@Soardivision160th
1. Select engine, open overload
2. Go to Engine
3. Click on + at the bottom
4. Empty text boxes appear. On the left add throttleResponse, on the right add the number. E.g. 0.15 which is the default for the afterburning engine
@Soardivision160th the INPUT in the example controls the target spin speed. For example, you could use Throttle.
.
The sum() function has a value that increases at a rate of whatever is inside, per second. E.g. sum(100) increases at a rate of 100 per second, sum(Throttle) increases at a rate of the Throttle per second.
.
In a rotator, the JointRotator.range value determines the amount of rotation per increase of 1 to the InputController. So if range is 90 and the input is 2, the rotator spins 2x90 = 180 degrees. If your input is sum(0.5), it increments at 0.5 per second, and the rotator spins at 0.5x90 = 45 degrees per second. Of course, rotator speed is limited by the speed property so remember to increase it.
.
If we just use sum(Throttle) in a rotator, it will accelerate as fast as the Throttle changes. So you can hit the zero throttle or max throttle button and the speed changes instantaneously.
.
To prevent this, use smooth(). It forces a gradual change in a value. The second number in smooth() is the maximum rate of change. For example, if you are at zero throttle and hit the max throttle button, smooth(Throttle,0.1) will increase at a rate of 0.1 per second. It will take 1/0.1 = 10 seconds to reach 1, which is the value of max throttle.
@DerVito yes, but be careful that in some cases, the text on the numbering label disappears. Probably some rendering quirks
When the instrument panel is pitched down 10 degrees like in this plane, that doesn't ever seem to happen. But in a flat instrument panel, the text disappears every time you fly inverted
@LarryTad the stackoverflow answer i linked literally says it...
You can download the Jundroo folder from the mod repo using this method. Copy it into your mod folder
Good news, there's an easy built-in way to call the designer function, which writes to __editor__.xml, so guess I'll make it
If on Android, the game also autosaves to __editor__.xml every time the screen keyboard is opened or closed, which is very nice and won't need a mod
try this
on the body, you can add more missiles or other weapons on detachers, but you need to be locked on to your target when the extra missiles detach
you can have manual detaching with AGs or auto detaching with funky trees
.
if you just want a big explosion, change explosionScale
Auto-roll has been a thing for years, happens when drag on both sides don't match even though they should
Remove all drag except for some main parts, it also makes planes easier for devices to run
@1918 sorry for late reply
I use uTinyRipper to extract unity assets from a very large file in the game files
You may need to change the file extension to extract it
Extracted files are of type .asset which can be opened in unity editor, haven't checked if you can just change the file type and open it
@Gestour just checked, there's no TOD types/classes etc. in the mod tools or reflection tools, so it's not possible to use <T> or even see any of the TOD values
I have both, I would say that building on android is easier and faster since you can use your 2 (or more, not judging) hands to their full potential
I don't load many planes other than what i'm building on android though
@CrimsonOnigiri I used a 3-rotator system for both this next mech (compact proportions) and a previous mech (human proportions). Here's the concept anyway:
Hips are easy, just use sin() or cos()
Knees is a bit trickier, you have to make the knee bend when the upper leg is up, and straighten when the upper leg is down
Ankles copy FT from hips and knees to make feet level with the ground
A. The coolest and highest-level thing there is
B. Unfortunately trash in combat, but can be useful for utility and exploration. Can do long range if you can't just nuke
C. H e c c yeah
@Soardivision160th
+11. Select engine, open overload
2. Go to Engine
3. Click on + at the bottom
4. Empty text boxes appear. On the left add throttleResponse, on the right add the number. E.g. 0.15 which is the default for the afterburning engine
@Soardivision160th the INPUT in the example controls the target spin speed. For example, you could use Throttle.
+1.
The
sum()
function has a value that increases at a rate of whatever is inside, per second. E.g.sum(100)
increases at a rate of 100 per second,sum(Throttle)
increases at a rate of the Throttle per second..
In a rotator, the
JointRotator.range
value determines the amount of rotation per increase of 1 to the InputController. So if range is 90 and the input is 2, the rotator spins 2x90 = 180 degrees. If your input is sum(0.5), it increments at 0.5 per second, and the rotator spins at 0.5x90 = 45 degrees per second. Of course, rotator speed is limited by the speed property so remember to increase it..
If we just use
sum(Throttle)
in a rotator, it will accelerate as fast as the Throttle changes. So you can hit the zero throttle or max throttle button and the speed changes instantaneously..
To prevent this, use
smooth()
. It forces a gradual change in a value. The second number insmooth()
is the maximum rate of change. For example, if you are at zero throttle and hit the max throttle button,smooth(Throttle,0.1)
will increase at a rate of 0.1 per second. It will take 1/0.1 = 10 seconds to reach 1, which is the value of max throttle.@goboygo1 oh no, i have been found out
+1@DerVito yes, but be careful that in some cases, the text on the numbering label disappears. Probably some rendering quirks
+1When the instrument panel is pitched down 10 degrees like in this plane, that doesn't ever seem to happen. But in a flat instrument panel, the text disappears every time you fly inverted
@Ku it's in the
+1AppData/LocalLow/Jundroo/SimplePlanes
How many breads have you eaten in your life?
