No you can't
But if the gear design supports it, you may be able to fine nudge/rotate connected parts manually. Very few custom landing gear is built in a way that allows it.
@AltheimManufactorum try to toggle a label's visibility without animations first. Then add an animation timer and multiple levels of opacity. This should help you learn how it's made
There is a tampermonkey userscript for it
If your browser has a builtin dark mode script, you can use it. You might also be able to find a dark mode browser addon.
PreviousAmmo: Set the previous ammo value to the current ammo at the start or when the activator state changed, so the timer isn't restarted in those scenarios.
CannonActivator: Cannon activation variable. Remember to set the cannon activation group to this variable.
CannonActivatorChanged: 1 if the activator state changed, else 0.
AmmoChanged: 0 if the activator state changed. This prevents the timer from restarting. Else, 1 if the ammo changed. Else 0.
PreviousAmmo: Update the "previous" value for the next frame
PreviousCannonActivator: Update the "previous" value for the next frame
TimeSinceAmmoChanged: The variable you can use in a label
For turret traverse rotators
- Make sure rotators on port and starboard sides have the same invert setting (both true or false)
- Don't invert min and max values, they should be the values required by your FT of choice
- The only difference should be the clamp values in the FT
There is no FT function or variable for detecting a lock
.
Roll controller code from one of my builds, can be modified for pitch clamp(deltaangle(TARGET_ROLLANGLE, RollAngle) / SENSITIVITY, -1, 1) * MULTIPLIER TARGET_ROLLANGLE: 0 degrees for wings level. SENSITIVITY: The roll angle difference that causes the maximum input. In my build, it ranges from 15 to 30 degrees depending on speed. MULTIPLIER: Optional value scale.
You can add delay to detachers, but it only works if the detacher AG is used, not FireWeapons
Try adding disableAircraftCollisions = true to your missiles, which won't delay the launch, but will prevent exploding your plane
dev console commands, mainly for mobile
.
Choose the FOV (x = FOV in degrees)
Note that the FOV is reset when you change the camera. //MainCamera>Camera.set_fieldOfView x
.
Hide and show the UI //MainCamera>Camera.set_depth 99 - causes the camera that renders the world to be drawn after the camera that renders the UI. //MainCamera>Camera.set_depth 0 - moves the camera back to its original position in the drawing order.
.
Set camera roll angle (z = rotation to apply in degrees)
The roll angle persists even after the camera is changed. //MainCamera>Transform.localEulerAngles 0,0,z
@EstevanTB no, it only gets the color of the pixel you select. Same for other drawing and editing software
I don't know any program that lists the color of every pixel but you could easily modify the source code of this program to do that
You can set the target framerate in settings.xml (use 0 with vsync off for unlimited framerate). This file is not accessible on ios or newer android
The fps number in the resolution doesn't do anything as the target framerate is loaded from a separate value
Also the physics update rate is 100/s so there probably isn't any effect of having more than 100 fps
@UberAte
1. Look at name of window at the top of the window
2. Use dev console command to search for it (see COMMANDS section)
3. Type the class name in the part. Must be exactly correct including upper/lowercase. Window title is optional, but if you happen to have multiple windows with the same class name, this will select the correct one.
4. Set the window size larger than the window (just guess using your monitor resolution)
5. Test it (see INFO section for FAQ)
@ThatSUSpensionGirl yeah, never seen this bug before, don't know what causes it
In a previous comment you said you downloaded iOS module, shouldn't you download MacOS module? The mod builder won't even build without it
@ThatSUSpensionGirl idk, did you save the map gameobject in the mod tools? On the mod builder window, you can see your map and the root gameobject of the map
Depends on the AI plane, bomber is around 540 km/h. (However, you can't beat bomber escort with default weapons just sitting next to the bomber)
Throttle amount also varies with your plane. I recommend choosing a plane with airbrakes so it is easier to form up with other planes
Nice
+1densha de go but passengers won't fall over
yeah, they should give an option to remove it
+1@phrongus perhaps
+1Someday i will draw things using simpleplanes as 3d reference
No you can't
+1But if the gear design supports it, you may be able to fine nudge/rotate connected parts manually. Very few custom landing gear is built in a way that allows it.
I use a private discord server
+1Or if the picture is previously uploaded to social media, i take the image link from there
There's no real rotor brake other than using prop pitch/collective
+1@AltheimManufactorum try to toggle a label's visibility without animations first. Then add an animation timer and multiple levels of opacity. This should help you learn how it's made
+1@IceCraftGaming @32 i only (want to) draw anime gril so uhhh
+1Pitch + Roll + (IAS>0.3 ? AngleOfAttack/35 : 0)
+1if you have ground AI enabled, convoys will spawn on krakabloa and maywar
+1There is a tampermonkey userscript for it
+1If your browser has a builtin dark mode script, you can use it. You might also be able to find a dark mode browser addon.
