Also, keyboard (using samsung touch screen keyboard) seems to require one more backspace than usual in overload to backspace characters, other similar inputs like full stop character (.) may be affected too, but that might be just me
Edit1: Overall keyboard has no responsiveness
Edit2: Not just in overload, but all over the game
smooth(x,rate) outputs a number that gradually moves towards x, at the rate of rate/second.
Ex: for smooth(x,1), if x is currently 0 then changes to 5, the output value will move from 0 to 5 over 5 seconds.
If rate is 0, the function output gets locked in place, so you can store numbers after x changes.
There was some landing gear tutorial a while back, maybe could go find it
Users whose builds look rough when you zoom in, as in shapes aren't smooth
Also when people make copies of their own build that aren't modified much, but call them different builds
.
(ocd much)
Weapon explosion size is based on the type, each weapon has its own explosion size (both visual and actual). It is scaled according to part scale multiplier.
As for normal parts it's kinda strange and IDK, fuel doesn't seem to affect explosion
@goboygo1
If you have zeroOnDeactivate="true" the mech will return to standing position when not walking (AG is off).
Alternatively you can multiply the whole input by something like ceil(Pitch) or my axis brake code.
The mech can return to the walking cycle after stopping, but of course it might not do it very smoothly
Adding to SnoWFLakE0s:
Using Throttle as the input on a slow rotator is the simplest option.
If you want a curve which is more realistic (RPM peels off as Throttle reaches 100%) add a power of less than 1.
If you want WEP add an AG with a clamp function as coefficient.
H E Y
+1@leekedleek nice, thanks :)
+1Also, keyboard (using samsung touch screen keyboard) seems to require one more backspace than usual in overload to backspace characters, other similar inputs like full stop character (
.
) may be affected too, but that might be just meEdit1: Overall keyboard has no responsiveness
Edit2: Not just in overload, but all over the game
Game doesn't use the space of my long phone screen (2280x1080), huge black bars on either side of the game
+3@DPSAircraft this thing by vcharng
+4smooth(x,rate)
outputs a number that gradually moves towards x, at the rate ofrate
/second.Ex: for
smooth(x,1)
, if x is currently 0 then changes to 5, the output value will move from 0 to 5 over 5 seconds.If rate is 0, the function output gets locked in place, so you can store numbers after x changes.
There was some landing gear tutorial a while back, maybe could go find it
🦀🦀🦀
+1On a separate note, yes it isn't as big of an issue as people say it is
Something sonething wind turbines
+1(also i have a mod with literally several 64000m terrains)
Tools maybe
In the source repo of combat challenges, you can get the game 3D models, that's how I got them at least
*only use them for spmods
Oh yeah and when you get a comment on a very old cringe build, lol
+4Users whose builds look rough when you zoom in, as in shapes aren't smooth
+6Also when people make copies of their own build that aren't modified much, but call them different builds
.
(ocd much)
@ArcturusAerospace yes you can do it. You'll get a different set of issues to work with though, like how to hide the wheels
Near-front to back for most long things like planes and vehicles. For panelling I start with a rib part and then add the panels to it
@ArcturusAerospace ???
Movement speed is at most your feet speed, that is physics
I like anime and its artstyle, but end up not watching a whole lot due to sp projects and other stuff
@Mixx ok
It looks eBic
Though I'm kinda lazy so I won't try to make a control system for it
Fun fact, you can mod heli engine's ground effect
There's a link in the desc of the underwater camera mod, it tells you how to do it
Nice
While someone in my house using yt
Around midnight locally, am on GMT+8
+1@SpicyLuckster you should try, almost every part has drag calculations disabled
@Wi1dSk7 that's why you can't activate full brake at high speeds
Maybe increasing damper further helps
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@TitanIncorporated @Subnerdica
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+1@Starlight @Lorileni @ArcturusAerospace
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@goboygo1 @FranzPeterSiegfried @EliteArsenals24
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@spefyjerbf @Rub3n213 @Ruffes123
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@Roswell @PointlessWhyshouldi @Wi1dSk7
Get well soon Squirrel
Seems ok (to be safe, don't put the girls on the vehicle)
+ logo decal looks slightly dubious, if it's not actually on the vehicle, don't put it
Weapon explosion size is based on the type, each weapon has its own explosion size (both visual and actual). It is scaled according to part scale multiplier.
As for normal parts it's kinda strange and IDK, fuel doesn't seem to affect explosion
@vcharng yes, went to check, it's just swastika
I was talking about the common sp practice, which i guess is for show aircraft and not for combat
IDK so I'll guess SC1000 bomb
It may be better to make an empty tail or the white circle only instead of a weimar flag, no detail > wrong detail
@thefalkenreich eventually
lmao
+obligatory "watch Violet Evergarden" comment
@Wi1dSk7 thanks lol
+2Tip: pics don't work on your posts until you have like 100 points
+1You are now 0.008% closer, keep it up
+8Idk but it looks like the true third gender
@goboygo1
If you have zeroOnDeactivate="true" the mech will return to standing position when not walking (AG is off).
Alternatively you can multiply the whole input by something like ceil(Pitch) or my axis brake code.
The mech can return to the walking cycle after stopping, but of course it might not do it very smoothly
@goboygo1 use
Time()
m8, mechs kinda have to turn when moving between places@WarHawk95 don't use this for binary, i found an issue i forgot to fix
+1Updated version soon
I need it for something similar too, have to port stuff over to funky standard
Nice plane (and fish)
T
IDK, I found something better
@Nutsee could this player be... one of our people?
+1The simpler your weapons, the more you should pack into each post
If your weapons are special/detailed they can be individually packed
Adding to SnoWFLakE0s:
Using Throttle as the input on a slow rotator is the simplest option.
If you want a curve which is more realistic (RPM peels off as Throttle reaches 100%) add a power of less than 1.
If you want WEP add an AG with a clamp function as coefficient.
Freecam is ON!