Create two timers - one that resets on activation and another that resets on deactivation. Then you can compare the appropriate timer with your delay value. If you just activated, then you compare the last activation timer.
Flight path above horizontal (FlightPathAngle):
PitchAngle + AngleOfAttack
Flight gradient at any time [rise/run]:
tan(FlightPathAngle)
Glide ratio at any time [-run/rise]:
-1/tan(FlightPathAngle)
If you scale down the wings and make them larger, the drag will increase as well. If you use liftScale, drag will not be increased.
@001 :xpp: :ElNoSabe:
But seriously, programming has this stuff called dependencies, where you rely on others' code. Some company made some changes and along the way you lose mobile mods
@Yish42 @Majakalona the reason why mobile cannot use mods is because the scripting backend (il2cpp) cannot import new code at runtime. If mods are permanently in the game, they are imported beforehand and mod activation just toggles whether they work
It's why you can use fine tuner and overload on mobile
The four slip values set the x-axis value of the critical point (extremum) and full-sliding point (asymptote). The traction values multiply the y-axis values, iirc the y-axis value of the full-sliding point is always half of the critical point.
@Gripen346 it refers to fighter planes with a fuselage that are too flat, and the top and bottom surfaces are parallel to each other, hence look like a pancake from the side orthographic view
There are a lot of planes that look cool in the thumbnails, then you check the side view and boom, pancake
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.
@Crums that's the problem, you made a mid plane and not a crappy one
+1I use this timer format, I prefer it over the floor/ceil and smooth method because you can run many parts using the same timer
Create two timers - one that resets on activation and another that resets on deactivation. Then you can compare the appropriate timer with your delay value. If you just activated, then you compare the last activation timer.
how are they bad though?
if it's the short range, it should be fixable but only with a mod
The bottles are so good
Flight path above horizontal (FlightPathAngle):
PitchAngle + AngleOfAttack
Flight gradient at any time [rise/run]:
tan(FlightPathAngle)
Glide ratio at any time [-run/rise]:
-1/tan(FlightPathAngle)
If you scale down the wings and make them larger, the drag will increase as well. If you use liftScale, drag will not be increased.
@001 :xpp: :ElNoSabe:
+4But seriously, programming has this stuff called dependencies, where you rely on others' code. Some company made some changes and along the way you lose mobile mods
@BARREND what do you mean
+1also, i'm probably not going to update this program anymore, use 11qazxc's or PlanariaLab's generators instead
@Yish42 @Majakalona the reason why mobile cannot use mods is because the scripting backend (il2cpp) cannot import new code at runtime. If mods are permanently in the game, they are imported beforehand and mod activation just toggles whether they work
+3It's why you can use fine tuner and overload on mobile
it's only in the rocket game
The four slip values set the x-axis value of the critical point (extremum) and full-sliding point (asymptote). The traction values multiply the y-axis values, iirc the y-axis value of the full-sliding point is always half of the critical point.
@Gripen346 it refers to fighter planes with a fuselage that are too flat, and the top and bottom surfaces are parallel to each other, hence look like a pancake from the side orthographic view
There are a lot of planes that look cool in the thumbnails, then you check the side view and boom, pancake
@DCSplanepro12 ???
@DCSplanepro12 read the below comment again
The build terrains button is in the same tab as the finalize and store mesh assets buttons
@DCSplanepro12 then you cannot change the network anymore
you don't need to finalize it when modding, just save the map after entering build mode
adjust weight balance or add a small value to elevators
+1@DCSplanepro12 added comment under that forum post, i couldn't find it earlier
Use terrain control > store mesh assets in project folder
I mentioned this in a different comment but didn't write the option name exactly
@DCSplanepro12 but unity editor scripts cannot run in the game?
Check for any MeshCollider or EasyRoads3D errors
@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
+2maybe 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