+1@AndrewGarrison it should be fine, but if you're worried, you can use the spare in your head!
+1@LarryTad the stackoverflow answer i linked literally says it...
+1You can download the Jundroo folder from the mod repo using this method. Copy it into your mod folder
@MrShenanigansSP I made the front and rear sketches on paper, then noticed that I can't use them without accidentally making a Morgan
+1So AoA and AoS incorrectly handle wind? Or does it just mean that the AoA/AoS method provides numbers relative to wind?
+1@Formula350 no thanks, i kind of make mods for fun/myself
+1Also i don't have paypal
Good news, there's an easy built-in way to call the designer function, which writes to
+1__editor__.xml
, so guess I'll make itIf on Android, the game also autosaves to
__editor__.xml
every time the screen keyboard is opened or closed, which is very nice and won't need a mod@BBCP117 www.phil-frank.com
+1The designer used "•" for "." and "-" for "-"
@Formula350
+1"ground speed vs air speed"
KN AVIATION - this explains it well
NASA - reliable source you can use as a reference
overhead baggage compartment isn't modeled, literally unflyable
+1jk
@OrderlyHippo @Abiansai I updated the mod and added auto run
+1try this
on the body, you can add more missiles or other weapons on detachers, but you need to be locked on to your target when the extra missiles detach
you can have manual detaching with AGs or auto detaching with funky trees
.
+1if you just want a big explosion, change
explosionScale
@Grob0s0VBRa i don't have the skill past AC3, but big robot cool
+1@JustWingIt maybe it works if you have windows phone
+1@GreenGreenz no
+1"Try" to make a car and then chicken out 10 parts in
+1Auto-roll has been a thing for years, happens when drag on both sides don't match even though they should
+1Remove all drag except for some main parts, it also makes planes easier for devices to run
@yackdeculture kek
+1Note that the laser looks different on mobile low graphics and other graphics settings, the laser looks like poo on PC
@JA311M doesn't fit in my l o r e
+1There is an american civil war at some point but it might hit a little too close to the rules
@KingOog000 you can use any number you want
+1@1918 DM on twitter, I'll delete the folder in a few days if I remember to
+1@1918 sorry for late reply
+1I use uTinyRipper to extract unity assets from a very large file in the game files
You may need to change the file extension to extract it
Extracted files are of type
.asset
which can be opened in unity editor, haven't checked if you can just change the file type and open itIt just happens sometimes, I find that people mainly don't like technical posts
+1Found a dev console command, but it's nearest 0.1m in each direction only
/Designer(Clone)/CenterOfMass>Transform.position
@Suica added it, version 1.0.1
+1Yeah but if you buy a cat girl 10 years after they are introduced, you can save enough money to get a vehicle
+1@Simpleuser04 funi 2hu meme
+1Same, I want fuel-air bombs too, less illegal
+1Modern military and futuristic things
+1polmao
+1@DarthAbhinav pretty sure ezgif has a gif resize tool
+1smol image gang
@BagelPlane trying to make a script that can access the in-game sky and sort of simulate darkening with altitude
+1Makes amazing builds and tips/tutorials for as long as they are up
+1@Gestour just checked, there's no TOD types/classes etc. in the mod tools or reflection tools, so it's not possible to use <T> or even see any of the TOD values
+1Adding to nerfaddict, specifically a red EG6
+1vauxhall corsa for the bri'ish memes
+1The xml modding lands in the kingdom of jundroo
+1Otherwise, idk, never given any thought about the countries that my fictional companies are based in
I do think the copy paste from wikipedia is too much, you can just link people there
+1But for fictional builds, backstory is nice to have
I have both, I would say that building on android is easier and faster since you can use your 2 (or more, not judging) hands to their full potential
+1I don't load many planes other than what i'm building on android though
I fly with controller, if you have one, I'd suggest starting with ace combat controls and working from there
+1For mods, check out mine idk lol
@CrimsonOnigiri I used a 3-rotator system for both this next mech (compact proportions) and a previous mech (human proportions). Here's the concept anyway:
+1Hips are easy, just use sin() or cos()
Knees is a bit trickier, you have to make the knee bend when the upper leg is up, and straighten when the upper leg is down
Ankles copy FT from hips and knees to make feet level with the ground
@NikoFox
n o
+1Time to summon a demon
+1Hashire sori yo
A. The coolest and highest-level thing there is
+1B. Unfortunately trash in combat, but can be useful for utility and exploration. Can do long range if you can't just nuke
C. H e c c yeah