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.
For any car (or jet) engine, torque (or thrust) is proportional to input, except during the throttle response duration and at very low speeds for car engines. You can make your own torque curve/controller to naturally restrict speed. If you want to add a software speed limiter you should also do so using the engine.
.
If a motor has a constant power output, and torque is proportional to (speed / power), then the torque curve will have the form T = k/v, where k is a constant. To prevent excessive torque at low speeds, the function must be clamped. (You can also use your own torque curve formula, I usually use joined straight lines instead of a smooth curve, but generally, torque must decrease with speed)
.
Other speed limiter methods have side effects:
Airbrakes might cause unnatural behavior at high speeds and in the air, which need more FT to counteract
maxAngularVelocity produces a harsh and fixed speed limit. It is only suitable if the car has a hard speed limiter
@ShinyGemsBro dw it's reasonably easy to fake it, just gotta make your SNS following list consist of roughly 98% artists, study topography, and/or gain access to precomputed fold data
random unsorted thoughts
- this is cooking for a 2-day post
- possibly might want to look at clothing folds though
- its*
- feet
- idk anything about muscle formations so i can't comment on that
If talking about activation groups:
you can't
.
If talking about variables:
Remember that if a setter is not active, it will not set the value of its corresponding variable during that frame. This means you can make a setter that changes a variable only in specific conditions.
.
E.g., set myVar2 to 0 during a rising edge of myVar1
myVar2: 0
- activator: rate(myVar1)>0
Also check the rotator settings
- Set the rotation range to the value specified by the code (you can also do this by setting the InputController.min and ".max values)
- Set shortestAngle to true if required
- Front gunner code for the connection structure (plane - horizontal rotation - vertical rotation - gun) can probably be converted to rear gunner code by adding or subtracting 180 degrees from the local y angle to the target
there's something strange about this train, it feels like there is a part dragging on the ground, but i can't find one
if the engine output exceeds a certain amount, which is very large, the train will shoot forwards, but before that, it won't move
@YarisSedan i guess it's a matter of which is worse, no buildings at all or like 10 buildings over the entire line. The buildings have way too many tris to spam everywhere
Also i don't have high hopes in others' abilities to find references, this mod doesn't have any other than names, but no one has talked about the purple object and flying object in flight park kirama yet
Lastly mod updated because i forgot to put a single negative sign in one of the
level start locations
@GalaxiesDontSlleep when missiles can have a relative velocity of over 1000 ft per second, kinda hard
You need to detect them first, which you will need a radar, which is blinded by your jammer, which you will probably only turn off when you detect a missile. Big problem
Then you can try to fry them, but it takes a lot of energy
Or you can use radio wave emitters as a decoy instead of trying to fry missiles, but you can only launch them after detecting the missile as well. Your jammer must also be turned off if you do this
@winterro uuh
1. i never watched the funny show with faces on trains
2. there is no official compiled and detailed track data (there is a map with rough elevation data though)
3. i don't have the ability to make working signals, switches/sidings, and scenery
@GalaxiesDontSlleep the real strat is to turn off your jammer after you detect the anti radiation missile, but if you have a jammer, radio warning receivers might be blinded. AWACS aren't magic and probably can't detect ARMs at their long range. Maybe set up jamming drones or something to protect the AWACS
@GalaxiesDontSlleep uhh no, radiation homing missiles go towards the largest emitter of radio waves (before lock on) then track it, so they do not get confused by radio waves
Important stuff in line of sight, stuff you use less often can be put further away.
6 (or sometimes 4) basic flight instruments are always front and center
i also think that fuselage inlets work even if they are blocked, and count as a full size inlet no matter how small they are, so if you naturally put some on your build you will almost always be fine
@YarisSedan if you check the station signs, it is actually "that yamazaki" xdd
Sari gets random kanji so it appears normal, it probably conflicts with real people/place names since it is a microsoft IME result
@Mantha if you press ` you can open the dev console, which has a log. The game will only log things after entering the dev console for the first time, so open and close it before entering the sim.
I know that there are 6-ish null reference exceptions when loading a level, but those don't seem to cause any issues, and don't appear related to resolution
Should be fine, maybe credit sp, especially if you use the engine or gizmo meshes
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.
Try a large hidden flap with NACAProp (can't remember exact spelling) wing profile
For any car (or jet) engine, torque (or thrust) is proportional to input, except during the throttle response duration and at very low speeds for car engines. You can make your own torque curve/controller to naturally restrict speed. If you want to add a software speed limiter you should also do so using the engine.
.
If a motor has a constant power output, and torque is proportional to (speed / power), then the torque curve will have the form T = k/v, where k is a constant. To prevent excessive torque at low speeds, the function must be clamped. (You can also use your own torque curve formula, I usually use joined straight lines instead of a smooth curve, but generally, torque must decrease with speed)
.
