@factorization20 reference
Set color mode to linear so what you see in unity is what you get in SP
.
For EasyRoads, I found that you must store road models in assets folder. It's the terrain tab in the road network component.
- Before building the mod, go and click the button.
- Be careful if you delete roads because the model won't be deleted from the assets folder or the mod saved assets. You can clean up the mod saved assets by resetting the mod builder.
@Skykid028 have you tried downloading the program on PC yourself? You don't need SP on PC if your android still has file access to the aircraft folder info
Good news, there's an easy built-in way to call the designer function, which writes to __editor__.xml, so guess I'll make it
If on Android, the game also autosaves to __editor__.xml every time the screen keyboard is opened or closed, which is very nice and won't need a mod
@AndrewGarrison @WNP78 thank you for VR-testing this build
I don't have a VR headset, so I can't test VR.
Also, the new part modifiers are still not completely explained.
.
I want to control Steering with the Control Base so it looks more realistic. I changed Steering priority to -1
For the glass, I have no excuse and just didn't go and check what the trim colors do
. VR test revision (not on the PC now, can't get XML file)
@Formula350 the shape changes if you try to increase a fill less than 100%, because the mesh exists to 100% fill.
For example, if you have a semicircular line of Top 50% and want to add an angled part to the front, you cannot replace 50% with 200%, because your semicircle would turn into a circle.
If you are panelling with sliced fuselage, you sadly need that one extra part for angling the back.
@zwen where OMEGA = angular velocity in radians
Centripetal accel. a.c = OMEGA^2 * r and
Linear/angular velocity relationship v = r * OMEGA
--> a.c = OMEGA * v
Divide by 9.81 to get value in G. This is only centrifugal force, I didn't include the component from actual gravity, which would be present when there is roll.
Relative to the ground is a bit misleading, more accurately it's relative to any fixed point and the velocity vector includes the vertical component.
GS is only different from TAS when there is wind, because TAS is relative to wind. IAS is also relative to wind.
.
You can try it:
GS = sqrt( pow(rate(Latitude),2) + pow(rate(Altitude),2) + pow(rate(Longitude),2) )
Horizontal GS = sqrt( pow(rate(Latitude),2) + pow(rate(Longitude),2) ) = GS * abs(cos(PitchAngle))
@WIZARD2017 you can alternatively store many frames of your image in a single label, and use FT to choose between them. I don't know how laggy that is but it is doable
try this
on the body, you can add more missiles or other weapons on detachers, but you need to be locked on to your target when the extra missiles detach
you can have manual detaching with AGs or auto detaching with funky trees
.
if you just want a big explosion, change explosionScale
@Pyrrha well, I don't know how to make a website, or website with program for that matter
edit: i found some useful information so i'll think about it (tm)
@RimUwU I really don't have issues on my end
- are you on high physics?
- are you lagging (low fps)?
- are you on 1.11.104 or above?
- are you running this exact release? not an old version, and no edits
@RimUwU which way is it vibrating? I tried to reduce vibration but it's still there
I designed it for high physics so it may be different on lower physics
@FOXLOVER auto aim on the arms is by @ 232287168147825, it is edited so that it has activation conditions
Horizontal flight controller uses hidden engines and works by comparing actual and desired speed in each direction
Hovering is also hidden engine to maintain a certain height
@Skykid028 please don't lol
@Skykid028 here
@factorization20 reference
Set color mode to linear so what you see in unity is what you get in SP
.
For EasyRoads, I found that you must store road models in assets folder. It's the terrain tab in the road network component.
- Before building the mod, go and click the button.
- Be careful if you delete roads because the model won't be deleted from the assets folder or the mod saved assets. You can clean up the mod saved assets by resetting the mod builder.
So AoA and AoS incorrectly handle wind? Or does it just mean that the AoA/AoS method provides numbers relative to wind?
+1@Skykid028 what image do you want to convert?
@Skykid028 have you tried downloading the program on PC yourself? You don't need SP on PC if your android still has file access to the aircraft folder
info
(software) engineer gaming
+4FT should work, try using feedback for smoothing
First-order
smooth( TARGET, abs(TARGET - CURRENT) + CONSTANT )
Second-order
smooth( TARGET, smooth(abs(TARGET - CURRENT), CONST2) + CONST1 )
Yes
The play store version updates automatically and sometimes you can even try upcoming versions, ain't that great
(Buy it)
@Korzalerke increase 0.001 to 0.1
+2@Formula350 no thanks, i kind of make mods for fun/myself
+1Also i don't have paypal
@Juanfly154 you can't, unfortunately
it doesn't appear for me, sadge
+4sp has 69 on metacritic btw
Good news, there's an easy built-in way to call the designer function, which writes to
+1__editor__.xml
, so guess I'll make itIf on Android, the game also autosaves to
__editor__.xml
every time the screen keyboard is opened or closed, which is very nice and won't need a modEditing comments and bio is also very slow and sometimes gets errors
@Mechdude1397 this is specifically a hover design, I never intended to add legs
@AndrewGarrison @WNP78 thank you for VR-testing this build
I don't have a VR headset, so I can't test VR.
