some realistic ones
some armored cores, try crest, GA, balam, or all 5th gen designs
IA cat
+1singing robot cat real
@TheTomatoLover no more 69, not nice >:(
+2There's a spot on the 5 o' clock position of the ice base where you can put a boom 50 and it will usually take put everything there
Or take a vtol aircraft, fly to that spot and start blasting
Whatever you put into input controllers is called FT (funky trees), real and official terminology
+1what's the FT of the hinge?
@FlyingPotato_131 i have no idea why but setting the aircraft's location every frame is just very laggy
The main parts of a timer:
repeat(...) returns the remainder of division. Try
repeat(Time,60)
floor(...) rounds down and is good for displaying the integer part of a positive number. Try
repeat(floor(Time/60),60)
@UAIBrasil sure
Have you tried this
Although, it has no launch simulation rn, so revving in neutral does nothing
if for simpleplanes, you need to start by writing a mod for that
+1You can base your communication protocol on Link2fs, which is made for MS flight sim
it should be under com.jundroo.SimplePlanes/files/[AIRCRAFTNAME]_model
Go to storage>android>data
If the folder cannot be opened or appears empty: you have a newer version of android that blocks that folder. There is no way to access it.
If you can open it: find the simpleplanes folder, probably called com.jundroo.simpleplanes
For me, 1000 is currently my "normal parts" so low parts might be 500
+3Devs also used to take 5000 cost as vr friendly, but still can be quite heavy. That can be 1000-2000 parts to hit it, depending on number of gizmos
Yeah it's almost impossible to edit 1 part PFDs. Try to contact the author (but it's likely they already forgot how they made it lol)
That's just a limitation of all label artificial horizons. If possible, make a cutout in the main wall of the panel, so that you can place the label deeper than the panel
。。。
@ToeTips sure, you can add of rate(Altitude) as well. Precalculate a constant value that roughly counteracts the weight, and then have a PID for rate(Altitude)
@ToeTips the realistic method would be to make one engine produce more thrust than the other to produce rotation. Try PID with the monitored value PitchRate, and target value proportional to Pitch input.
No. Labels have some number formatting options and that's about it. String addition works in labels and the debug tool, and string comparisons work everywhere.
+1@ToeTips are you using gyros? Those can help.
If your hover jet applies thrust in line with the CoM, your aircraft should not tilt.
Just git gud, you will start aiming automatically
You can move reticles like what people do with helmet displays, except the movement is just along a vertical plane
The problem is that the label will not disappear outside of the gun sight
@Mahoots unfortunately no
I may or may not make a different recorder in the future that uses input controllers. (if other modders see this, you can do it too)
You can take the time from the last shot and run it through some kind of animation curve. You need variables to do this:
+1OnShot setter: rate(ammo("Cannon"))<0
TimeSinceLastShot setter: smooth(OnShot?0:1, OnShot?999999:1)
Note: In semi-auto mode, OnShot is true for 2 frames, but in full auto mode, it is true for 1 frame. If you are only using it for a visual animation, it's fine.
Use this for parabolic animation curve. I set it up quickly. Make sure to clamp piston output if you set the min value to something other than 0.
!FireWeapons
. Therefore, tryActivate1 ? true : !FireWeapons
Real lore, i'm 10'2", but i split my form into two people who are 5'1" each to blend in with the humans
@ShinyGemsBro drift, sure, but to drift properly you probably want to add funky trees
@StockPlanesRemastered you don't need to know all that to use this mod. Like with the vanilla tire model, just set traction until it feels right