Other speed limiter methods have side effects:
Airbrakes might cause unnatural behavior at high speeds and in the air, which need more FT to counteract
maxAngularVelocity produces a harsh and fixed speed limit. It is only suitable if the car has a hard speed limiter
@ShirakamiShimada poggers
@ComradeSandman but you are sand, which is one of the forms i don't take orders from :troll:
Yes but i don't take orders from literal sand xdd
:o7:
@ShinyGemsBro dw it's reasonably easy to fake it, just gotta make your SNS following list consist of roughly 98% artists, study topography, and/or gain access to precomputed fold data
random unsorted thoughts
- this is cooking for a 2-day post
- possibly might want to look at clothing folds though
- its*
- feet
- idk anything about muscle formations so i can't comment on that
chocolate or butter
If talking about activation groups:
you can't
.
If talking about variables:
Remember that if a setter is not active, it will not set the value of its corresponding variable during that frame. This means you can make a setter that changes a variable only in specific conditions.
.
E.g., set myVar2 to 0 during a rising edge of myVar1
myVar2: 0
- activator: rate(myVar1)>0
One of the operators is wrong for FT btw, guess chat has some obscure programming language learning to do
@Kikikokikomarumaru15000 PID proportional component multiplier
idk, no title and vin seems sus, i wouldn't pay this guy 2.9 million dollars
drah-ken (it follows standard vowel pronounciations) or drachen
@ComradeSandman use yourself as the rock
Also check the rotator settings
- Set the rotation range to the value specified by the code (you can also do this by setting the InputController.min and ".max values)
- Set shortestAngle to true if required
- Front gunner code for the connection structure (plane - horizontal rotation - vertical rotation - gun) can probably be converted to rear gunner code by adding or subtracting 180 degrees from the local y angle to the target
If you mean gunners, use auto aim code, and then you have to select the enemy plane for the turret to aim, and press the gun button manually
Accidentally hit him with a rock
chinese styles: cabbage
western styles: potato
the thing is my spirit cold war ground vehicle
armored core weapon arms looking mf
congrats on reaching the void and existing for miku/10 years
Do you have the logs
fluid of the comet variety
Yeah but does genshin have miku? Probably not
@winterro no, this isn't designed as an island, and i also don't have any interest in combining it with the base map
there's something strange about this train, it feels like there is a part dragging on the ground, but i can't find one
if the engine output exceeds a certain amount, which is very large, the train will shoot forwards, but before that, it won't move
@YarisSedan sure, maybe i'll check on ways to add buildings later
i'm busy now and can't do big changes
@ShirakamiShimada hmmm i guess i could add more screenshots, any suggestions?
@YarisSedan i guess it's a matter of which is worse, no buildings at all or like 10 buildings over the entire line. The buildings have way too many tris to spam everywhere
Also i don't have high hopes in others' abilities to find references, this mod doesn't have any other than names, but no one has talked about the purple object and flying object in flight park kirama yet
Lastly mod updated because i forgot to put a single negative sign in one of the
level start locations
@AmericanAerospace there is no room in the nose (lore-wise)
Sounds like a dangerous and complicated surgery
@GalaxiesDontSlleep when missiles can have a relative velocity of over 1000 ft per second, kinda hard
You need to detect them first, which you will need a radar, which is blinded by your jammer, which you will probably only turn off when you detect a missile. Big problem
Then you can try to fry them, but it takes a lot of energy
Or you can use radio wave emitters as a decoy instead of trying to fry missiles, but you can only launch them after detecting the missile as well. Your jammer must also be turned off if you do this
@winterro uuh
1. i never watched the funny show with faces on trains
2. there is no official compiled and detailed track data (there is a map with rough elevation data though)
3. i don't have the ability to make working signals, switches/sidings, and scenery
@GalaxiesDontSlleep the real strat is to turn off your jammer after you detect the anti radiation missile, but if you have a jammer, radio warning receivers might be blinded. AWACS aren't magic and probably can't detect ARMs at their long range. Maybe set up jamming drones or something to protect the AWACS
@GalaxiesDontSlleep uhh no, radiation homing missiles go towards the largest emitter of radio waves (before lock on) then track it, so they do not get confused by radio waves
Important stuff in line of sight, stuff you use less often can be put further away.
6 (or sometimes 4) basic flight instruments are always front and center
Kid named radiation-homing missiles:
Anyway, could have slight potential but you're on the back foot, since your radar might be blinded by your jammer
@YarisSedan because i would have to do 3d modeling, and it would also add more bumpy joints that will tend to be in high speed areas
i also think that fuselage inlets work even if they are blocked, and count as a full size inlet no matter how small they are, so if you naturally put some on your build you will almost always be fine
@YarisSedan it should be compatible, it uses the same track gauge, platform width, and rail height
I won't add switches on this map
@YarisSedan if you open in sandbox, there are no triggers
@YarisSedan if you check the station signs, it is actually "that yamazaki" xdd
Sari gets random kanji so it appears normal, it probably conflicts with real people/place names since it is a microsoft IME result
Can't go wrong with more car ferries
names are now finalized by combining multiple comments and my own sources
@Mantha if you press ` you can open the dev console, which has a log. The game will only log things after entering the dev console for the first time, so open and close it before entering the sim.
I know that there are 6-ish null reference exceptions when loading a level, but those don't seem to cause any issues, and don't appear related to resolution
@Boeing727200F penguin central