Since the weight is similar to something i used before, try 100%,60% when scaled down
I also have a 8500 kg thing that used 250%,250%
Also note that most of my mass is in the control core, other than that only the rotators and control bases have mass. This means that the angular inertia is very small, so the settings might not apply to your build
Easier to read and understand (at least for me):
.
SETTER x: x+1
ACTIVATOR rate(myButton)>1
.
Alternatively, if you don't like activators:
SETTER x: rate(myButton)>1 ? x+1 : x
.
The rate function can detect the change in boolean or discrete values for exactly 1 funky tree update. The value it is checked against (1) is arbitrary.
granny is back with another blast from the past, it's been (more than) 84 years
wanted to replicate c1gp handling, got this instead (high slip honda nsx on the c1 is peak gaming)
test for a method to tune front/rear grip balance with more precision
the theory is that by making the grip distribution neutral at low slip for responsiveness, and understeery at high slip to help hold a slide, you can make a very good slip-angle racer
1: I have trouble trying to make PID yaw as well, I let it shake a little bit. Also, rolling may be caused by your gyros being too weak
2 and 3: If you scale down a build, even if the mass is not changed, its rotational inertia decreases, so a gyro tuned for original scale will become too strong. I also don't exactly know how to tune gyros
@Nahidwin172 since the clouds are made with normal unity particles, it lags a lot when flying in clouds
The other clouds mod performs better, maybe it has better settings
Maybe some strict rules for shaders should be added, clear rules actually improves creativity, as game IP copyright areas have found out.
My opinion is that your drawing-style shader pack is too far off the build
@DARZAVIATION the 1st and 3rd still look fairly obviously simpleplanes, since the colors are retained. The 2nd one is definitely going too far, i think it's enough for mods to remove.
32's example is also enough to remove
@Graingy all the divisions here have clean integer results, i am using the multiplication table in my memory to backsolve them
(but i am reading the questions from the projected views instead of downloading the plane, so there is a chance i read them wrongly)
Idk how to make the rotators smooth, it heavily depends on your build, part arrangement, and other needs.
I might know one method that only works if your FT architecture allows controlling the rotator with a move left/right input
.
Do you know Variable Setters and Part Variables? You will need both to make camera aim
You can take the camera yaw and pitch values using the Part Variables menu, then drive the turret rotators with them. The camera must have type FirstPerson and cannot be attached to the turret. (If you put it on the turret, you will find out why)
I haven't been in this area so I didn't do anything about the trolling. I made trains for an area colonized by some other game
The circle thing is a reducer block
And yes, DO NOT spend any money on wplace, the moderator situation is crazy
simulate a mass-spring-damper system to be extra funky
.
constants: k (spring constant), c (damping constant)
deltaTime is the time difference between this frame and the previous frame, you can assume it to be 0.01 but this will make it act wrongly for low physics
.
SETTER v: v + deltaTime * (k*(x_tgt - x) - c*v)
SETTER x: x + deltaTime * v
@rexzion yeah, differential behaviors are not provided exactly so idk what i'm doing
i've done it once (plus one more fake differential) by just using the wheel rpm difference * a constant
Sometimes a lag spike will overload the touch input code and make touch controls stop working completely. I feel it's more likely with custom weapon bodies.
@Yoloooooo
- There is some quote about making a deterministic computer doing random things being a crazy task
- One such example is the input counter in one of the extremely old pokemon games (i can't remember which). The point is that differences in each play session causes rng to be different
- Timing is also hard for players to control. But be careful of using a frame counter or timer with small windows, due to polling rate differences between the input handler and funky trees
Trying to make randomness using a computer, absolute classic
Pick some things that are very difficult for the player to control exactly, and use them in an equation
Or run the linear congruential generator every frame, or something similar, and only use the result on the Activate1 frame
For the pitch and roll display, try using center-center alignment, and build a + frame in the label first. Then put a circle in a new line. Try using the indent tag to move it horizontally, and the voffset tag to move it vertically.
Since the weight is similar to something i used before, try 100%,60% when scaled down
I also have a 8500 kg thing that used 250%,250%
Also note that most of my mass is in the control core, other than that only the rotators and control bases have mass. This means that the angular inertia is very small, so the settings might not apply to your build
1000 parts until the lag spikes become annoying and slow down building
hell yeah
+3Will there be further customization of the engine torque curves and gear ratios?
+6Also dev shoutout nowaying
Maybe like 50
+1Easier to read and understand (at least for me):
+3.
SETTER x:
x+1
ACTIVATOR
rate(myButton)>1
.
Alternatively, if you don't like activators:
SETTER x:
rate(myButton)>1 ? x+1 : x
.
The rate function can detect the change in boolean or discrete values for exactly 1 funky tree update. The value it is checked against (1) is arbitrary.
