No you can't
But if the gear design supports it, you may be able to fine nudge/rotate connected parts manually. Very few custom landing gear is built in a way that allows it.
@AltheimManufactorum try to toggle a label's visibility without animations first. Then add an animation timer and multiple levels of opacity. This should help you learn how it's made
Use alpha tag with a timer ternary list like:
{timer<0.1?"FF":(timer<0.2?"E0":( ... ))}
Where timer is an animation timer that is zero at full opacity, for example:
smooth(activate ? timerMax : 0, 1)
@IAlsoBuildPlane zeroOnDeactivate works on the activation group of the input controller
If true, the input is forced to zero when activation is false
If false, the input does not change when activation is false
Personally, i don't use the activation input now that funky trees is a thing, so i don't use zeroOnDeactivate
There is a tampermonkey userscript for it
If your browser has a builtin dark mode script, you can use it. You might also be able to find a dark mode browser addon.
Well, the first thing is that there is no way to use guns except with FireGuns, so you cannot drop the health of engines
However, you can deactivate the engines.
Example code based on timer code:
sum(smooth(Throttle>=0.95?99:0, Throttle>=0.95?1:COOL_MUL) > 60 ?1:0) < 0.01
.
For cooling time multiplier COOL_MUL > 0
.
Smooth argument 2 is the max rate of change towards smooth argument 1.
Value inside sum() is 1 if the timer>60, 0 if timer<=60. This means sum() increases at 1/second only when timer>60.
Sum is compared against a small number 0.01. At first, sum() is 0. When timer>60, sum() will exceed 0.01 and deactivate your engine
@Kurizin this exception should not happen normally, there is probably a bug in your game install
The exception is also probably not related to funky trees, if the problem is UnityEngine.Touch
Try:
- reload the game
- restart your PC
- reinstall the game
PreviousAmmo: Set the previous ammo value to the current ammo at the start or when the activator state changed, so the timer isn't restarted in those scenarios.
CannonActivator: Cannon activation variable. Remember to set the cannon activation group to this variable.
CannonActivatorChanged: 1 if the activator state changed, else 0.
AmmoChanged: 0 if the activator state changed. This prevents the timer from restarting. Else, 1 if the ammo changed. Else 0.
PreviousAmmo: Update the "previous" value for the next frame
PreviousCannonActivator: Update the "previous" value for the next frame
TimeSinceAmmoChanged: The variable you can use in a label
@THEEND8238927373627 tl;dr moment
- download unity (specified version)
- download mod tools from pc game, otherwise nick it from actual jundroo link (may be old version)
- create unity project, check that version is correct, download correct one if it's not
- apply certain simpleplanes specific project settings (search online)
- use unity (watch jundroo tutorials for simpleplanes specific info)
- good luck lmao, remember that simpleplanes modding tutorials contain simpleplanes specific information that you can't make mods without
Luckily, they suck consistently, so you can put another rotator that rotates parts in the opposite direction
The strange thing is that rotators produce torque even if they rotate parts with no mass
For turret traverse rotators
- Make sure rotators on port and starboard sides have the same invert setting (both true or false)
- Don't invert min and max values, they should be the values required by your FT of choice
- The only difference should be the clamp values in the FT
You need unity to make mods.
You can download models or export your own from blender to unity and use them in your mod. The only way to put custom 3d models in the game is with a mod.
You don't need coding for maps and designers. But you need it for parts and custom levels.
No maximum file size. But if the mod is under 20 MB, you can host it on simpleplanes.com
F/A-18, only ever seen one of those
I see a lot of F-15s but they are very common in my area, so less coolness
@phrongus perhaps
+1Someday i will draw things using simpleplanes as 3d reference
No you can't
+1But if the gear design supports it, you may be able to fine nudge/rotate connected parts manually. Very few custom landing gear is built in a way that allows it.
@LogoAndCars1 yes except in a CPU/GPU utilization sense
I use a private discord server
+1Or if the picture is previously uploaded to social media, i take the image link from there
There's no real rotor brake other than using prop pitch/collective
+1@AltheimManufactorum try to toggle a label's visibility without animations first. Then add an animation timer and multiple levels of opacity. This should help you learn how it's made
+1@IceCraftGaming @32 i only (want to) draw anime gril so uhhh
+1Use alpha tag with a timer ternary list like:
{timer<0.1?"FF":(timer<0.2?"E0":( ... ))}
Where timer is an animation timer that is zero at full opacity, for example:
smooth(activate ? timerMax : 0, 1)
@FlickerDefenseIndustries compare a target stored value with the current heading and use that to control your gyro
Instead of putting rotators at the camera, put them in the aircraft and nudge the camera back
Pitch + Roll + (IAS>0.3 ? AngleOfAttack/35 : 0)
+1@IAlsoBuildPlane zeroOnDeactivate works on the activation group of the input controller
If true, the input is forced to zero when activation is false
If false, the input does not change when activation is false
Personally, i don't use the activation input now that funky trees is a thing, so i don't use zeroOnDeactivate
@SimpleAreospace i did some test for it, but when i move the attachment point, the part connected to it doesn't move together
if you have ground AI enabled, convoys will spawn on krakabloa and maywar
+1requiem of the phantasma
There is a tampermonkey userscript for it
+1If your browser has a builtin dark mode script, you can use it. You might also be able to find a dark mode browser addon.
