113k hpgbproductions Comments

  • How do i delay an input with funky trees? 24 days ago

    @LowQualityRepublic that will not delay on deactivate. In addition, a smoothing constant of 1 implies that it is a timer.

  • [yapping] animation approach to landing gear 24 days ago

    @Graingy built-in

  • [yapping] animation approach to landing gear 25 days ago

    @Graingy you mean people don't memorize the standard variables and functions?

    +1
  • Anyone here afraid of paper? 25 days ago

    The paper serves me, I can deploy paper

  • How do i delay an input with funky trees? 25 days ago

    Not a pure delay if the input is changed quickly, but you can use
    smooth(Activate1 ? 4 : 0) > 2

    +2
  • [BUG] It Always Be This Annoying 26 days ago

    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
  • Why does my plane roll while yawing (has thrust vectoring) 27 days ago

    @AFAAM maybe you can put a hidden vertical stabilizer that faces downwards, and scale it down

  • Challenge me to make something complicated !!!! 27 days ago

    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

  • Interpolation model 28 days ago

    i can't believe that the pre-preparation instructions are just "git gud"

    +1
  • What is the average position (X) of the custom wheel? 28 days ago

    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

    +1
  • Why does my plane roll while yawing (has thrust vectoring) 28 days ago

    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

    +4
  • What is the average position (X) of the custom wheel? 28 days ago

    The 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

    +1
  • Why do you guys build? (Genuine question) 28 days ago

    because making interactive art, in a place where others also are interested in it, is fun

    +2
  • Simple question 29 days ago

    Definitely the last one
    But the first one is close because he is fr*nch

    +1
  • Graingy's Order: Sandwich 29 days ago

    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)

    +1
  • ok, is it just me or does the original Pennsylvania Station look very uncanny 29 days ago

    The structure is definitely a copy made by an enlightened machine seeking to learn about humanity

  • What are your favorite YouTube channels? one month ago

    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)

  • Funkytree help ; one month ago

    It marks the start of a C# format specifier. You would use it in labels, for example, to choose the number of decimal places

  • random fun fact of the day one month ago

    i like the cannon brick, unfortunately 18 guys in a circle > 8 (6?) guys in a corner

  • Graingy Survey: When Giving Feedback, How Harsh Are You? one month ago

    Only if the creator does something that warrants it, like clickbaiting

    +1
  • How do you make a good aircraft description? one month ago

    @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

    +1
  • How do you make a good aircraft description? one month ago

    @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)

  • [yapping] techniques to control fuselage surface normals, and how to build sausage one month ago

    @ShinyGemsBro this is a guide on how to make the fuselage fuselage even more

    +1
  • [yapping] techniques to control fuselage surface normals, and how to build sausage one month ago

    @Graingy i added info to the post but now the first paragraph is massive

    +1
  • [yapping] techniques to control fuselage surface normals, and how to build sausage one month ago

    @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

  • Why are most SP creators from Indonesia? one month ago

    Maybe they are just very easy to spot

  • yo new rain car idea just hit me one month ago

    when you want to drive but you really don't want to touch grass

  • [yapping] animation approach to landing gear one month ago

    @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

    +1
  • Wings attachment points? one month ago

    I think it is root/area/tip, but this is untested

    +1
  • [yapping] animation approach to landing gear one month ago

    @Graingy i follow the programming standards, where names in all caps are constants

    +1
  • (off topic) what's your favorite economy car? one month ago

    @WillowTater i'm more of a 2005 civic guy myself, the last of the tuner civics

  • 69420 one month ago

    Cute (but no clue that she is a Su-34 if you don't say it though, kinda small for a Su-34)

  • [yapping] animation approach to landing gear one month ago

    @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

  • [yapping] animation approach to landing gear one month ago

    @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

  • [yapping] animation approach to landing gear one month ago

    @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

  • normal convoy chaos gameplay one month ago

    @YarisHatchback it is an armored core

  • [yapping] animation approach to landing gear one month ago

    @YarisHatchback you can make any animation in the simple with this

    +1
  • Off-Topic Question: What happened to seeyoufarm? one month ago

    idk, the dev just stopped the service
    the github repo is archived, which usually means it's completely stopped

    +1
  • I have bad news one month ago

    Unfortunate

  • turnip one month ago

    how will this affect the stalk market

    +2
  • “Variable error: Stack empty” What does this mean? one month ago

    It comes from a bracket mismatch, maybe if you close more than you open

    +1
  • SimplePlanes Builds in SimplePlanes 2 - Part Two! one month ago

    wart hunter reference !!

  • Investigation of prop engine behavior one month ago

    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

  • Make. Me. Suffer one month ago

    @Pan :5Head: and :aware: at the same time

    +1
  • Make. Me. Suffer one month ago

    allegedly, for some people (not me for some reason xdd), the suffering only comes after the build was posted

    +2
  • WHY IS IT SO UGLY one month ago

    the character set is very arbitrary
    also the block characters are not square, nor are they 1:2, which is very goofy

    +1
  • Make. Me. Suffer one month ago

    aight if you wanna suffer, build an anime girl (free choice, if not then hoshimachi suisei)

    +1
  • FT code issues one month ago

    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.

  • FT code issues one month ago

    @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.