@Sterben214
+1You can use
0.5,0.5
and0,0.5,0.5,0
Or use funky trees:
repeat(Time,1)<0.5 and repeat(Time,1)>0.5
I managed to make one
@Harder258 nice
+1Somehow I haven't really noticed it before but titanfall 2 mech anatomy is quite cartoonish (?)
@Birdman9301 you can't change wheel grip
+1@AegisOP lol
+1Wait until it loads, then click new aircraft
Multiply the engine input by some function of AngleOfSlip
+1If you just want a step increase:
Throttle * (abs(AngleOfSlip)>THRESHOLD ? MULTIPLIER : 1)
Use ternary operators ? and :
+1Activate3 ? (Roll*1.1) : Roll
For turret traverse rotators
+1- Make sure rotators on port and starboard sides have the same invert setting (both true or false)
- Don't invert min and max values, they should be the values required by your FT of choice
- The only difference should be the clamp values in the FT
I know it's B but i'm used to A
+1There is no FT function or variable for detecting a lock
+1.
Roll controller code from one of my builds, can be modified for pitch
clamp(deltaangle(TARGET_ROLLANGLE, RollAngle) / SENSITIVITY, -1, 1) * MULTIPLIER
TARGET_ROLLANGLE
: 0 degrees for wings level.SENSITIVITY
: The roll angle difference that causes the maximum input. In my build, it ranges from 15 to 30 degrees depending on speed.MULTIPLIER
: Optional value scale.Build it for the memes
+1The game resets the AI aircraft XML on startup, which will undo your changes
+1@CRAZYDENVER why would i [ __ ] on people who watch vtubers, im not a kid
+1You can add delay to detachers, but it only works if the detacher AG is used, not FireWeapons
+1Try adding
disableAircraftCollisions = true
to your missiles, which won't delay the launch, but will prevent exploding your plane@OrderlyHippo for fun and to experience the pain of assembly programming
+1@Harder258 somewhat yeah
+1You can reduce how much work you lose in the case of bad undos
Maybe increase the camera draw distance?
+1Edit: just noticed it's increased in 2nd gif
@Flash0of0green maybe the arm is too far from the body? Don't know how this kind of armor/clothing should look like
+1dev console commands, mainly for mobile
+1.
Choose the FOV (x = FOV in degrees)
Note that the FOV is reset when you change the camera.
//MainCamera>Camera.set_fieldOfView x
.
Hide and show the UI
//MainCamera>Camera.set_depth 99
- causes the camera that renders the world to be drawn after the camera that renders the UI.//MainCamera>Camera.set_depth 0
- moves the camera back to its original position in the drawing order..
Set camera roll angle (z = rotation to apply in degrees)
The roll angle persists even after the camera is changed.
//MainCamera>Transform.localEulerAngles 0,0,z
@Leopard2a9 very long ago
+1There's also some artwork with rails on water that i found on my PC when deciding to make the mod
@EstevanTB no, it only gets the color of the pixel you select. Same for other drawing and editing software
+1I don't know any program that lists the color of every pixel but you could easily modify the source code of this program to do that
@EstevanTB if you have windows 10 you can use paint 3D to get hex colors
+1@EstevanTB i don't think visual C++ redist works with this, .NET runtime is the one that's needed
+1@EstevanTB only release-1.1.1 is the actual program, the other two are source code archives auto-generated by github
+1I play without BGM, sometimes I play a livestream at the same time
+1Maybe add physics material and set object layer to "terrain"
+1@Mekomara i forgot to add that feature lol
+1@Bryan5 github repository
+1You can see my programming skills or lack thereof
You can set the target framerate in settings.xml (use 0 with vsync off for unlimited framerate). This file is not accessible on ios or newer android
+1The fps number in the resolution doesn't do anything as the target framerate is loaded from a separate value
Also the physics update rate is 100/s so there probably isn't any effect of having more than 100 fps
@UberAte
+11. Look at name of window at the top of the window
2. Use dev console command to search for it (see COMMANDS section)
3. Type the class name in the part. Must be exactly correct including upper/lowercase. Window title is optional, but if you happen to have multiple windows with the same class name, this will select the correct one.
4. Set the window size larger than the window (just guess using your monitor resolution)
5. Test it (see INFO section for FAQ)
A smoking pig or something idk
+1@ThatSUSpensionGirl yeah, never seen this bug before, don't know what causes it
+1In a previous comment you said you downloaded iOS module, shouldn't you download MacOS module? The mod builder won't even build without it
Cockpit is open on the sides, might be a heli of some kind idk
+1@ThatSUSpensionGirl idk, did you save the map gameobject in the mod tools? On the mod builder window, you can see your map and the root gameobject of the map
+1Android link
+1The sp website seems to have hid the button, but the link is still in the "edit mod" page
What error do you have?
+1Depends on the AI plane, bomber is around 540 km/h. (However, you can't beat bomber escort with default weapons just sitting next to the bomber)
+1Throttle amount also varies with your plane. I recommend choosing a plane with airbrakes so it is easier to form up with other planes
Cool but kinda hard to understand the questions
+1There is probably just some basic interview and they might check your history on the sp .com and other websites
+1