Tagging me on the miku post doesn't seem to work, the notification link resolves to a comment on the homepage, e.g., https://www.simpleplanes.com/#comment-5024128
@Someguywhomakesmods idk, something tells me that downloading a mystery executable from someone with no public programming history is a bad idea
I will wait until the aircraft is posted
Edit: notification link stopped working
The thumbnail window is 16:9. Maybe narrower screens don't show the boundary? On wider screens, the game will add black bars on both sides to show the screenshot edges.
Do planning before you start (read: convince yourself that it is a good idea even if it is not)
Embrace the way of the tism
Enforce a one project at a time rule, so you must complete a project to start something else that seems cooler. And if you lose interest in that other thing, it wasn't that cool anyway
@Someguywhomakesmods
1. You can use the animation-style approach, where you define each rotator's position as a function f(t), where t is a timing variable that is defined separately.
2. Avoid using rotator speed. Set it very high and use the FT to control the speeds using smooth. Then all rotators will match their inputs exactly.
3. The animation-style FT also means that you can easily debug motion for any timing value, if you use an input like VTOL to write a timing value.
My KiHa T100 has some simple wipers. They only use one movement variable (WiperPosition) and one timing variable (WiperAnimator)
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)
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
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
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
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)
@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
@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)
@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
@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
@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
@Someguywhomakesmods i am confused too, it's like the website decided that the page doesn't exist anymore
Do you listen to TOHO BOSSA NOVA? Some of the songs are peak
Tagging me on the miku post doesn't seem to work, the notification link resolves to a comment on the homepage, e.g., https://www.simpleplanes.com/#comment-5024128
Touhou mentioned
+1Usually, I only listen to archives of gaming livestreams when building
@Someguywhomakesmods idk, something tells me that downloading a mystery executable from someone with no public programming history is a bad idea
I will wait until the aircraft is posted
Edit: notification link stopped working
@Graingy you don't have to sketch perspectives, the most important things to sketch are axial projections for blueprints
@Graingy sketching
@Graingy i can actually fully cancel a project to close it, but i only do that early on
Planning the design first prevents me from getting stuck
The thumbnail window is 16:9. Maybe narrower screens don't show the boundary? On wider screens, the game will add black bars on both sides to show the screenshot edges.
+1Do planning before you start (read: convince yourself that it is a good idea even if it is not)
+2Embrace the way of the tism
Enforce a one project at a time rule, so you must complete a project to start something else that seems cooler. And if you lose interest in that other thing, it wasn't that cool anyway
@Someguywhomakesmods sorry, i can't do it
Also, i can't give FT if there is no exact description of the problem
@ComradeSandman jars are infamously known as containers for other white fluids, often with a non-food solid inside
@Rb2h you cannot run source code directly as a mod
+1@Someguywhomakesmods
1. You can use the animation-style approach, where you define each rotator's position as a function f(t), where t is a timing variable that is defined separately.
2. Avoid using rotator speed. Set it very high and use the FT to control the speeds using smooth. Then all rotators will match their inputs exactly.
3. The animation-style FT also means that you can easily debug motion for any timing value, if you use an input like VTOL to write a timing value.
My KiHa T100 has some simple wipers. They only use one movement variable (WiperPosition) and one timing variable (WiperAnimator)
Jar :aware:
I would not buy graingy cheese
@Someguywhomakesmods put the same code into both of them
If that is not what you want, then i need more info
@LowQualityRepublic that will not delay on deactivate. In addition, a smoothing constant of 1 implies that it is a timer.
@Graingy built-in
@Graingy you mean people don't memorize the standard variables and functions?
+1The paper serves me, I can deploy paper
Not a pure delay if the input is changed quickly, but you can use
+2smooth(Activate1 ? 4 : 0) > 2
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@AFAAM maybe you can put a hidden vertical stabilizer that faces downwards, and scale it down
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
i can't believe that the pre-preparation instructions are just "git gud"
+2The wheel part positions seem arbitrary to me
+1The 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
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
+4The 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
+1because making interactive art, in a place where others also are interested in it, is fun
+2Definitely the last one
+1But the first one is close because he is fr*nch
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)
+1The structure is definitely a copy made by an enlightened machine seeking to learn about humanity
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)
It marks the start of a C# format specifier. You would use it in labels, for example, to choose the number of decimal places
i like the cannon brick, unfortunately 18 guys in a circle > 8 (6?) guys in a corner
I might have some
Only if the creator does something that warrants it, like clickbaiting
+1@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
+1It's just a different style. I don't see anything wrong in the description
@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)
@ShinyGemsBro this is a guide on how to make the fuselage fuselage even more
+1@Graingy i added info to the post but now the first paragraph is massive
+1@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
Maybe they are just very easy to spot
when you want to drive but you really don't want to touch grass
@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.
+1.
Sorry for the accidental misinformation
I think it is root/area/tip, but this is untested
+1@Graingy i follow the programming standards, where names in all caps are constants
+1@WillowTater i'm more of a 2005 civic guy myself, the last of the tuner civics
Cute (but no clue that she is a Su-34 if you don't say it though, kinda small for a Su-34)
@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