I need fabric that looks normal, but can actually survive contact with afterburner flames. I need to guarantee the safety of my new completely normal idol group
SP uses the markdown format. Read one of the top posts on the first page of the forums to learn what is supported
Also, you need 100 points to get the image embed ability
it highly depends, i have sometimes mentioned that past accidents or flaws get fixed in the uploaded or future variant of the plane, but it is just that, a brief mention
.
other: writing about accidents solely just to do so will always lead to cringe
@WritersCrusadersAirCo2 you're actually good when it comes to using drawings in plane posts. Basically everyone else steals art (especially in the 2d graphics scene), so it's good to see original art on planes
PC is good for screenshotting and map mods. Working with variables and labels is easier. You can regex edit (although you can still do it on some android phones). But all other building is terrible
.
Mods that i actually use:
The orthographic blueprint mod, since it's easier to use than the in-game one (no combining images required)
Nuerburgerking for car builders (and also for farmland background xdd)
The clouds mods (only use when taking screenshots)
How does it glitch? Some tips (i'm on phone so it might be hard on pc)
Mirror parts wherever possible so you know where they are
Game has a built-in fine tuner: hover over a part > rotate button > circle thing (iirc)
Always follow a grid for easy precise spacing (e.g., 0.01 or 0.05)
Assign connections manually
Check for a mass or drag imbalance. In the normal way of building, the game sometimes gives unbalanced drag. It is also easy to accidentally put more parts on one side
What problem do you face?
- I recommend resizing images with your own tools instead of using the resize feature in any label generator
- Removing backgrounds needs image editing software
- I only made the original SPRASTER, all other generators are by other people. I don't recommend that people use mine since it's barebones and difficult to use
Use a timer system for the airbrake
smooth(IAS>319 ? 3 : 0, IAS>319 ? 999 : 1) > 0.01
.
For the engine, you could use a hard cutoff
Throttle * clamp01(Altitude<12192)
.
But is usually better to create a smooth curve if you have one
@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.
.
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)
.
.
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.
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)
I need fabric that looks normal, but can actually survive contact with afterburner flames. I need to guarantee the safety of my new completely normal idol group
+1Check detacher force
SP uses the markdown format. Read one of the top posts on the first page of the forums to learn what is supported
+1Also, you need 100 points to get the image embed ability
High physics, it is the one setting i will always keep high
+1it highly depends, i have sometimes mentioned that past accidents or flaws get fixed in the uploaded or future variant of the plane, but it is just that, a brief mention
+1.
other: writing about accidents solely just to do so will always lead to cringe
Lock your gear with a magnet idk
Or try a configuration where the springs aren't vertical
@WritersCrusadersAirCo2 you're actually good when it comes to using drawings in plane posts. Basically everyone else steals art (especially in the 2d graphics scene), so it's good to see original art on planes
+2PC is good for screenshotting and map mods. Working with variables and labels is easier. You can regex edit (although you can still do it on some android phones). But all other building is terrible
+2.
Mods that i actually use:
The orthographic blueprint mod, since it's easier to use than the in-game one (no combining images required)
Nuerburgerking for car builders (and also for farmland background xdd)
The clouds mods (only use when taking screenshots)
How does it glitch? Some tips (i'm on phone so it might be hard on pc)
Mirror parts wherever possible so you know where they are
Game has a built-in fine tuner: hover over a part > rotate button > circle thing (iirc)
Always follow a grid for easy precise spacing (e.g., 0.01 or 0.05)
Assign connections manually
:trollAYAYA:
+2build it using fuselage (as others said), and for extra points it must be your own drawing
Or increase lift/ reduce mass
@PlaneSpike inb4 :troll:
Check for a mass or drag imbalance. In the normal way of building, the game sometimes gives unbalanced drag. It is also easy to accidentally put more parts on one side
@KPLBall try to increase the size of the label further
What problem do you face?
- I recommend resizing images with your own tools instead of using the resize feature in any label generator
- Removing backgrounds needs image editing software
- I only made the original SPRASTER, all other generators are by other people. I don't recommend that people use mine since it's barebones and difficult to use
Use a timer system for the airbrake
smooth(IAS>319 ? 3 : 0, IAS>319 ? 999 : 1) > 0.01
.
For the engine, you could use a hard cutoff
Throttle * clamp01(Altitude<12192)
.
But is usually better to create a smooth curve if you have one
What matters is followers, yes
+1Not on sp, but on github (i have like 3 followers)
Epic
+1Also bambu printer Aware
Gay, G :prayge:
It 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