@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
low gears/ cbt mode are actually useful now assist prototype with ft that i may or may not use in the future
does not need elliptical grip model to work (but the change is more obvious with the mod as it makes tires lose cornering ability with too much forward slip) ABS example image, you can also see TCS marks
if the rear wheels alternate being under extreme load, that's the kinda bad funky LSD from a previous elliptical grip model demo. it only serves to remove one wheel peel and is good enough(tm) for that
Use a resettable timer. I have a webpage with some timers and other stuff
rate(BOOL) is a good rising edge detector. BOOL is your variable that is true when you fire a weapon when the cannon is selected. To prevent it from being true when reloading, you need another timer
@GrandPrix @Kerbango i think that now, since people haven't spammed the website like i thought would happen, i'm more ok with image packs
Extra tip: if you want to make screens, building the bezel with fuselage makes it look better
@Zaineman don't change your variable names to match other users' code (especially one-liners). It just leads to chaos on your end.
You also need to replace charge rate and discharge rate with your own numbers. If they are the same, you can replace the second ternary section with a constant.
When I provide code, I put variable names in all caps so they become easier to spot, but I don't actually use those names
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
@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
gt4 all american championship moment
@PUMPKINSIDD if only i had one
@Nerfaddict probably about 8 minutes
low gears/ cbt mode are actually useful now
assist prototype with ft that i may or may not use in the future
does not need elliptical grip model to work (but the change is more obvious with the mod as it makes tires lose cornering ability with too much forward slip)
ABS example image, you can also see TCS marks
if the rear wheels alternate being under extreme load, that's the kinda bad funky LSD from a previous elliptical grip model demo. it only serves to remove one wheel peel and is good enough(tm) for that
Use a resettable timer. I have a webpage with some timers and other stuff
rate(BOOL) is a good rising edge detector. BOOL is your variable that is true when you fire a weapon when the cannon is selected. To prevent it from being true when reloading, you need another timer
@GrandPrix @Kerbango i think that now, since people haven't spammed the website like i thought would happen, i'm more ok with image packs
Extra tip: if you want to make screens, building the bezel with fuselage makes it look better
@rexzion me too
@Zaineman don't change your variable names to match other users' code (especially one-liners). It just leads to chaos on your end.
You also need to replace charge rate and discharge rate with your own numbers. If they are the same, you can replace the second ternary section with a constant.
When I provide code, I put variable names in all caps so they become easier to spot, but I don't actually use those names
smooth(APU_ON?10000:0, APU_ON?CHARGE_RATE,DISCHARGE_RATE)
No, just use T1000 for the least sound
+5You can try to increase power and decrease input amounts, works for jets but idk for props
I misread and thought you wanted to find bandit airport 💀
4 and maybe 3 still apply
@RaptorAerosystemsCorp despair
To handle FT, you can use input controller, but it's not a good solution since mod parts can only have one input controller (i think)
+1@CrestelAeronautics2 no
+1textmeshpro rich text
+4There also are the "rotate" and "scale" tags which this page doesn't mention
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
+1