@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
@Graingy plot the points of position (y-axis) over the animator (x-axis), and make your lines/curves from there
Personally, the few times I have done this, I never used curves, only straight lines
@Graingy
I found one that I've used before. It's only a main landing gear with a single door, but the gear movement is offset slightly to prevent touching the door.
Timer: smooth(GearDown?0:10,1)
MainGearLeg: lerp(0, 1, inverselerp(0, 9, Timer)) where 0 is retracted
MainGearDoor: lerp(1, 0, inverselerp(5, 10, Timer)) where 1 is open
Are you using auto prop pitch? The startup table suggests that the engine goes to 110% stable rpm first, builds up prop pitch (and thrust), and drops to 100% rpm
It is easiest to make landing gear FT by treating it as an animation, and planning it using an animation timeline. Then, you can use linear mapping or math functions.
@Subsere
Consider an unrelated example: Activate1 ? smooth(Activate2,0.5) : smooth(Activate2,0.5)
.
The value of this expression starts as -1, as both activation groups are off. If you toggle Activate1 on and off, the value stays as -1. Note that when Activate1 is off, the expression evaluates the second smooth function, and when Activate1 is on, the first smooth function is evaluated.
.
Without restarting the simulation, turn on Activate2 and wait until the expression has the value 1. Then, turn off Activate1 and the value will jump to -1, and increase towards 1. This means that while the second smooth function was running, the first smooth function remained constant at its previous value of -1. It only updated when it was chosen.
.
This behavior is very unintuitive and difficult to track down, so you should never use smooth (or sum) in places where their updates can be suspended.
Gray glass, gloss outside and flat inside
Flat windows can also be made with hollow glass so the inside isn't reflective
.
Also do not use bright blue glass, or i will sneak into your house at night and paint your eyeballs blue
The ability to fly, alternatively the amount of blood in the pilot (less is better)
NullReferenceException: The variable "following" does not exist in the current context
They should be upgraded whenever significant upgrades are available. The oldest should be replaced with the newest only when they cannot be feasibly maintained anymore, because buying new is quite expensive.
Obviously you should build for your own fun, but upvotes show you made others have fun too
Which then leads to a difference in expectations and reality, as the amounts of each type of fun mentioned per build aren't the same
Is the gyro itself upside-down on the plane (i.e., actually un-rotated)? The gyro will try to align its local Y axis to the global Y axis.
If not then idk, maybe there is a bug or edge-case behavior with upside-down gyros
@Jmplane678 since there is basically no more war by that time (rank V and VI in my timeline), but the weapon manufacturers still want to exist, people fight for sport and entertainment like in armored core formula front. There are fights for a lot of categories, but mainly mechs, planes, and augmented people
If your plane always remains level:
Easy to do with TargetHeading, TargetElevation, TargetDistance, TargetSelected. The heading and elevation variables are in world space, and can easily be converted to local space.
.
If your plane can pitch and roll (i.e., is actually a plane or something):
Probably just nick an auto-aim code to convert those world space angles into local space.
.
Once you have local space angles, they can drive horizontal and vertical pistons.
@SuperSuperTheSylph it is PlanariaLab's auto-aim code generator
From this forum post there is a link to a Mk1~3 combined upload and what looks like an old version of Mk4, which is different from what I used
There is currently no link on this site to the version of Mk4 that I used in this build
@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
@Graingy plot the points of position (y-axis) over the animator (x-axis), and make your lines/curves from there
Personally, the few times I have done this, I never used curves, only straight lines
@Graingy
I found one that I've used before. It's only a main landing gear with a single door, but the gear movement is offset slightly to prevent touching the door.
Timer: smooth(GearDown?0:10,1)
MainGearLeg: lerp(0, 1, inverselerp(0, 9, Timer)) where 0 is retracted
MainGearDoor: lerp(1, 0, inverselerp(5, 10, Timer)) where 1 is open
@YarisHatchback it is an armored core
@YarisHatchback you can make any animation in the simple with this
+1idk, the dev just stopped the service
+1the github repo is archived, which usually means it's completely stopped
Unfortunate
how will this affect the stalk market
+2It comes from a bracket mismatch, maybe if you close more than you open
+1wart hunter reference !!
