@Subsere
Consider an unrelated example: Activate1 ? smooth(Activate2,0.5) : smooth(Activate2,0.5)
.
The value of this expression starts as -1, as both activation groups are off. If you toggle Activate1 on and off, the value stays as -1. Note that when Activate1 is off, the expression evaluates the second smooth function, and when Activate1 is on, the first smooth function is evaluated.
.
Without restarting the simulation, turn on Activate2 and wait until the expression has the value 1. Then, turn off Activate1 and the value will jump to -1, and increase towards 1. This means that while the second smooth function was running, the first smooth function remained constant at its previous value of -1. It only updated when it was chosen.
.
This behavior is very unintuitive and difficult to track down, so you should never use smooth (or sum) in places where their updates can be suspended.
Are you using auto orient? Choose the input (pseudo-FT) for pitch control:
YES: INPUT = -PitchAngle / Gyroscope.pitchRange. This will set the target pitch angle of the gyroscope to the same as the plane's pitch angle. However, there is still a resistance to rotation due to gyro stabilization.
NO: INPUT = 0
soon(tm) (this week)
is the camera too disgusting or nah (i made the armored core 4th gen camera from memory)
.
current confirmed changes:
- nerf normal speed, buff quick-boost speed
- nerf staff mode light attack
.
edit: uploaded
@PlaneFlightX yeah i mean exact spacing between parts
Although, earlier in my current build, i made a reference origin so i can see if parts are not aligned
Flight instruments are always in the center, and throttle on the left. Wing everything else
.
For trains, speed and brake pressure big and in the center
@Windows2000 SPR switches are small af, any larger train cars can't use them
Also the combination of goofy tooling and big maps gives trouble
So with these problems, i don't really tech-support this map
Normals manip is proof that geometry isn't real and we are living in a simulation (jk)
They are methods that cause fuselage sides to look different from their geometry. Some tricks make interesting variations in surfaces
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
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) -->...
@Subsere
Consider an unrelated example:
Activate1 ? smooth(Activate2,0.5) : smooth(Activate2,0.5)
.
The value of this expression starts as -1, as both activation groups are off. If you toggle Activate1 on and off, the value stays as -1. Note that when Activate1 is off, the expression evaluates the second smooth function, and when Activate1 is on, the first smooth function is evaluated.
.
Without restarting the simulation, turn on Activate2 and wait until the expression has the value 1. Then, turn off Activate1 and the value will jump to -1, and increase towards 1. This means that while the second smooth function was running, the first smooth function remained constant at its previous value of -1. It only updated when it was chosen.
.
This behavior is very unintuitive and difficult to track down, so you should never use smooth (or sum) in places where their updates can be suspended.
be careful of using smooth in branches, smooth only updates when it is called, so the value in the other branch won't update
@Graingy i love the internet
this is the site of a live aeroschizo sighting !!!! i finally have the mark of popularity!! :NOWAYING: :DUBIOUS:
washed 😔
Might be packaged
Try working on the MusicPlayerScript component in a mod
@Graingy sekai de
@RepublicofWrightIsles no, they are different things
The term "astronomer" doesn't exist in classical themes as well
what does this mean
i can't see the image on this forum post but i can open it in a new tab
also l a r g e
is it the boc
Are you using auto orient? Choose the input (pseudo-FT) for pitch control:
YES: INPUT = -PitchAngle / Gyroscope.pitchRange. This will set the target pitch angle of the gyroscope to the same as the plane's pitch angle. However, there is still a resistance to rotation due to gyro stabilization.
NO: INPUT = 0
After weight-balancing the helicopter, if you use the heading hold mode of the tail rotor, it should "just work" without gyros
@MIGFOXHOUND31BSM26 totally normal
@OrangeConnor2 you are what you eat
@jamesPLANESii real
@ReynaldoHeavyIndustries no modded health though (except for the one part where the visual body connects to the hidden flight unit)
@LowtusF139 idk i haven't even seen any of the gameplay or anime
soon(tm) (this week)
is the camera too disgusting or nah (i made the armored core 4th gen camera from memory)
.
current confirmed changes:
- nerf normal speed, buff quick-boost speed
- nerf staff mode light attack
.
edit: uploaded
:HUH: :uuh:
@PlaneFlightX yeah i mean exact spacing between parts
Although, earlier in my current build, i made a reference origin so i can see if parts are not aligned
@Graingy kid named fine tuner:
Wait, so PC players don't try to have nice numbers for coordinates?
I only got these realistic ones: Copen because funny coffee break car, or ND Miat
@Graingy no, i don't have a pattern or preference
Make a cat, apparently it was cat day yesterday
Flight instruments are always in the center, and throttle on the left. Wing everything else
.
For trains, speed and brake pressure big and in the center
@Graingy idk, mecha designers be cooking
@Graingy in general i just like planes that look like they come from an anime
@SAINAKAJIMA increase massScale of the piston, or reduce mass of parts connected to the piston
@Graingy the Su-47 is the most weeb plane to ever exist, followed by the F-15 S/MTD
On that topic, NASA should make a S/MTD mecha musume
Canards and/or reverse swept wings, gotta hit my weeb energy quota
Engines naturally have more acceleration at low speeds. You can multiply the input by the inverse of speed for a constant power
@Windows2000 SPR switches are small af, any larger train cars can't use them
Also the combination of goofy tooling and big maps gives trouble
So with these problems, i don't really tech-support this map
is this post a social experiment?
Normals manip is proof that geometry isn't real and we are living in a simulation (jk)
They are methods that cause fuselage sides to look different from their geometry. Some tricks make interesting variations in surfaces
Check detacher force
Lock your gear with a magnet idk
Or try a configuration where the springs aren't vertical
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
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
Gay, G :prayge:
C H A O S (anime girl ofc)
@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
nah, 3-tone erusean is way better than osean bri'ish sky color
This is 100% a transport for several regulated substances capable of landing on poorly maintained airstrips
Maybe i will get unpersoned soon :aware:
Why 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) -->...