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 ;
If you put delay in auto-aim code, the aim will be inaccurate. In addition, the delay methods in the previous forum post only work for fixed discrete values, like in simple animations. Please explain what extra features you want to add on top of auto-aim.
.
Your clamp has syntax errors and will not work. This is what the game will see:
- argument 1: TargetHeading - Heading) / 180 ==> parenthesis mismatch
- argument 2: 1/1 ==> constant of 1
- argument 3: missing
You probably want clamp((TargetHeading - Heading) / 180, -1, 1)
@YarisSedan sure, you can use the code, there is no engine failure sim btw
If you check the FT, there are 4 types of code: cockpit, input, general code (no prefix), and display. All the funny interlocks live in the input layer after they read from the cockpit layer, such that the player inputs are overwritten
If doing 1 and 2 together, you can use a timer method:
smooth(Q ? A+B : 0, 1) > A ? 1 : 0
Where:
Q is activator
A is activation delay
B is deactivation delay
How do you want to simulate it with your code? I can't tell.
.
This is one way to simulate EPR. Since EPR is related to thrust, you can use the engine thrust output variable, and convert it to a plausible value. Example:
.
Gauge input EPR: 1 + (Thrust / MaxThrust)*Multiplier
- Thrust: output variable of the engine
- (constant) MaxThrust: replace with the maximum value of Thrust, which you can find by testing your plane
- (constant) Multiplier: replace with a suitable positive number
nice flames, this is definitely me after borgar
but, be careful of:
- landing gear entering engine bay
- pancake plane (fuselage being too thin when viewed from the side)
I think (i don't have VR):
- If you can drag it around in flat-screen mode, then your setup should work (aside from whether the human body will actually let you do it)
- A control base can have any combination of the 6 degrees of freedom, so you can do anything with just one control base at the pivot point
- If the control base has too many degrees of freedom, such that there can be multiple orientations of the object for a grip position, then you will get undefined behavior
time to jailbreak your bike :moai:
but a 40km/h limit seems similar to a 50cc scooter
edit: i read the brochure, so instead of paying directly for energy, you pay for distance?
samsung s10+
the more parts you run at a time, the more likely a lag spike will happen, and overload the game touch input handler, which will sometimes crash the game, which is very fun (latest sp version + manufacturer nerfing your phone over time moment). It basically hard caps me to the VR limit, which is ok i guess
You can restrict the movement of the needle just using a certain function. If that's not what you want, provide graphs and state diagrams to help others understand
.
You can learn FT using the list of functions and by trying to port designs/programs from outside SP. As it turns out, gauges are an easy way to learn and apply FT, since the functions aren't hidden by game physics
In some world that my brother and I came up with, there is something that is lucky to come across. "hpgb" is the short form of the term
On other sites I might also use the term "ntnc", it stands for nataniachan (funny fake name)
Make sure to provide enough space for engines and pilot(s), a lot of fighter builders don't do it.
Also, planes are very often not flat on the top and bottom when viewed from the side.
When both of these appear, it is pancake plane syndrome
@YarisSedan a torque curve simulation naturally limits speed when force = drag
Usually, torque drops a lot after the redline on turboshaft and gasoline/diesel engines. But on motors, it depends. DC motors have a no-load speed, which depends on design. AC motors are limited by the switching rate of the inverter. But both types of motors might be further limited by software if there are safety requirements.
On jet planes, you might manage the acceleration of the plane using a curve as well. Jet thrust varies with airspeed.
For any car (or jet) engine, torque (or thrust) is proportional to input, except during the throttle response duration and at very low speeds for car engines. You can make your own torque curve/controller to naturally restrict speed. If you want to add a software speed limiter you should also do so using the engine.
.
If a motor has a constant power output, and torque is proportional to (speed / power), then the torque curve will have the form T = k/v, where k is a constant. To prevent excessive torque at low speeds, the function must be clamped. (You can also use your own torque curve formula, I usually use joined straight lines instead of a smooth curve, but generally, torque must decrease with speed)
.
