@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
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.
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
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.