Also, the new part modifiers are still not completely explained.
.
I want to control Steering with the Control Base so it looks more realistic. I changed Steering priority to -1
For the glass, I have no excuse and just didn't go and check what the trim colors do
.
VR test revision (not on the PC now, can't get XML file)
@Abiansai first pic is on tracks and roads, second one is the default map
Use the Mobile Friendly tag
+3@BBCP117 www.phil-frank.com
+1The designer used "•" for "." and "-" for "-"
@Formula350 the shape changes if you try to increase a fill less than 100%, because the mesh exists to 100% fill.
For example, if you have a semicircular line of Top 50% and want to add an angled part to the front, you cannot replace 50% with 200%, because your semicircle would turn into a circle.
If you are panelling with sliced fuselage, you sadly need that one extra part for angling the back.
@BBCP117 i made it exactly as it appears on the car, you're mostly right
I just tried this recently, it's a neat trick but can't be used if the fuselage is already cut at that side (only 100% fills can be increased further)
@zwen where OMEGA = angular velocity in radians
Centripetal accel.
a.c = OMEGA^2 * r
andLinear/angular velocity relationship
v = r * OMEGA
-->
a.c = OMEGA * v
Divide by 9.81 to get value in G. This is only centrifugal force, I didn't include the component from actual gravity, which would be present when there is roll.
@Blue0Bull thanks for the spotlight!
What happens when you load the mod? Can you use "save selected assets"?
@Formula350
+1"ground speed vs air speed"
KN AVIATION - this explains it well
NASA - reliable source you can use as a reference
overhead baggage compartment isn't modeled, literally unflyable
+1jk
Relative to the ground is a bit misleading, more accurately it's relative to any fixed point and the velocity vector includes the vertical component.
+3GS is only different from TAS when there is wind, because TAS is relative to wind. IAS is also relative to wind.
.
You can try it:
GS =
sqrt( pow(rate(Latitude),2) + pow(rate(Altitude),2) + pow(rate(Longitude),2) )
Horizontal GS =
sqrt( pow(rate(Latitude),2) + pow(rate(Longitude),2) )
=GS * abs(cos(PitchAngle))
@LarySeeAircraft well idk how to html and javascript, if you know how to you can port it
@WIZARD2017 fully transparent pixels (alpha = 0) should cost less cpu
@Pyrrha no
@WIZARD2017 you can alternatively store many frames of your image in a single label, and use FT to choose between them. I don't know how laggy that is but it is doable
+2@WIZARD2017 no, each pixel would have to run FT and store many copies of pixel data
It would easily enter transformation matrix x10000 territory
this is a real page-turner
+6@OrderlyHippo @Abiansai I updated the mod and added auto run
+1@L3thalPredator this mod has custom scripts so it is not possible
@Abiansai no, not yet
try this
on the body, you can add more missiles or other weapons on detachers, but you need to be locked on to your target when the extra missiles detach
you can have manual detaching with AGs or auto detaching with funky trees
.
+1if you just want a big explosion, change
explosionScale
Would be great for screenshotting tall things
idk, google says it's a toad
+3@SheriffHackdogMCPE you can only use it on windows, and you need visual studio for it
@Pyrrha well, I don't know how to make a website, or website with program for that matter
edit: i found some useful information so i'll think about it (tm)
@RimUwU I really don't have issues on my end
- are you on high physics?
- are you lagging (low fps)?
- are you on 1.11.104 or above?
- are you running this exact release? not an old version, and no edits
Not doing any of the above can cause issues
@RimUwU which way is it vibrating? I tried to reduce vibration but it's still there
I designed it for high physics so it may be different on lower physics
@Grob0s0VBRa i don't have the skill past AC3, but big robot cool
+1@FOXLOVER auto aim on the arms is by @ 232287168147825, it is edited so that it has activation conditions
Horizontal flight controller uses hidden engines and works by comparing actual and desired speed in each direction
Hovering is also hidden engine to maintain a certain height
We can now make floating HUD that follows the player view