Are you using auto prop pitch? The startup table suggests that the engine goes to 110% stable rpm first, builds up prop pitch (and thrust), and drops to 100% rpm
@Pan :5Head: and :aware: at the same time
+1allegedly, for some people (not me for some reason xdd), the suffering only comes after the build was posted
+2the character set is very arbitrary
+1also the block characters are not square, nor are they 1:2, which is very goofy
aight if you wanna suffer, build an anime girl (free choice, if not then hoshimachi suisei)
+1It is easiest to make landing gear FT by treating it as an animation, and planning it using an animation timeline. Then, you can use linear mapping or math functions.
@Subsere
Consider an unrelated example:
Activate1 ? smooth(Activate2,0.5) : smooth(Activate2,0.5)
.
The value of this expression starts as -1, as both activation groups are off. If you toggle Activate1 on and off, the value stays as -1. Note that when Activate1 is off, the expression evaluates the second smooth function, and when Activate1 is on, the first smooth function is evaluated.
.
Without restarting the simulation, turn on Activate2 and wait until the expression has the value 1. Then, turn off Activate1 and the value will jump to -1, and increase towards 1. This means that while the second smooth function was running, the first smooth function remained constant at its previous value of -1. It only updated when it was chosen.
.
This behavior is very unintuitive and difficult to track down, so you should never use smooth (or sum) in places where their updates can be suspended.
be careful of using smooth in branches, smooth only updates when it is called, so the value in the other branch won't update
I can't tell the exact size, but be careful of fuselage thickness and engine diameter
+2kampong reveal pog
+1The sky is very nice
the very rare blessing of ra
+2Gray glass, gloss outside and flat inside
+1Flat windows can also be made with hollow glass so the inside isn't reflective
.
Also do not use bright blue glass, or i will sneak into your house at night and paint your eyeballs blue
Probably the F-35
+2But also where my soviet turbo brick (mig 31) enjoyers at
cute
+1@Graingy i love the internet
Obviously you should build for your own fun, but upvotes show you made others have fun too
+1Which then leads to a difference in expectations and reality, as the amounts of each type of fun mentioned per build aren't the same
this is the site of a live aeroschizo sighting !!!! i finally have the mark of popularity!! :NOWAYING: :DUBIOUS:
washed 😔
Might be packaged
Try working on the MusicPlayerScript component in a mod
@Graingy sekai de
hatsune miku (it was recently miku day)
+1Always has (been)
+1Which stuff gets synced? Do user-created files and folders get synced?
@Jmplane678 the arena in the description isn't a real event
+1Is the gyro itself upside-down on the plane (i.e., actually un-rotated)? The gyro will try to align its local Y axis to the global Y axis.
+1If not then idk, maybe there is a bug or edge-case behavior with upside-down gyros
@Alisuchanka glad that you like how she looks :3
+1@Jmplane678 since there is basically no more war by that time (rank V and VI in my timeline), but the weapon manufacturers still want to exist, people fight for sport and entertainment like in armored core formula front. There are fights for a lot of categories, but mainly mechs, planes, and augmented people
+1@sakkijarven nah it's my """"daughter""""
+1Spinning the cockpit can mess with hover controllers using Heading or YawRate
+1If your plane always remains level:
+4Easy to do with TargetHeading, TargetElevation, TargetDistance, TargetSelected. The heading and elevation variables are in world space, and can easily be converted to local space.
.
If your plane can pitch and roll (i.e., is actually a plane or something):
Probably just nick an auto-aim code to convert those world space angles into local space.
.
Once you have local space angles, they can drive horizontal and vertical pistons.
@LunarEclipseSP don't you ever just want to become a magical girl
+2@RepublicofWrightIsles no, they are different things
The term "astronomer" doesn't exist in classical themes as well
@SuperSuperTheSylph (I rewrote my comment to give better information)
+1@OPPOFindN5SP my reaction to the request
+1@SuperSuperTheSylph it is PlanariaLab's auto-aim code generator
+1From this forum post there is a link to a Mk1~3 combined upload and what looks like an old version of Mk4, which is different from what I used
There is currently no link on this site to the version of Mk4 that I used in this build
@OPPOFindN5SP it's shaky on low physics, impossible to shoot anything, but doesn't seem to spontaneously combust
+2what does this mean