Maybe you have not made your gravatar account yet. It is separate from a sp account
Well, the first thing is that there is no way to use guns except with FireGuns, so you cannot drop the health of engines
+2However, you can deactivate the engines.
Example code based on timer code:
sum(smooth(Throttle>=0.95?99:0, Throttle>=0.95?1:COOL_MUL) > 60 ?1:0) < 0.01
.
For cooling time multiplier COOL_MUL > 0
.
Smooth argument 2 is the max rate of change towards smooth argument 1.
Value inside sum() is 1 if the timer>60, 0 if timer<=60. This means sum() increases at 1/second only when timer>60.
Sum is compared against a small number 0.01. At first, sum() is 0. When timer>60, sum() will exceed 0.01 and deactivate your engine
X is longitude
Y is altitude
Z is latitude
Don't know what that means, try to draw a timing diagram
Not natively, but try running the exe with wine and see if it works
@Sterben214
+1You can use
0.5,0.5
and0,0.5,0.5,0
Or use funky trees:
repeat(Time,1)<0.5 and repeat(Time,1)>0.5
Idk, my favorite driver is usually whoever is in second at the time
Put fuselage intakes on the engine and nudge them inside to hide them
@Kurizin i'm unable to help, as it works for me
@Kurizin this exception should not happen normally, there is probably a bug in your game install
The exception is also probably not related to funky trees, if the problem is UnityEngine.Touch
Try:
- reload the game
- restart your PC
- reinstall the game
@Kurizin check dev console for errors?
I managed to make one
@THEEND8238927373627 no, but if you know it, you can add features to your map
@THEEND8238927373627 tl;dr moment
- download unity (specified version)
- download mod tools from pc game, otherwise nick it from actual jundroo link (may be old version)
- create unity project, check that version is correct, download correct one if it's not
- apply certain simpleplanes specific project settings (search online)
- use unity (watch jundroo tutorials for simpleplanes specific info)
- good luck lmao, remember that simpleplanes modding tutorials contain simpleplanes specific information that you can't make mods without
read this
If you can access your aircraft XML:
this
Else:
You can't
@Aeres91
- Not exactly. You can post screenshots in forums, or make videos. You cannot directly advertise a build or ask for upvotes. To help others to notice your builds, try to make a more attractive thumbnail. Guide I found by searching "good thumbnail", the first section applies to players on all platforms
- Use the forums
@Harder258 nice
+1Somehow I haven't really noticed it before but titanfall 2 mech anatomy is quite cartoonish (?)
@Birdman9301 you can't change wheel grip
+1@winterro idk what that means but good luck on the rickrolling
There are builds where I can do 8 hour sessions on
And there are the builds where I put 1 part and then leave for a week
@AegisOP lol
+1Wait until it loads, then click new aircraft
The ? : operators form the ternary operation:
+2ARGUMENT ? TRUE_VALUE : FALSE_VALUE
.
To multiply, use the * operator, e.g.
Throttle * AngleOfSlip
Multiply the engine input by some function of AngleOfSlip
+1If you just want a step increase:
Throttle * (abs(AngleOfSlip)>THRESHOLD ? MULTIPLIER : 1)
Luckily, they suck consistently, so you can put another rotator that rotates parts in the opposite direction
+2The strange thing is that rotators produce torque even if they rotate parts with no mass
funky trees guide - part variables
+2After you enable part output variables, you can use them in parts or other variables
Use ternary operators ? and :
+1Activate3 ? (Roll*1.1) : Roll
For turret traverse rotators
+1- Make sure rotators on port and starboard sides have the same invert setting (both true or false)
- Don't invert min and max values, they should be the values required by your FT of choice
- The only difference should be the clamp values in the FT
ammo("Rocket Pod")
+2You can put a different name, even custom names if your weapons use them
You need unity to make mods.
You can download models or export your own from blender to unity and use them in your mod. The only way to put custom 3d models in the game is with a mod.
You don't need coding for maps and designers. But you need it for parts and custom levels.
No maximum file size. But if the mod is under 20 MB, you can host it on simpleplanes.com
Mods may delete your post if it's too far off topic. If your story is related to planes or your simpleplanes builds lore, it's probably fine
You can't launch flares from custom inputs, only LaunchCountermeasures input
+2Also, the firing delay is fixed at 1 chaff/flare per second
No