Add variables and an optional C# format specifier in { } like:
{Fuel ;P1} or {IAS ;F3}
You cannot have a space between the ; and format code. Also, the decimal and hex format codes don't work.
Delta time system (put at top of variable list) DELTA_TIME = Time - PREV_TIME PREV_TIME = Time
.
Fixed point integrator with clamp. The variable inside clamp(...) MUST match the setter name. PITCH_IN = clamp(PITCH_IN + Pitch * DELTA_TIME * MUL, MIN, MAX) MUL: change per second when Pitch=1 MIN, MAX: clamp limits
Simple code for animating rotators and pistons that make a single movement during retraction and extension. All rotator and piston speeds at 100%. lerp(EXT_INPUT, RET_INPUT, inverselerp(FULL_EXT_TIME, FULL_RET_TIME, smooth(GearDown?0:ANIM_TIME,1)) EXT_INPUT: rotator input when fully extended (usually 0) RET_INPUT: rotator input when fully retracted FULL_EXT_TIME: time of starting the retracting motion FULL_RET_TIME: time of ending the retracting motion ANIM_TIME: total time you choose for the entire gear animation (same for all gear parts)
If you click download from the steam browser, the plane will load automatically
If you use normal browsers but don't want to end up with a bunch of .splane files, you can copy the aircraft link, and in the designer press ctrl+L
@BogdanX
Absolute XYZ coordinates
TargetX = Longitude + TargetDistance * sin(TargetHeading)
TargetY = Altitude + TargetDistance * sin(TargetElevation)
TargetZ = Latitude + TargetDistance * cos(TargetHeading)
.
Speed uses rate function to get XYZ rate of change, then use the distance between two points formula
TargetSpeed = sqrt(pow(rate(TargetX),2) + pow(rate(TargetY),2) + pow(rate(TargetZ),2))
If the label doesn't use the alpha tag, you can use it to hide all text
You can also try to put a line at the beginning with 0% line-height, and switch to a large line-height to hide text
Notes:
- FT on the top is a timer, but I forgot to use it so I used the video
- Timer in the car directly uses the Time variable, so it's not the lap time
- My current times in GT4 are 7:38.8 with Sports Medium tires and 7:08.8 with Racing Medium tires
- In SP, the car is slower in a straight line, but faster in the corners. The cornering is probably similar to Racing Medium or Soft tires.
- A more realistically tuned version has been added
This is a bug in the game where the exhaust particles don't rotate with the engine. This means that no matter the rotation of your engine, each particle does not change shape, and if you use different xyz values, the gap between the particles changes
Don't use different xyz particle scale
You can try increasing the engine input controller value past 1, using multiple very small engines in a line, or alternatives like label engine effects
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
Thumbnail sussy
+1PC simpleplanes is 32bit
Add variables and an optional C# format specifier in { } like:
+1{Fuel ;P1} or {IAS ;F3}
You cannot have a space between the ; and format code. Also, the decimal and hex format codes don't work.
Delta time system (put at top of variable list)
+1DELTA_TIME
=Time - PREV_TIME
PREV_TIME
=Time
.
Fixed point integrator with clamp. The variable inside clamp(...) MUST match the setter name.
PITCH_IN
=clamp(PITCH_IN + Pitch * DELTA_TIME * MUL, MIN, MAX)
MUL
: change per second when Pitch=1MIN
,MAX
: clamp limitschad answer: make both
Simple code for animating rotators and pistons that make a single movement during retraction and extension. All rotator and piston speeds at 100%.
lerp(EXT_INPUT, RET_INPUT, inverselerp(FULL_EXT_TIME, FULL_RET_TIME, smooth(GearDown?0:ANIM_TIME,1))
EXT_INPUT
: rotator input when fully extended (usually 0)RET_INPUT
: rotator input when fully retractedFULL_EXT_TIME
: time of starting the retracting motionFULL_RET_TIME
: time of ending the retracting motionANIM_TIME
: total time you choose for the entire gear animation (same for all gear parts)60 degrees vertical fov
+1No C# option smh
+1FT is good enough tho
why are you dividing by 1
change 1 to other values and try :)
Brake > 0.01 ? 1 : 0
+1If you click download from the steam browser, the plane will load automatically
+2If you use normal browsers but don't want to end up with a bunch of .splane files, you can copy the aircraft link, and in the designer press ctrl+L
@SimpleStudent a laptop or phone that's not too old can run it
+1@Brololxd @MAPA the website isn't by me, from the url i believe it's by 11qazxc
+1@Falkenwut ok, you can rebuild it
+1Usually, you don't have to ask unless you're using others' parts, or making a copy
@BiliBiliXMBGDS the map mod is Nordschleife
@Falkenwut thanks! How will you rebuild it?
@TheTomatoLover a pc with drawing tablet can, but good luck running on a tablet itself
@BogdanX
Absolute XYZ coordinates
TargetX =
Longitude + TargetDistance * sin(TargetHeading)
TargetY =
Altitude + TargetDistance * sin(TargetElevation)
TargetZ =
Latitude + TargetDistance * cos(TargetHeading)
.
Speed uses rate function to get XYZ rate of change, then use the distance between two points formula
TargetSpeed =
sqrt(pow(rate(TargetX),2) + pow(rate(TargetY),2) + pow(rate(TargetZ),2))
2302232000 >
2302232200 >
"why does it have such a short nose"
it's my own art direction, it's supposed to look a bit like a small bird
@BogdanX @ALRX ok, I updated the XML
Nice
+1densha de go but passengers won't fall over
yeah, they should give an option to remove it
+1If the label doesn't use the alpha tag, you can use it to hide all text
+3You can also try to put a line at the beginning with 0% line-height, and switch to a large line-height to hide text
To celebrate the F-22's first real air to air kill
+15@FlyingPatriot
NIKE ONE 2022
Notes:
+2- FT on the top is a timer, but I forgot to use it so I used the video
- Timer in the car directly uses the Time variable, so it's not the lap time
- My current times in GT4 are 7:38.8 with Sports Medium tires and 7:08.8 with Racing Medium tires
- In SP, the car is slower in a straight line, but faster in the corners. The cornering is probably similar to Racing Medium or Soft tires.
- A more realistically tuned version has been added
The jar is nice
@FlightFun copy both at the same time
Big brain
When it tells you a variable is missing, it means you haven't copied it in
It's quite a process
hi fellow sussei enjoyer
Make sure you copy all variables needed, and put them in the same order in your plane
Basically anything that looks like it comes from an anime, like F-15S/MTD and Su-47
F/A-18 (my country doesn't use them)
A-4 with engine removed
This is a bug in the game where the exhaust particles don't rotate with the engine. This means that no matter the rotation of your engine, each particle does not change shape, and if you use different xyz values, the gap between the particles changes
+2Don't use different xyz particle scale
You can try increasing the engine input controller value past 1, using multiple very small engines in a line, or alternatives like label engine effects
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
+1