Other speed limiter methods have side effects:
Airbrakes might cause unnatural behavior at high speeds and in the air, which need more FT to counteract
maxAngularVelocity produces a harsh and fixed speed limit. It is only suitable if the car has a hard speed limiter
@ShinyGemsBro dw it's reasonably easy to fake it, just gotta make your SNS following list consist of roughly 98% artists, study topography, and/or gain access to precomputed fold data
random unsorted thoughts
- this is cooking for a 2-day post
- possibly might want to look at clothing folds though
- its*
- feet
- idk anything about muscle formations so i can't comment on that
If talking about activation groups:
you can't
.
If talking about variables:
Remember that if a setter is not active, it will not set the value of its corresponding variable during that frame. This means you can make a setter that changes a variable only in specific conditions.
.
E.g., set myVar2 to 0 during a rising edge of myVar1
myVar2: 0
- activator: rate(myVar1)>0
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)
I have but i only scroll memes
Normally the cabin is very light due to being mostly air. You can reduce the massScale
Keep the CoM low and turn rates realistic
+1It is inspired by the sunrise in sp at about 5.15 am
can agree, i have one of the eight things listed (LED lights)
i don't have any new meaningful knowledge so here is a pretty gradient i made:
.
GIMP Gradient
Name: ntnc_early_sunrise
3
0 0.052631578947368418 0.10902255639097744 0.97391304347826091 0.91821215158396874 0.84318646046104462 1 0.93478260869565222 0.80379848010048083 0.62737087831922955 1 0 0 0 0
0.10902255639097744 0.21428571428571427 0.50751879699248126 0.93478260869565222 0.80379848010048083 0.62737087831922955 1 0.36169366297243533 0.41560028170058183 0.64347826086956528 1 0 0 0 0
0.50751879699248126 0.77819548872180455 1 0.36169366297243533 0.41560028170058183 0.64347826086956528 1 0.15981813015061094 0.17910522999369874 0.33043478260869563 1 0 0 0 0
Me when i turn red (jk)
+1after the split, a war happened
common borders L
irl it is positive when you pitch up relative to your airspeed direction. If it is opposite of the game data, just take the negative of the number
+1If you put delay in auto-aim code, the aim will be inaccurate. In addition, the delay methods in the previous forum post only work for fixed discrete values, like in simple animations. Please explain what extra features you want to add on top of auto-aim.
.
Your clamp has syntax errors and will not work. This is what the game will see:
- argument 1:
TargetHeading - Heading) / 180
==> parenthesis mismatch- argument 2:
1/1
==> constant of 1- argument 3: missing
You probably want
clamp((TargetHeading - Heading) / 180, -1, 1)
good time to stop playing wart hunter
@YarisSedan sure, you can use the code, there is no engine failure sim btw
If you check the FT, there are 4 types of code: cockpit, input, general code (no prefix), and display. All the funny interlocks live in the input layer after they read from the cockpit layer, such that the player inputs are overwritten
you can roll the camera 90 degrees to take vertical screenshots (but on pc you can do it without the dev console)
+3If doing 1 and 2 together, you can use a timer method:
smooth(Q ? A+B : 0, 1) > A ? 1 : 0
Where:
Q is activator
A is activation delay
B is deactivation delay
How do you want to simulate it with your code? I can't tell.
.
This is one way to simulate EPR. Since EPR is related to thrust, you can use the engine thrust output variable, and convert it to a plausible value. Example:
.
Gauge input EPR:
1 + (Thrust / MaxThrust)*Multiplier
- Thrust: output variable of the engine
- (constant) MaxThrust: replace with the maximum value of Thrust, which you can find by testing your plane
- (constant) Multiplier: replace with a suitable positive number
@Kikikokikomarumaru15000 this is probably a reference to a certain miko
As an additional note, the numbers correspond to unicode symbols too
nice flames, this is definitely me after borgar
but, be careful of:
- landing gear entering engine bay
- pancake plane (fuselage being too thin when viewed from the side)
I think (i don't have VR):
- If you can drag it around in flat-screen mode, then your setup should work (aside from whether the human body will actually let you do it)
- A control base can have any combination of the 6 degrees of freedom, so you can do anything with just one control base at the pivot point
- If the control base has too many degrees of freedom, such that there can be multiple orientations of the object for a grip position, then you will get undefined behavior
L(egendary) moment
+1time to jailbreak your bike :moai:
+1but a 40km/h limit seems similar to a 50cc scooter
edit: i read the brochure, so instead of paying directly for energy, you pay for distance?
