@AceCombatGame
1. Turns out this thing only exists on that shady website, it is different from the more well known concept that is also unofficially called the mig 41
2. I can see the side view now, it has pancake syndrome, and i can at least make a plane that doesn't have it xdd
Edit 3: From the description, I assume that you know why planes sometimes get removed. If you genuinely do not know, then disregard my first comment and have a good day
@Grob0s0VBRa
2:
Imagine a sphere of radius R, with horizontal circles intersecting it. The radius of the great circle in the middle also has radius R. The circles above and below it will have radii of (R sin t), where t is the angle up or down from the horizontal. A circle will be of scale (sin t) compared to the great circle.
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A label in the setup represents a certain horizontal angle. And if the label has a circular curvature, the vertical position of text should be linearly related to the vertical angle.
@Grob0s0VBRa
1)
Seems like you can't. Disabling the /Water object still keeps water physics. You can try to lower the sea level by a large number using ServiceProvider, such that it goes out of render distance. It MIGHT affect air physics and the altitude reading (I can't check without building a mod)
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2)
There is no one-part method. The easiest way is to use a horizontal circle of vertical curvature labels.
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3)
The easy way is to check when the input passes a smaller number. However, if players press the button for too long, then they must release it for longer as well, or the FT will drop inputs. I used this in my cars, e.g.,
SETTER InputShiftUp:
rate(Yaw>0.2)>1 & TimeSinceGearChange>0.1
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I tried making wooting rapid trigger but since game inputs update every frame (Update), and multiple variable setter updates happen every frame (FixedUpdate), it doesn't work reliably. Variables will see inputs increasing or decreasing in multiple steps.
I read the question again and I don't understand the desired firing cycle.
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Currently, when installing the FT on a cannon, it has the cycle
Shot 1 --> (minimum firing delay) --> shot 2 --> (deactivated for 14 seconds) -->...
Keep track of the reloads and magazines yourself and deactivate the cannon when you need to
Of course, there is the problem that you cannot switch from another weapon to the gun with the weapon cycle buttons if the gun is deactivated
yepge plane engines in this game cannot reverse
Jet engines: put a reverse-facing engine, and activate that when you want to reverse
Prop engines: blades can be pitched backwards
I haven't installed reshade since resetting my pc a while ago. Here's some of the stuff i use iirc, mix and match as required:
Levels: middle section straight and slightly above standard curve, blend the ends towards 0,0 and 1,1
Bloom/ lens flare
Depth-based fog
Depth of field
.
Other: clouds 2.0 with minimum altitude setting is nice, unless you fly near those clouds
@GiuliMBorgesYT seems like you know how to work with labels, but about "adding more stuff", i think it involves coming up with your own design. You can look at targeting pods in real life and simulators to see what is important and what looks cool. Maybe borrow labels from other builds to see how they are made.
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Other:
- Using monospace (especially for numbers) usually looks better. It gives the old tech feel, and doesn't have distracting movements when changing.
- Use another ternary statement check to prevent the heading from showing 360
- Check roll stability and auto-roll (unless there are some instructions I'm missing)
@GiuliMBorgesYT what do you want to show in your gunsight?
Side note: Making label graphics takes a lot of trial and error. It's not easy but welcome to the label rabbit hole
Luckytendean Peparu Net: has front view. A few livery options. Images are generated from papercraft data, so do not blindly take them as blueprints Progressive Addon: Blitz3D b3d file if you can open those
For the buttons and grips, do you have xml files? The devs might need those to fix it, and also us players can find out how to avoid it
Also is your building method different from this ? (guide i wrote for myself)
I think that text-based definition and runtime generation of gauge faces should be easy to implement
I also want circular and bar-shaped meters for digital displays. The circular ones can't be done without moving parts or massive labels. The bar ones are reasonable but still more convoluted than necessary
There is no official tutorial for labels. You have to look in other players' labels. (1-part HUDs are not recommended due to their complexity)
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Outside of basic text there are 2 things that you have to go to other websites to find:
- TextMeshPro rich text formatting. There are some undocumented text modifiers as well.
- Insert funky trees by putting them in curly brackets { }. You can also specify a C# formatting string directly after ;
Why not a gaming phone (don't know if they are any better but still)
+1It has a great shape and construction, but the fuselage needs to be thicker to fit bigger engines
+4C H A O S (anime girl ofc)
The dev console can only edit GameObjects. You can use Fog Changer mod
+2@AceCombatGame
1. Turns out this thing only exists on that shady website, it is different from the more well known concept that is also unofficially called the mig 41
2. I can see the side view now, it has pancake syndrome, and i can at least make a plane that doesn't have it xdd
Edit 3: From the description, I assume that you know why planes sometimes get removed. If you genuinely do not know, then disregard my first comment and have a good day
i can't even see the screenshots and orthogonal views yet, but i can predict that it has a moderate chance of being removed
+1B-1 lancer privileges revoked, you are sentenced to eternal confinement in a bomb bay
+3nah, 3-tone erusean is way better than osean bri'ish sky color
@Grob0s0VBRa
+12:
Imagine a sphere of radius R, with horizontal circles intersecting it. The radius of the great circle in the middle also has radius R. The circles above and below it will have radii of (R sin t), where t is the angle up or down from the horizontal. A circle will be of scale (sin t) compared to the great circle.
.
A label in the setup represents a certain horizontal angle. And if the label has a circular curvature, the vertical position of text should be linearly related to the vertical angle.
