put a large part wider than your entire plane, then you can control the X and Z center (but if you use the fuselage menu, you have to exit the designer to reset it)
If you are trying to convert music to tone generator, someone on youtube made a script a few years ago, that reduces audio files into midi notes. I don't have the script sadly, all I know is that the project was called "auditory illusions" (I have some of the midi files the guy made). After you have the midi files, you can use MID2TGVA to convert it into tone generator parts.
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You could put an entire song into a mod AudioSource, but that might be piracy so xdd
The wheel part positions seem arbitrary to me
The origin of the wheel part is exactly 0.10 m away from the attachment point, and is not exactly at the center of the ball-shaped hub. The ResizableWheelCollider is about 0.18*size*width m away from the origin. I cannot get a precise value. I expect the mass and drag to act from the origin, and the wheel force to act from the collider x-position, but I didn't test it
When you yaw, you get sideslip, and the vertical stabilizers will experience drag against that sideslip direction. Since the vertical stabilizers are always bigger on top, the top gets more drag and the difference causes roll. This is how I think of it, at least
i got a lot of different stuff
car-related: Jimmy Broadbent, noriyaro
general sim: Squirrel
info/ video essay: f4mi, Jacob Geller, Mustard, Technology Connections, The 8-Bit Guy
funni: martincitopants, Max0r
vtuber: AZKi, Cecilia Immergreen, Nimi Nightmare (clipper choices will follow vtuber choices)
@blt it is good since unlike me, you actually bother to hook players into reading the description, and make it interesting for random people to read xdd
It's just a different style. I don't see anything wrong in the description
@blt there is no link in the comment?
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The format has 2 parts, the user manual (controls and build information) and the information (lore).
.
Sections in the user manual are entered using the priority of: credits, controls, other, dev notes (self-reflection type content)
@Graingy it is a normal (perpendicular) to a surface (you know what it is)
The computer uses it to do extremely big brain math stuff that i don't know how to write, and makes reflections from it
@Graingy The constants thing comes from actual programming languages, not FT. I use the same style to show that players must replace it with a number.
.
Sorry for the accidental misinformation
@Graingy a compound curve of straight lines looks like this
Red is MainGearLeg, blue is MainGearDoor. However, you should not program using normal linear equations in real FT because it is unreadable
@Graingy plot the points of position (y-axis) over the animator (x-axis), and make your lines/curves from there
Personally, the few times I have done this, I never used curves, only straight lines
@Graingy
I found one that I've used before. It's only a main landing gear with a single door, but the gear movement is offset slightly to prevent touching the door.
Timer: smooth(GearDown?0:10,1)
MainGearLeg: lerp(0, 1, inverselerp(0, 9, Timer)) where 0 is retracted
MainGearDoor: lerp(1, 0, inverselerp(5, 10, Timer)) where 1 is open
Are you using auto prop pitch? The startup table suggests that the engine goes to 110% stable rpm first, builds up prop pitch (and thrust), and drops to 100% rpm
It is easiest to make landing gear FT by treating it as an animation, and planning it using an animation timeline. Then, you can use linear mapping or math functions.
@Subsere
Consider an unrelated example: Activate1 ? smooth(Activate2,0.5) : smooth(Activate2,0.5)
.
The value of this expression starts as -1, as both activation groups are off. If you toggle Activate1 on and off, the value stays as -1. Note that when Activate1 is off, the expression evaluates the second smooth function, and when Activate1 is on, the first smooth function is evaluated.
.
Without restarting the simulation, turn on Activate2 and wait until the expression has the value 1. Then, turn off Activate1 and the value will jump to -1, and increase towards 1. This means that while the second smooth function was running, the first smooth function remained constant at its previous value of -1. It only updated when it was chosen.
.
This behavior is very unintuitive and difficult to track down, so you should never use smooth (or sum) in places where their updates can be suspended.
@LowQualityRepublic that will not delay on deactivate. In addition, a smoothing constant of 1 implies that it is a timer.
@Graingy built-in
@Graingy you mean people don't memorize the standard variables and functions?
+1The paper serves me, I can deploy paper
Not a pure delay if the input is changed quickly, but you can use
+2smooth(Activate1 ? 4 : 0) > 2
put a large part wider than your entire plane, then you can control the X and Z center (but if you use the fuselage menu, you have to exit the designer to reset it)
+3@AFAAM maybe you can put a hidden vertical stabilizer that faces downwards, and scale it down
If you are trying to convert music to tone generator, someone on youtube made a script a few years ago, that reduces audio files into midi notes. I don't have the script sadly, all I know is that the project was called "auditory illusions" (I have some of the midi files the guy made). After you have the midi files, you can use MID2TGVA to convert it into tone generator parts.
.
