I am a mirror on control player. I think that any asymmetric parts won't do well with auto mirroring.
I managed to control part-section mirroring by making sure that each part attachment point is only used once. Using an attachment multiple times makes things not mirror friendly.
I would like to see single part mirroring or duplicating on mobile.
I would like to remove the mirror entire plane buttons, since they seem to break the plane even if the mirror isn't carried out.
@DDVC I feel like it should still work, but be unsafe now because of funky trees. I haven't verified it (i forgor)
- check regex mode?
- maybe use Part id="([0-9]+?)" (edit: it behaves the same)
- check other sections like Connections unaffected
[Recording Settings] FltRSet_RecordQuality (int size, int interval)
- Recording quality.
- size: Maximum number of data points that can be recorded before the recording is automatically stopped. Default 3000.
- interval: Number of FixedUpdate frames between each recorded data point. Default 10.
[Playback Settings] FltRSet_PlayDebug (bool active)
- Show or hide the debug message during data playback. Useful for testing FLTSCR output data.
- active: Debug message visibility. Default false.
[Playback Settings] FltRSet_PlaySpace (bool pos, bool rot)
- Set the space options for playback. If true, a start position and rotation in recording data is used. If false, the current position and rotation of the aircraft is used.
- pos: Position relativity. Default true.
- rot: Rotation relativity. Default true.
[Previewer Settings] FltRSet_PreviewColor (float r, float g, float b, float a)
- Color of the preview line.
- r: Red. Default 0.
- g: Green. Default 1.
- b: Blue. Default 0.
- a: Alpha (opacity). Default 0.5f.
[Previewer Settings] FltRSet_PreviewQuality (float width, float interval, int cvert)
- Other appearance factors of the preview line.
- width: Line thickness. Default 0.5f.
- interval: Recording's simulation time between each point of the preview. Default 0.1f.
- cvert: Amount of rounding applied to corners. Default 0.
@FlightClipper I use GitHub since I don't have any place to upload code or long info posts. Also, this mod is outdated and no longer supported by me. I would want to make a funky trees version but I haven't got to it yet.
The following is the text from the GitHub link:
Commands Reference
Notice about Data Sets:
This program splits the list of recorded information into four categories:
- M (Movement): Position and rotation.
- S (Standard): Basic control axes, Throttle, and Brake.
- E (Extra): Trim and VTOL sliders, and landing gear.
- A (Advanced): Weapons and activation groups.
Recording settings will determine which data sets are recorded. This setting is saved in each recording. During playback, this information is checked. A recorded data set will be locked from player input during playback.
The following information cannot be recorded:
- Start values of disabled data sets
- Switching of weapons, targets, or combat mode
Commands
[Actions] FltRec_ClearSet (char set)
- Delete a data set from the currently loaded data.
- set: Character corresponding to the data set. May be M, S, E, or A.
[Actions] FltRec_Load (string filename)
- Load a recording file into internal memory.
- filename: File name.
[Actions] FltRec_Play (void)
- Play data currently in memory.
[Actions] FltRec_Preview (void)
- Generate a preview of the path taken. The data set M must be present. Note that the path is retained even if new data is loaded.
[Actions] FltRec_Record (void)
- Begin recording aircraft movement and inputs. Be sure to adjust recorder settings first.
[Actions] FltRec_Save (string filename)
- Save the data currently in memory to a file.
- filename: File name.
[Actions] FltRec_Stop (void)
- Manually stop the current recording or playback.
[Actions] FltRec_TogglePreview (void)
- Toggle visibility of the preview. The preview must be generated first. Note that leaving the sandbox will automatically hide the preview.
[Check Settings] FltRSet_Check (void)(added in V1.1)
- Prints the current settings in the dev console.
[Recording Settings] FltRSet_RecordControls (bool m, bool s, bool e, bool a)
- Choose whether certain data sets are recorded.
- m: Movement. Default true.
- s: Standard. Default true.
- e: Extra. Default false.
- a: Advanced. Default false.
[Recording Settings] FltRSet_RecordQuality (int size, int interval)
- Recording quality.