samsung s10+
the more parts you run at a time, the more likely a lag spike will happen, and overload the game touch input handler, which will sometimes crash the game, which is very fun (latest sp version + manufacturer nerfing your phone over time moment). It basically hard caps me to the VR limit, which is ok i guess
@YarisSedan @LowQualityRepublic make it pink, it's not the same car but it will be very funny
It does have one downside (in ac6) which is that it is unstable after doing a high-g turn
I challenge all CFA builders to recreate its behavior
ikr, i like spiky triangle
it can also clear a whole valley of targets with fire and forget missile spam
a green bouncy solid (jelly) with the most punchable face ever
+2It might be someone you know :susge:
+1You can restrict the movement of the needle just using a certain function. If that's not what you want, provide graphs and state diagrams to help others understand
.
You can learn FT using the list of functions and by trying to port designs/programs from outside SP. As it turns out, gauges are an easy way to learn and apply FT, since the functions aren't hidden by game physics
Should be fine, maybe credit sp, especially if you use the engine or gizmo meshes
In some world that my brother and I came up with, there is something that is lucky to come across. "hpgb" is the short form of the term
+1On other sites I might also use the term "ntnc", it stands for nataniachan (funny fake name)
Make sure to provide enough space for engines and pilot(s), a lot of fighter builders don't do it.
Also, planes are very often not flat on the top and bottom when viewed from the side.
When both of these appear, it is pancake plane syndrome
Drives nice, for a quick improvement i would suggest reducing the brake torque, since you can currently stop from max speed in about a second
+1@YarisSedan a torque curve simulation naturally limits speed when force = drag
Usually, torque drops a lot after the redline on turboshaft and gasoline/diesel engines. But on motors, it depends. DC motors have a no-load speed, which depends on design. AC motors are limited by the switching rate of the inverter. But both types of motors might be further limited by software if there are safety requirements.
On jet planes, you might manage the acceleration of the plane using a curve as well. Jet thrust varies with airspeed.
Try a large hidden flap with NACAProp (can't remember exact spelling) wing profile
For any car (or jet) engine, torque (or thrust) is proportional to input, except during the throttle response duration and at very low speeds for car engines. You can make your own torque curve/controller to naturally restrict speed. If you want to add a software speed limiter you should also do so using the engine.
.
If a motor has a constant power output, and torque is proportional to (speed / power), then the torque curve will have the form T = k/v, where k is a constant. To prevent excessive torque at low speeds, the function must be clamped. (You can also use your own torque curve formula, I usually use joined straight lines instead of a smooth curve, but generally, torque must decrease with speed)
.
Other speed limiter methods have side effects:
Airbrakes might cause unnatural behavior at high speeds and in the air, which need more FT to counteract
maxAngularVelocity produces a harsh and fixed speed limit. It is only suitable if the car has a hard speed limiter
woah he has yoke-controlled reindeer now, north pole tech is advanced
+1@ShirakamiShimada poggers
@ComradeSandman but you are sand, which is one of the forms i don't take orders from :troll:
@YarisSedan this looks nothing like them??
+1bwoah
+1aerogel... aeroplane
Yes but i don't take orders from literal sand xdd
:o7:
@ShinyGemsBro dw it's reasonably easy to fake it, just gotta make your SNS following list consist of roughly 98% artists, study topography, and/or gain access to precomputed fold data
random unsorted thoughts
- this is cooking for a 2-day post
- possibly might want to look at clothing folds though
- its*
- feet
- idk anything about muscle formations so i can't comment on that
chocolate or butter
If talking about activation groups:
you can't
.
If talking about variables:
Remember that if a setter is not active, it will not set the value of its corresponding variable during that frame. This means you can make a setter that changes a variable only in specific conditions.
.
E.g., set myVar2 to 0 during a rising edge of myVar1
myVar2: 0
- activator: rate(myVar1)>0
One of the operators is wrong for FT btw, guess chat has some obscure programming language learning to do
@Kikikokikomarumaru15000 PID proportional component multiplier
idk, no title and vin seems sus, i wouldn't pay this guy 2.9 million dollars