@Nettspend know what
@Maluch idk, good luck lmao
+1How big is the braid? I have done a tiny braid on the side of the head before
+2@karameji real
@YarisHatchback no worries, i haven't checked sp wplace like since the first 2 days lmao
granny is back with another blast from the past, it's been (more than) 84 years
wanted to replicate c1gp handling, got this instead (high slip honda nsx on the c1 is peak gaming)
test for a method to tune front/rear grip balance with more precision
the theory is that by making the grip distribution neutral at low slip for responsiveness, and understeery at high slip to help hold a slide, you can make a very good slip-angle racer
the build
wheel grip planner with the settings used in this build
very nice for majiaroring
edit 1: apparently it's rawe ceek too
edit 2: it's too twitchy so i have new settings already
+11: I have trouble trying to make PID yaw as well, I let it shake a little bit. Also, rolling may be caused by your gyros being too weak
+12 and 3: If you scale down a build, even if the mass is not changed, its rotational inertia decreases, so a gyro tuned for original scale will become too strong. I also don't exactly know how to tune gyros
is this the one where the front wheels can detach
@Nahidwin172 since the clouds are made with normal unity particles, it lags a lot when flying in clouds
The other clouds mod performs better, maybe it has better settings
@Nahidwin172 chrome browser yes, chromebook likely (but good luck running simpleplanes at all)
My attempt
+1Maybe some strict rules for shaders should be added, clear rules actually improves creativity, as game IP copyright areas have found out.
+1My opinion is that your drawing-style shader pack is too far off the build
@DARZAVIATION the 1st and 3rd still look fairly obviously simpleplanes, since the colors are retained. The 2nd one is definitely going too far, i think it's enough for mods to remove.
32's example is also enough to remove
It is a feature that allows you to achieve any funny follower count for a bit longer
wikipetan my beloved
+1as soft as possible, but without bottoming out on a hard landing
engineering enjoyer
+1also am i cooked or this warrior has really short legs
this is what we're up against 😭😭😭🥀🥀🥀🥀☠️☠️
@PZLAgencies you can download by copying the link and pressing ctrl+L, this will prevent having many small files that only store the url
@Graingy all the divisions here have clean integer results, i am using the multiplication table in my memory to backsolve them
+1(but i am reading the questions from the projected views instead of downloading the plane, so there is a chance i read them wrongly)
@Graingy how do you do long division on small numbers 🥀🥀
+2@Graingy the reducer block "goes from a 2 to a 1", it has the part type Block-4
I made it reversed though
Idk how to make the rotators smooth, it heavily depends on your build, part arrangement, and other needs.
I might know one method that only works if your FT architecture allows controlling the rotator with a move left/right input
.
Do you know Variable Setters and Part Variables? You will need both to make camera aim
You can take the camera yaw and pitch values using the Part Variables menu, then drive the turret rotators with them. The camera must have type FirstPerson and cannot be attached to the turret. (If you put it on the turret, you will find out why)
I haven't been in this area so I didn't do anything about the trolling. I made trains for an area colonized by some other game
The circle thing is a reducer block
And yes, DO NOT spend any money on wplace, the moderator situation is crazy
probably not, unless sp2 becomes massively popular
+3Not many local files, a lot of unlisted files for projects
@GabrielFangster70 advocating for basic rights is considered a nerd activity now☠️
Does downloading banned player crafts still work with the ctrl+L method?
Since there are cities now, there should be air to ground guerilla warfare
+1Car stuff is goofy since realistic car performance is hard in sp
@winterro yes, v is velocity and x is position, and both use the same coordinate system
Also, deltaTime doesn't exist in the game, you have to make it yourself
edit: I've seen this method used for gauges in an old train simulator, so here is an example gauge
simulate a mass-spring-damper system to be extra funky
+1.
constants: k (spring constant), c (damping constant)
deltaTime is the time difference between this frame and the previous frame, you can assume it to be 0.01 but this will make it act wrongly for low physics
.
SETTER v:
v + deltaTime * (k*(x_tgt - x) - c*v)
SETTER x:
x + deltaTime * v
drawing a girl there rn
+1edit: got trolled overnight smh, gonna turn it into something else later
@rexzion yeah, differential behaviors are not provided exactly so idk what i'm doing
i've done it once (plus one more fake differential) by just using the wheel rpm difference * a constant
Sometimes a lag spike will overload the touch input code and make touch controls stop working completely. I feel it's more likely with custom weapon bodies.
for now, you can sometimes prevent it by making sure that a connection point is never used more than once
+2but yeah it's bad
No, wheel brakes are one of the few things that cannot be controlled by the funky
@Yoloooooo
+1- There is some quote about making a deterministic computer doing random things being a crazy task
- One such example is the input counter in one of the extremely old pokemon games (i can't remember which). The point is that differences in each play session causes rng to be different
- Timing is also hard for players to control. But be careful of using a frame counter or timer with small windows, due to polling rate differences between the input handler and funky trees
Trying to make randomness using a computer, absolute classic
+3Pick some things that are very difficult for the player to control exactly, and use them in an equation
Or run the linear congruential generator every frame, or something similar, and only use the result on the Activate1 frame
Umazing! 👍
Susge
@RobertsAeronautics stronger regen brake when throttle is off, similar to gear 1 and 2
@ZFold7 labels are just incredibly limited, don't push it
Try to increase width or height
For the pitch and roll display, try using center-center alignment, and build a + frame in the label first. Then put a circle in a new line. Try using the indent tag to move it horizontally, and the voffset tag to move it vertically.