- size: Maximum number of data points that can be recorded before the
@Graingy i can't see them too, it's a "if you know you know" thing, and i'm trying to see if other people are brainrotted the same way as me
Also, using the : thing makes it very obviously a joke
Tagging me on the miku post doesn't seem to work, the notification link resolves to a comment on the homepage, e.g., https://www.simpleplanes.com/#comment-5024128
@Someguywhomakesmods idk, something tells me that downloading a mystery executable from someone with no public programming history is a bad idea
I will wait until the aircraft is posted
Edit: notification link stopped working
@Someguywhomakesmods
1. You can use the animation-style approach, where you define each rotator's position as a function f(t), where t is a timing variable that is defined separately.
2. Avoid using rotator speed. Set it very high and use the FT to control the speeds using smooth. Then all rotators will match their inputs exactly.
3. The animation-style FT also means that you can easily debug motion for any timing value, if you use an input like VTOL to write a timing value.
My KiHa T100 has some simple wipers. They only use one movement variable (WiperPosition) and one timing variable (WiperAnimator)
If you are trying to convert music to tone generator, someone on youtube made a script a few years ago, that reduces audio files into midi notes. I don't have the script sadly, all I know is that the project was called "auditory illusions" (I have some of the midi files the guy made). After you have the midi files, you can use MID2TGVA to convert it into tone generator parts.
.
You could put an entire song into a mod AudioSource, but that might be piracy so xdd
i got a lot of different stuff
car-related: Jimmy Broadbent, noriyaro
general sim: Squirrel
info/ video essay: f4mi, Jacob Geller, Mustard, Technology Connections, The 8-Bit Guy
funni: martincitopants, Max0r
vtuber: AZKi, Cecilia Immergreen, Nimi Nightmare (clipper choices will follow vtuber choices)
@blt there is no link in the comment?
.
The format has 2 parts, the user manual (controls and build information) and the information (lore).
.
Sections in the user manual are entered using the priority of: credits, controls, other, dev notes (self-reflection type content)
@Graingy it is a normal (perpendicular) to a surface (you know what it is)
The computer uses it to do extremely big brain math stuff that i don't know how to write, and makes reflections from it
@Graingy a compound curve of straight lines looks like this
Red is MainGearLeg, blue is MainGearDoor. However, you should not program using normal linear equations in real FT because it is unreadable
@Graingy plot the points of position (y-axis) over the animator (x-axis), and make your lines/curves from there
Personally, the few times I have done this, I never used curves, only straight lines
@Graingy
I found one that I've used before. It's only a main landing gear with a single door, but the gear movement is offset slightly to prevent touching the door.
Timer: smooth(GearDown?0:10,1)
MainGearLeg: lerp(0, 1, inverselerp(0, 9, Timer)) where 0 is retracted
MainGearDoor: lerp(1, 0, inverselerp(5, 10, Timer)) where 1 is open
Are you using auto prop pitch? The startup table suggests that the engine goes to 110% stable rpm first, builds up prop pitch (and thrust), and drops to 100% rpm
It is easiest to make landing gear FT by treating it as an animation, and planning it using an animation timeline. Then, you can use linear mapping or math functions.
I am a mirror on control player. I think that any asymmetric parts won't do well with auto mirroring.
I managed to control part-section mirroring by making sure that each part attachment point is only used once. Using an attachment multiple times makes things not mirror friendly.
I would like to see single part mirroring or duplicating on mobile.
I would like to remove the mirror entire plane buttons, since they seem to break the plane even if the mirror isn't carried out.
caterpillar looking mf
@DDVC I feel like it should still work, but be unsafe now because of funky trees. I haven't verified it (i forgor)
- check regex mode?
- maybe use Part id="([0-9]+?)" (edit: it behaves the same)
- check other sections like Connections unaffected
[Recording Settings]
FltRSet_RecordQuality (int size, int interval)
- Recording quality.
-
size
: Maximum number of data points that can be recorded before the recording is automatically stopped. Default 3000.-
interval
: Number of FixedUpdate frames between each recorded data point. Default 10.[Playback Settings]
FltRSet_PlayDebug (bool active)
- Show or hide the debug message during data playback. Useful for testing FLTSCR output data.
