Create two timers - one that resets on activation and another that resets on deactivation. Then you can compare the appropriate timer with your delay value. If you just activated, then you compare the last activation timer.
Flight path above horizontal (FlightPathAngle):
PitchAngle + AngleOfAttack
Flight gradient at any time [rise/run]:
tan(FlightPathAngle)
Glide ratio at any time [-run/rise]:
-1/tan(FlightPathAngle)
If you scale down the wings and make them larger, the drag will increase as well. If you use liftScale, drag will not be increased.
The four slip values set the x-axis value of the critical point (extremum) and full-sliding point (asymptote). The traction values multiply the y-axis values, iirc the y-axis value of the full-sliding point is always half of the critical point.
@Gripen346 it refers to fighter planes with a fuselage that are too flat, and the top and bottom surfaces are parallel to each other, hence look like a pancake from the side orthographic view
There are a lot of planes that look cool in the thumbnails, then you check the side view and boom, pancake
You can instantiate ai aircraft proxies but it will require you to have the xml files you want pre-packed into your mod
You can also check if you can invoke AiManagerScript.SpawnSandboxAiFromXml, it has one strange argument type so i'm not counting on it
Try smoothstep(). You can also try to make your own animation curve.
If you're making a propeller type thing, control the speed separately and use sum() on it
Endless tunnel flying mode
Ability to customize planes
Cradles from armored core for answer as a playable map
Guided laser (surprisingly hard to make fair)
@DCSplanepro12 i don't have a way to transfer entire projects as they are very large, even my mods on github only have assets folder
Can you try this one from flight park kirama, though will be missing the easyroads3d stuff as those are closed source. The map has the roads around the airports
@Whatamievendoing if the x value is the same, i think it's undefined behavior. Maybe the smallest id missile goes first.
Just nudge the missiles slightly to force a chosen launch order
@DCSplanepro12 i checked again and the unity version i use is 2020.3.19f1, either andrew mistyped or the mod unity version is different from the game version
The hierarchy should look like Map > Road Network > (roads). Currently you have the road network and roads outside the map so they won't appear in the map.
Terrain tab is in the road network component. Idk if there are any differences between your version and mine.
You need to use the "import assets to folder" function under the terrain tab. Don't save the road as ome of the game objects, only save the map.
Also, it seems that wheels need the built-in suspension to work with easyroads terrain
All wheels receive the same torque. The amount of torque is proportional to input regardless of speed. Since power is proportional to torque * speed, power increases continuously.
You need funky trees methods to make a gearbox. The easiest method to control power is to divide your input by the average rpm
If you're accessing unity components (game object path has >), you probably want to learn about c# programming and unity first
There is a way to hide the ui on mobile using the dev console, but i don't remember it, can probably be found with search feature
I have it on google and steam
I might have pirated it on android for a bit in the v1.4 days (i'm old), luckily that package only had an easy-to-remove adware on it but still stupid
@DatTrainGuy19 @OrangeConnor2 hold on to your children because they will be sucked into the air intake
@Cisccinoje AGs are in the A set. You cannot record explosions.
@Cisccinoje dev console command
I went to update the quick start guide to clarify this
build a caterpillar or relevant truck
@Graingy me when i use multi lock missiles in project wingman mission 8 (don't research)
ace combat players:
I use this timer format, I prefer it over the floor/ceil and smooth method because you can run many parts using the same timer
Create two timers - one that resets on activation and another that resets on deactivation. Then you can compare the appropriate timer with your delay value. If you just activated, then you compare the last activation timer.
how are they bad though?
if it's the short range, it should be fixable but only with a mod
The bottles are so good
Flight path above horizontal (FlightPathAngle):
PitchAngle + AngleOfAttack
Flight gradient at any time [rise/run]:
tan(FlightPathAngle)
Glide ratio at any time [-run/rise]:
-1/tan(FlightPathAngle)
If you scale down the wings and make them larger, the drag will increase as well. If you use liftScale, drag will not be increased.
it's only in the rocket game
The four slip values set the x-axis value of the critical point (extremum) and full-sliding point (asymptote). The traction values multiply the y-axis values, iirc the y-axis value of the full-sliding point is always half of the critical point.
