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
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.
.
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)
.
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
Why 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
.
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)
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