-
active
: Debug message visibility. Default false.[Playback Settings]
FltRSet_PlaySpace (bool pos, bool rot)
- Set the space options for playback. If true, a start position and rotation in recording data is used. If false, the current position and rotation of the aircraft is used.
-
pos
: Position relativity. Default true.-
rot
: Rotation relativity. Default true.[Previewer Settings]
FltRSet_PreviewColor (float r, float g, float b, float a)
- Color of the preview line.
-
r
: Red. Default 0.-
g
: Green. Default 1.-
b
: Blue. Default 0.-
a
: Alpha (opacity). Default 0.5f.[Previewer Settings]
FltRSet_PreviewQuality (float width, float interval, int cvert)
- Other appearance factors of the preview line.
-
width
: Line thickness. Default 0.5f.-
interval
: Recording's simulation time between each point of the preview. Default 0.1f.-
cvert
: Amount of rounding applied to corners. Default 0.@FlightClipper I use GitHub since I don't have any place to upload code or long info posts. Also, this mod is outdated and no longer supported by me. I would want to make a funky trees version but I haven't got to it yet.
The following is the text from the GitHub link:
Commands Reference
Notice about Data Sets:
This program splits the list of recorded information into four categories:
- M (Movement): Position and rotation.
- S (Standard): Basic control axes, Throttle, and Brake.
- E (Extra): Trim and VTOL sliders, and landing gear.
- A (Advanced): Weapons and activation groups.
Recording settings will determine which data sets are recorded. This setting is saved in each recording. During playback, this information is checked. A recorded data set will be locked from player input during playback.
The following information cannot be recorded:
- Start values of disabled data sets
- Switching of weapons, targets, or combat mode
Commands
[Actions]
FltRec_ClearSet (char set)
- Delete a data set from the currently loaded data.
-
set
: Character corresponding to the data set. May be M, S, E, or A.[Actions]
FltRec_Load (string filename)
- Load a recording file into internal memory.
-
filename
: File name.[Actions]
FltRec_Play (void)
- Play data currently in memory.
[Actions]
FltRec_Preview (void)
- Generate a preview of the path taken. The data set M must be present. Note that the path is retained even if new data is loaded.
[Actions]
FltRec_Record (void)
- Begin recording aircraft movement and inputs. Be sure to adjust recorder settings first.
[Actions]
FltRec_Save (string filename)
- Save the data currently in memory to a file.
-
filename
: File name.[Actions]
FltRec_Stop (void)
- Manually stop the current recording or playback.
[Actions]
FltRec_TogglePreview (void)
- Toggle visibility of the preview. The preview must be generated first. Note that leaving the sandbox will automatically hide the preview.
[Check Settings]
FltRSet_Check (void)
(added in V1.1)- Prints the current settings in the dev console.
[Recording Settings]
FltRSet_RecordControls (bool m, bool s, bool e, bool a)
- Choose whether certain data sets are recorded.
-
m
: Movement. Default true.-
s
: Standard. Default true.-
e
: Extra. Default false.-
a
: Advanced. Default false.[Recording Settings]
FltRSet_RecordQuality (int size, int interval)
- Recording quality.
-
size
: Maximum number of data points that can be recorded before the@Graingy i can't see them too, it's a "if you know you know" thing, and i'm trying to see if other people are brainrotted the same way as me
Also, using the : thing makes it very obviously a joke
@Graingy
unpersoned: a reference to the hit novel "literally 1984"
:pensive:: 😔, used as joke sadness
unpersoned :pensive:
There is no public test version now, the last one was a long time ago
Also, the airbrake breaks if the input is outside of the range 0..1
What public test version is that? It's not SP2 is it?