@Gripen346 it refers to fighter planes with a fuselage that are too flat, and the top and bottom surfaces are parallel to each other, hence look like a pancake from the side orthographic view
There are a lot of planes that look cool in the thumbnails, then you check the side view and boom, pancake
@DCSplanepro12 ???
@DCSplanepro12 read the below comment again
The build terrains button is in the same tab as the finalize and store mesh assets buttons
@DCSplanepro12 then you cannot change the network anymore
you don't need to finalize it when modding, just save the map after entering build mode
@DCSplanepro12 added comment under that forum post, i couldn't find it earlier
Use terrain control > store mesh assets in project folder
I mentioned this in a different comment but didn't write the option name exactly
@DCSplanepro12 but unity editor scripts cannot run in the game?
Check for any MeshCollider or EasyRoads3D errors
@DCSplanepro12 check dev console messages
You can instantiate ai aircraft proxies but it will require you to have the xml files you want pre-packed into your mod
You can also check if you can invoke AiManagerScript.SpawnSandboxAiFromXml, it has one strange argument type so i'm not counting on it
why tag
also pancake plane syndrome, a common beginner problem (i have never used this term before but came up with it a few years ago)
Try smoothstep(). You can also try to make your own animation curve.
If you're making a propeller type thing, control the speed separately and use sum() on it
Endless tunnel flying mode
Ability to customize planes
Cradles from armored core for answer as a playable map
Guided laser (surprisingly hard to make fair)
Use the panelling method for the bevels
My reaction to that information: xpp
@ToeTips depends
I should make another campaign sometime
@ccc12345 @Iranianforce313 there is a browser-based generator by 11qazxc, it's the easiest to use
If you roll a subject list you like, sec 3 isn't that bad
@hisuslol stuff > submit bug report
Terrain resolution also matters, more pixels on heightmap = more triangles on terrain
@BaconEggs ok, settings that can be changed using commands are now saved between runs. It doesn't use the mod settings mod
@DCSplanepro12 i don't have a way to transfer entire projects as they are very large, even my mods on github only have assets folder
Can you try this one from flight park kirama, though will be missing the easyroads3d stuff as those are closed source. The map has the roads around the airports
Nice, i think it flies better than mine
Real wing parts are good
231217 > Added real accel variant
.
Other:
Ayo how curated, it has no cockpit
Bot comment acted like it read the dev notes xdd
@Whatamievendoing if the x value is the same, i think it's undefined behavior. Maybe the smallest id missile goes first.
Just nudge the missiles slightly to force a chosen launch order
Weapons always launch innermost to outermost. Also, the order is always the same as long as the plane isn't changed
@DCSplanepro12 i checked again and the unity version i use is 2020.3.19f1, either andrew mistyped or the mod unity version is different from the game version
@DCSplanepro12 from andrew's blog post, it's 2022.3.9
@DCSplanepro12 currently i use whichever is the recommended version rn
I tried to make a easyroads map recently, but scrapped it
@JacksEpicGamingYT i'm using a heli rotor for some rotation control, it makes the sound
title references a quote from some random video essay i no longer remember
it is probably about a ps1 demo disc, but i'm not gonna check
released
@Hellfire3627 you cannot use source code directly, it's just so people can see how the mod works
The hierarchy should look like Map > Road Network > (roads). Currently you have the road network and roads outside the map so they won't appear in the map.
Terrain tab is in the road network component. Idk if there are any differences between your version and mine.
You need to use the "import assets to folder" function under the terrain tab. Don't save the road as ome of the game objects, only save the map.
Also, it seems that wheels need the built-in suspension to work with easyroads terrain
I updated, but I think the new version is slightly more laggy. Not downgrading yet
All wheels receive the same torque. The amount of torque is proportional to input regardless of speed. Since power is proportional to torque * speed, power increases continuously.
You need funky trees methods to make a gearbox. The easiest method to control power is to divide your input by the average rpm
If you're accessing unity components (game object path has >), you probably want to learn about c# programming and unity first
There is a way to hide the ui on mobile using the dev console, but i don't remember it, can probably be found with search feature
I have it on google and steam
I might have pirated it on android for a bit in the v1.4 days (i'm old), luckily that package only had an easy-to-remove adware on it but still stupid