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.
@Nerfaddict somewhat yeah. If the asymptote is too close to the extremum, the wheel will lose grip too quickly. Usually street tires lose grip slowly compared to racing tires.
@FlyingPatriot i can only make adjustments to the ResizableWheelCollider component, which itself is based on the WheelCollider component. That feature needs a completely new wheel part
If the switch does not respond to some clicks, ensure that interactionType is Toggle.
You can use the beacon light. Try and see what happens when the input is Switch13.
Check out the funky trees resources to find which operator inverts your switch signal.
The easiest way to make an idling engine is to set a minimum input. Try using the ternary operators ? and : to make an if-else statement, using whether the engine is on as a condition.
The input controller should be 0 when the engine is off.
When the engine is on, the input should be at least a certain small number. The easiest way is to use the min function.
You can change the input of the simple throttle to Brake. The further you push it, the more the wheels will brake. Scroll through the list of controls that you can set from cockpit parts.
As a starting point, most things are usually designed to improve/replace an existing product or enter a new market.
You can copy wikipedia's standard format of development, design, and lastly service history.
To add to BaconEgg's comment, if you use a single label, later characters will always appear over earlier characters. You can define the white text first, followed by the black text.
@V my implementation doesn't use variables, and smooth(anything,0) is constant. However, I would support using your method as it is easier to use variables.
Buoyant force in the game depends on the mass of the part. If you add more dead weight, or increase massScale, a fuselage can float more. If massScale is 0, the fuselage will not provide any buoyant forces. This is the opposite of real life.
Buoyant force applies from a single point. Each force is like a thin table leg. You need many to keep level.
Use V's code if you want the control surface to be at the zero position when Activate5 is TRUE.
If you want the control surfaces to stop moving, retaining their previous position:
smooth(INPUT, Activate5?0:CONST_POSITIVE_LARGE
INPUT: control surface input
CONST_POSITIVE_LARGE: constant (try 999999)
@Transair56 there are apps to edit screenshots just to add logos. If you can't find a suitable app, or prefer a PC app, you can transfer images.
To upload with custom screenshots, you use the blueprint tool to add a blueprint with all your thumbnails. You can pan the camera using two finger dragging to show each thumbnail.
All the details are available through the website search function: airplanes > search
I like the idea of downvoting comments and adding reactions to comments.
.
For commenting with pictures, i think the current method of using links is good enough. Embedding images increases loadtimes and data usage. If the sp website hosts images, then the server data will grow much faster than it already does. Some sp users, both low and high ranks, don't consider the size of images and will push tens of HD screenshots into a single plane description or forum post, and adding to comments will worsen the load times.
@INeedANewName
Consumer reason: in case the game is bad, you don't lose money. You can always wait until it's good before you buy it.
Economy reason: the companies get money even if the game is bad at launch --> companies make more games that are bad at launch
Exceptions are if you really trust the devs and publishers, or if you are a content creator
Ez method
1. Take label and put it on your plane
2. Enter in the text field: {PitchRate} or {rate(Yaw)}
3. Fly your plane
4. Read the label. The value is in degrees per second.
5. Congratulations, you have made a label with funky tree output
There is also a method using the dev console. It gives you the same info.
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
@Nerfaddict somewhat yeah. If the asymptote is too close to the extremum, the wheel will lose grip too quickly. Usually street tires lose grip slowly compared to racing tires.
@Heneepr it cannot detect the weight on the wheel as there is no built-in functionality for that to begin with. (also see comment below)
@FlyingPatriot i can only make adjustments to the ResizableWheelCollider component, which itself is based on the WheelCollider component. That feature needs a completely new wheel part
@ToeTips lol
@Majakalona they see your post xdd
+1Using it outside of sp might be illegal
+1It doesn't matter unless your wing opens up or something
Sacabambaspis
+1I don't build replicas (unless funny)
:crab:
+1Literally revived an account that was inactive for 1.8 years to (re)start beef
+1@Graingy due to being top rank for too long, there was probably a risk that he would become a false god of andrewism
+1Unpersoned and banished for being at the top for too long, literally 1984 (jk)
+1?
and:
to make an if-else statement, using whether the engine is on as a condition.min
function.As a starting point, most things are usually designed to improve/replace an existing product or enter a new market.
You can copy wikipedia's standard format of development, design, and lastly service history.
@KtaAviation users should not just use the steering code as-is, the front wheel code should be tuned for the car
@MrCOPTY sure but why are you telling me this
To add to BaconEgg's comment, if you use a single label, later characters will always appear over earlier characters. You can define the white text first, followed by the black text.
@Transair56 gimp or powerpoint for pc/mac
I don't edit on phone
@V my implementation doesn't use variables, and smooth(anything,0) is constant. However, I would support using your method as it is easier to use variables.
@CrestelAeronautics wing input in overload menu
Also stealth ping moment
Use V's code if you want the control surface to be at the zero position when Activate5 is TRUE.
If you want the control surfaces to stop moving, retaining their previous position:
smooth(INPUT, Activate5?0:CONST_POSITIVE_LARGE
INPUT: control surface input
CONST_POSITIVE_LARGE: constant (try 999999)
I use essay-level grammar for posts, but I shorten comments
Usually if you make the rear sideways traction more than the front, you can prevent spinning
@Transair56 there are apps to edit screenshots just to add logos. If you can't find a suitable app, or prefer a PC app, you can transfer images.
To upload with custom screenshots, you use the blueprint tool to add a blueprint with all your thumbnails. You can pan the camera using two finger dragging to show each thumbnail.
All the details are available through the website search function: airplanes > search
You need an image editing software
After you got your edited screenshots, look up how to upload planes with custom screenshots
the bri'ish when they realize jet fuel is just dinosaur tea:
+3@ToeTips no, it controls pitch only. You can try to control AoA by putting the whole plane on a rotator, with the gyro on that rotated section.
I like the idea of downvoting comments and adding reactions to comments.
+2.
For commenting with pictures, i think the current method of using links is good enough. Embedding images increases loadtimes and data usage. If the sp website hosts images, then the server data will grow much faster than it already does. Some sp users, both low and high ranks, don't consider the size of images and will push tens of HD screenshots into a single plane description or forum post, and adding to comments will worsen the load times.
@ToeTips sure, but be careful as you can get controls that are unnatural, or unexpected by users
@INeedANewName
+1Consumer reason: in case the game is bad, you don't lose money. You can always wait until it's good before you buy it.
Economy reason: the companies get money even if the game is bad at launch --> companies make more games that are bad at launch
Exceptions are if you really trust the devs and publishers, or if you are a content creator
preorder 💀
better to wait at least a week first
Ez method
1. Take label and put it on your plane
2. Enter in the text field:
{PitchRate}
or{rate(Yaw)}
3. Fly your plane
4. Read the label. The value is in degrees per second.
5. Congratulations, you have made a label with funky tree output
There is also a method using the dev console. It gives you the same info.