@Graingy gugulu is a reference to an old hololive clip
@ShinyGemsBro i occasionally can't see your drawings, the load times do get bad sometimes lol
A long time, this is basically the only thing I specialize in
I found the miku link in my history, and clicking it also sends me to the homepage, so I think your mod post got cooked somehow
@Someguywhomakesmods i am confused too, it's like the website decided that the page doesn't exist anymore
Do you listen to TOHO BOSSA NOVA? Some of the songs are peak
Tagging me on the miku post doesn't seem to work, the notification link resolves to a comment on the homepage, e.g., https://www.simpleplanes.com/#comment-5024128
@Someguywhomakesmods idk, something tells me that downloading a mystery executable from someone with no public programming history is a bad idea
I will wait until the aircraft is posted
Edit: notification link stopped working
@Graingy you don't have to sketch perspectives, the most important things to sketch are axial projections for blueprints
@Graingy sketching
@Graingy i can actually fully cancel a project to close it, but i only do that early on
Planning the design first prevents me from getting stuck
@Someguywhomakesmods sorry, i can't do it
Also, i can't give FT if there is no exact description of the problem
@ComradeSandman jars are infamously known as containers for other white fluids, often with a non-food solid inside
@Someguywhomakesmods
1. You can use the animation-style approach, where you define each rotator's position as a function f(t), where t is a timing variable that is defined separately.
2. Avoid using rotator speed. Set it very high and use the FT to control the speeds using smooth. Then all rotators will match their inputs exactly.
3. The animation-style FT also means that you can easily debug motion for any timing value, if you use an input like VTOL to write a timing value.
My KiHa T100 has some simple wipers. They only use one movement variable (WiperPosition) and one timing variable (WiperAnimator)
Jar :aware:
I would not buy graingy cheese
@Someguywhomakesmods put the same code into both of them
If that is not what you want, then i need more info
@LowQualityRepublic that will not delay on deactivate. In addition, a smoothing constant of 1 implies that it is a timer.
@Graingy built-in
The paper serves me, I can deploy paper
@AFAAM maybe you can put a hidden vertical stabilizer that faces downwards, and scale it down
If you are trying to convert music to tone generator, someone on youtube made a script a few years ago, that reduces audio files into midi notes. I don't have the script sadly, all I know is that the project was called "auditory illusions" (I have some of the midi files the guy made). After you have the midi files, you can use MID2TGVA to convert it into tone generator parts.
.
You could put an entire song into a mod AudioSource, but that might be piracy so xdd
The structure is definitely a copy made by an enlightened machine seeking to learn about humanity
i got a lot of different stuff
car-related: Jimmy Broadbent, noriyaro
general sim: Squirrel
info/ video essay: f4mi, Jacob Geller, Mustard, Technology Connections, The 8-Bit Guy
funni: martincitopants, Max0r
vtuber: AZKi, Cecilia Immergreen, Nimi Nightmare (clipper choices will follow vtuber choices)
It marks the start of a C# format specifier. You would use it in labels, for example, to choose the number of decimal places
i like the cannon brick, unfortunately 18 guys in a circle > 8 (6?) guys in a corner
I might have some
@blt there is no link in the comment?
.
The format has 2 parts, the user manual (controls and build information) and the information (lore).
.
Sections in the user manual are entered using the priority of: credits, controls, other, dev notes (self-reflection type content)
@Graingy it is a normal (perpendicular) to a surface (you know what it is)
The computer uses it to do extremely big brain math stuff that i don't know how to write, and makes reflections from it
Maybe they are just very easy to spot
when you want to drive but you really don't want to touch grass
@WillowTater i'm more of a 2005 civic guy myself, the last of the tuner civics
Cute (but no clue that she is a Su-34 if you don't say it though, kinda small for a Su-34)
@Graingy a compound curve of straight lines looks like this
Red is MainGearLeg, blue is MainGearDoor. However, you should not program using normal linear equations in real FT because it is unreadable
@Graingy plot the points of position (y-axis) over the animator (x-axis), and make your lines/curves from there
Personally, the few times I have done this, I never used curves, only straight lines
@Graingy
I found one that I've used before. It's only a main landing gear with a single door, but the gear movement is offset slightly to prevent touching the door.
Timer: smooth(GearDown?0:10,1)
MainGearLeg: lerp(0, 1, inverselerp(0, 9, Timer)) where 0 is retracted
MainGearDoor: lerp(1, 0, inverselerp(5, 10, Timer)) where 1 is open
@YarisHatchback it is an armored core
Unfortunate
wart hunter reference !!
Are you using auto prop pitch? The startup table suggests that the engine goes to 110% stable rpm first, builds up prop pitch (and thrust), and drops to 100% rpm
It is easiest to make landing gear FT by treating it as an animation, and planning it using an animation timeline. Then, you can use linear mapping or math functions.