This is 100% a transport for several regulated substances capable of landing on poorly maintained airstrips
One of the ways to draw hands is to plan them as like 2 roughly trapezoid prisms (one each for palm and fingers) and then a block for the thumb
+2@Grob0s0VBRa
+11)
Seems like you can't. Disabling the /Water object still keeps water physics. You can try to lower the sea level by a large number using ServiceProvider, such that it goes out of render distance. It MIGHT affect air physics and the altitude reading (I can't check without building a mod)
.
.
2)
There is no one-part method. The easiest way is to use a horizontal circle of vertical curvature labels.
.
.
3)
The easy way is to check when the input passes a smaller number. However, if players press the button for too long, then they must release it for longer as well, or the FT will drop inputs. I used this in my cars, e.g.,
SETTER InputShiftUp:
rate(Yaw>0.2)>1 & TimeSinceGearChange>0.1
.
I tried making wooting rapid trigger but since game inputs update every frame (Update), and multiple variable setter updates happen every frame (FixedUpdate), it doesn't work reliably. Variables will see inputs increasing or decreasing in multiple steps.
why not just build it yourself, train bodies are the easiest to make well (compared to planes, cars, etc.)
+1I am nowhere to be seen💀 (i haven't uploaded any planes in a while)
+1@YarisSedan it is a very normal part to like
+1Cute
+2Also must be leg enjoyer
Maybe i will get unpersoned soon :aware:
Wasp oldge version
+1Why not a gaming phone though, surely that will be better for sp
I read the question again and I don't understand the desired firing cycle.
.
Currently, when installing the FT on a cannon, it has the cycle
Shot 1 --> (minimum firing delay) --> shot 2 --> (deactivated for 14 seconds) -->...
Keep track of the reloads and magazines yourself and deactivate the cannon when you need to
Of course, there is the problem that you cannot switch from another weapon to the gun with the weapon cycle buttons if the gun is deactivated
yepge plane engines in this game cannot reverse
Jet engines: put a reverse-facing engine, and activate that when you want to reverse
Prop engines: blades can be pitched backwards
You cannot change the game HUD, but you can add a gauge in your aircraft that reads the value of AltitudeAGL
I haven't installed reshade since resetting my pc a while ago. Here's some of the stuff i use iirc, mix and match as required:
Levels: middle section straight and slightly above standard curve, blend the ends towards 0,0 and 1,1
Bloom/ lens flare
Depth-based fog
Depth of field
.
Other: clouds 2.0 with minimum altitude setting is nice, unless you fly near those clouds
@GiuliMBorgesYT i was just pitching up too early bruh
So you can rotate at 200 km/h, but if you do, one wing will drop few seconds later
@GiuliMBorgesYT no idea, i can't read such a massive wall of label text
I also can't fly the plane far enough to test it
Yek
The solution is to do funky trees later
@GiuliMBorgesYT the repeat function is basically the mod operator, but it supports non-integers as well
Are things that are not food, but instead a representation of food, allowed? (xpp)
I'm willing to be an editor too
+1@GiuliMBorgesYT seems like you know how to work with labels, but about "adding more stuff", i think it involves coming up with your own design. You can look at targeting pods in real life and simulators to see what is important and what looks cool. Maybe borrow labels from other builds to see how they are made.
.
Other:
- Using monospace (especially for numbers) usually looks better. It gives the old tech feel, and doesn't have distracting movements when changing.
- Use another ternary statement check to prevent the heading from showing 360
- Check roll stability and auto-roll (unless there are some instructions I'm missing)
4 or 5 because squares and rectangles
No, unless throwing 10 parts together and deciding that the style doesn't work counts as an unfinished build
@GiuliMBorgesYT what do you want to show in your gunsight?
Side note: Making label graphics takes a lot of trial and error. It's not easy but welcome to the label rabbit hole
Put funky trees that you want to show inside of { }
Luckytendean
+1Peparu Net: has front view. A few livery options. Images are generated from papercraft data, so do not blindly take them as blueprints
Progressive Addon: Blitz3D b3d file if you can open those
@Sense2 ok :)
You have to close it yourself after spawning
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Also some planes can crash/freeze your game by simply existing, you will know when you download them
@RepublicofWrightIsles forced fr*nch move
train and car map :prayge:
+1@KevincastleSP the plane, idk caption or something
you can upload the plane and see if others also crash, i think the part data will not be changed during upload
mods, remove the attach points in his body
For single-color images like Avianca, SPLC makes labels that are easier to run
For the buttons and grips, do you have xml files? The devs might need those to fix it, and also us players can find out how to avoid it
Also is your building method different from this ? (guide i wrote for myself)
I think that text-based definition and runtime generation of gauge faces should be easy to implement
+2I also want circular and bar-shaped meters for digital displays. The circular ones can't be done without moving parts or massive labels. The bar ones are reasonable but still more convoluted than necessary
@alexJgameYTukraine000000 you need to find out the engine frequencies and replicate them
+1@MIGFOXHOUND31BSM26 crazy? i was crazy once
There is no official tutorial for labels. You have to look in other players' labels. (1-part HUDs are not recommended due to their complexity)
.
Outside of basic text there are 2 things that you have to go to other websites to find:
- TextMeshPro rich text formatting. There are some undocumented text modifiers as well.
- Insert funky trees by putting them in curly brackets { }. You can also specify a C# formatting string directly after ;
Old GTA 5 clickbait/racing channel called jelly, back when those were popular (wait that is so long ago turns into dust)