You could put an entire song into a mod AudioSource, but that might be piracy so xdd
i can't believe that the pre-preparation instructions are just "git gud"
+1The wheel part positions seem arbitrary to me
+1The origin of the wheel part is exactly 0.10 m away from the attachment point, and is not exactly at the center of the ball-shaped hub. The ResizableWheelCollider is about 0.18*size*width m away from the origin. I cannot get a precise value. I expect the mass and drag to act from the origin, and the wheel force to act from the collider x-position, but I didn't test it
When you yaw, you get sideslip, and the vertical stabilizers will experience drag against that sideslip direction. Since the vertical stabilizers are always bigger on top, the top gets more drag and the difference causes roll. This is how I think of it, at least
+4The origin of the wheel is the ball-shaped thing on the inner side of the wheel. Idk where the collider is, can't check it now
+1because making interactive art, in a place where others also are interested in it, is fun
+2Definitely the last one
+1But the first one is close because he is fr*nch
unrelated question, who is in your pfp and are her skin/hair/eye colors defined (i am unlikely to use this information... at least in the near future)
+1The structure is definitely a copy made by an enlightened machine seeking to learn about humanity
i got a lot of different stuff
car-related: Jimmy Broadbent, noriyaro
general sim: Squirrel
info/ video essay: f4mi, Jacob Geller, Mustard, Technology Connections, The 8-Bit Guy
funni: martincitopants, Max0r
vtuber: AZKi, Cecilia Immergreen, Nimi Nightmare (clipper choices will follow vtuber choices)
It marks the start of a C# format specifier. You would use it in labels, for example, to choose the number of decimal places
i like the cannon brick, unfortunately 18 guys in a circle > 8 (6?) guys in a corner
I might have some
Only if the creator does something that warrants it, like clickbaiting
+1@blt it is good since unlike me, you actually bother to hook players into reading the description, and make it interesting for random people to read xdd
+1It's just a different style. I don't see anything wrong in the description
@blt there is no link in the comment?
.
The format has 2 parts, the user manual (controls and build information) and the information (lore).
.
Sections in the user manual are entered using the priority of: credits, controls, other, dev notes (self-reflection type content)
@ShinyGemsBro this is a guide on how to make the fuselage fuselage even more
+1@Graingy i added info to the post but now the first paragraph is massive
+1@Graingy it is a normal (perpendicular) to a surface (you know what it is)
The computer uses it to do extremely big brain math stuff that i don't know how to write, and makes reflections from it
Maybe they are just very easy to spot
when you want to drive but you really don't want to touch grass
@Graingy The constants thing comes from actual programming languages, not FT. I use the same style to show that players must replace it with a number.
+1.
Sorry for the accidental misinformation
I think it is root/area/tip, but this is untested
+1@Graingy i follow the programming standards, where names in all caps are constants
+1@WillowTater i'm more of a 2005 civic guy myself, the last of the tuner civics
Cute (but no clue that she is a Su-34 if you don't say it though, kinda small for a Su-34)
@Graingy a compound curve of straight lines looks like this
Red is MainGearLeg, blue is MainGearDoor. However, you should not program using normal linear equations in real FT because it is unreadable
@Graingy plot the points of position (y-axis) over the animator (x-axis), and make your lines/curves from there
Personally, the few times I have done this, I never used curves, only straight lines
@Graingy
I found one that I've used before. It's only a main landing gear with a single door, but the gear movement is offset slightly to prevent touching the door.
Timer: smooth(GearDown?0:10,1)
MainGearLeg: lerp(0, 1, inverselerp(0, 9, Timer)) where 0 is retracted
MainGearDoor: lerp(1, 0, inverselerp(5, 10, Timer)) where 1 is open
@YarisHatchback it is an armored core
@YarisHatchback you can make any animation in the simple with this
+1idk, the dev just stopped the service
+1the github repo is archived, which usually means it's completely stopped
Unfortunate
how will this affect the stalk market
+2It comes from a bracket mismatch, maybe if you close more than you open
+1wart hunter reference !!
Are you using auto prop pitch? The startup table suggests that the engine goes to 110% stable rpm first, builds up prop pitch (and thrust), and drops to 100% rpm
@Pan :5Head: and :aware: at the same time
+1allegedly, for some people (not me for some reason xdd), the suffering only comes after the build was posted
+2the character set is very arbitrary
+1also the block characters are not square, nor are they 1:2, which is very goofy
aight if you wanna suffer, build an anime girl (free choice, if not then hoshimachi suisei)
+1It is easiest to make landing gear FT by treating it as an animation, and planning it using an animation timeline. Then, you can use linear mapping or math functions.
@Subsere
Consider an unrelated example:
Activate1 ? smooth(Activate2,0.5) : smooth(Activate2,0.5)
.
The value of this expression starts as -1, as both activation groups are off. If you toggle Activate1 on and off, the value stays as -1. Note that when Activate1 is off, the expression evaluates the second smooth function, and when Activate1 is on, the first smooth function is evaluated.
.
Without restarting the simulation, turn on Activate2 and wait until the expression has the value 1. Then, turn off Activate1 and the value will jump to -1, and increase towards 1. This means that while the second smooth function was running, the first smooth function remained constant at its previous value of -1. It only updated when it was chosen.
.
This behavior is very unintuitive and difficult to track down, so you should never use smooth (or sum) in places where their updates can be suspended.