if you have sp on pc, or you can access the xml files on your phone (old versions of android only), you can use a very fast method to remove drag that's already there
I have both a phone and a laptop. I only use my phone for building now, it crashes randomly in the simulation. My laptop can probably run 2000 parts on high physics, since it's a semi gaming or workstation design
separate it from the plane completely, use scale selected parts OFF and relative scale ON
this also means you must re-attach the fuselage art, if it was previously attached to a plane
it used to be a feature, then it got removed
maybe it was removed because it was buggy, you usually see some duplicated characters around the read more point
(🤓 answer) technically the engine and brake spins the wheel, then the game determines the slip and applies forces on the plane using the slip
Differentials can be made completely in FT but you need one engine for each wheel
Buoyant force in the game depends on the mass of the part. If you add more dead weight, or increase massScale, a fuselage can float more. If massScale is 0, the fuselage will not provide any buoyant forces. This is the opposite of real life.
Buoyant force applies from a single point. Each force is like a thin table leg. You need many to keep level.
I like the idea of downvoting comments and adding reactions to comments.
.
For commenting with pictures, i think the current method of using links is good enough. Embedding images increases loadtimes and data usage. If the sp website hosts images, then the server data will grow much faster than it already does. Some sp users, both low and high ranks, don't consider the size of images and will push tens of HD screenshots into a single plane description or forum post, and adding to comments will worsen the load times.
I had anime girl with exposed sarashi cloth for a while and no one complained so idk
There is a wide range of nsfw levels for bikini anime girl pics, so it depends
If you click download from the steam browser, the plane will load automatically
If you use normal browsers but don't want to end up with a bunch of .splane files, you can copy the aircraft link, and in the designer press ctrl+L
Notes:
- FT on the top is a timer, but I forgot to use it so I used the video
- Timer in the car directly uses the Time variable, so it's not the lap time
- My current times in GT4 are 7:38.8 with Sports Medium tires and 7:08.8 with Racing Medium tires
- In SP, the car is slower in a straight line, but faster in the corners. The cornering is probably similar to Racing Medium or Soft tires.
- A more realistically tuned version has been added
This is a bug in the game where the exhaust particles don't rotate with the engine. This means that no matter the rotation of your engine, each particle does not change shape, and if you use different xyz values, the gap between the particles changes
Don't use different xyz particle scale
You can try increasing the engine input controller value past 1, using multiple very small engines in a line, or alternatives like label engine effects
Well, the first thing is that there is no way to use guns except with FireGuns, so you cannot drop the health of engines
However, you can deactivate the engines.
Example code based on timer code:
sum(smooth(Throttle>=0.95?99:0, Throttle>=0.95?1:COOL_MUL) > 60 ?1:0) < 0.01
.
For cooling time multiplier COOL_MUL > 0
.
Smooth argument 2 is the max rate of change towards smooth argument 1.
Value inside sum() is 1 if the timer>60, 0 if timer<=60. This means sum() increases at 1/second only when timer>60.
Sum is compared against a small number 0.01. At first, sum() is 0. When timer>60, sum() will exceed 0.01 and deactivate your engine
Luckily, they suck consistently, so you can put another rotator that rotates parts in the opposite direction
The strange thing is that rotators produce torque even if they rotate parts with no mass
@JustWingIt to change the time, change the 1 in MyButton variable
Stopping the button from being pressed is more complicated, I tried it and I don't know how to do it without actual trickery (pistons or storing a whole lot more variables)
Tried to make something Yeah
Button has interactionType=Toggle and outputs to MyButton
.
MyTimer = smooth(MyButton=1 ? 999999 : 0, MyButton=1 ? 1 : 999999)
This uses an alternative to the sum function which can be reset.
.
MyButton = MyTimer > 1 ? 0 : MyButton
Write 0 to MyButton if the timer is at more than 1 second, otherwise don't change the value
You can also use a variable activation group
You could make an engine connected to 3 rotators or a 3-axis control base, such that the engine always points upwards
Adjust the engine thrust to match the weight of your aircraft
Jet engines in sp don't have a rpm variable, only thrust variable. You can simulate the rpm yourself with the thrust variable.
Jet engines have some rpm when idle, usually around 20% of max rpm.
.
Try something like this (produces rpm <= 1) lerp(0.2, 1, THRUST / THRUST_MAX)
me when an f1 sponsor finally becomes socially relevant (it was for knocking out critical infrastructure)
+2you know explosive, tube-shaped machines that can swim like penguins exist right?
+2if you have sp on pc, or you can access the xml files on your phone (old versions of android only), you can use a very fast method to remove drag that's already there
+2I have both a phone and a laptop. I only use my phone for building now, it crashes randomly in the simulation. My laptop can probably run 2000 parts on high physics, since it's a semi gaming or workstation design
+2when i see the UPVOTE i think of andrew with lightning eyes
+2The A-10 with laser targeting designator is a reference to one of the best combinations in ace combat 7 :clueless:
+2separate it from the plane completely, use scale selected parts OFF and relative scale ON
+2this also means you must re-attach the fuselage art, if it was previously attached to a plane
Uh kinda yeah
+2Check your wheels and suspension have the same settings on the left and right, it's easy to miss one side when changing settings
I build on mobile and play on pc
+2midget II my beloved
+2Try the smooth function
+2it used to be a feature, then it got removed
+2maybe it was removed because it was buggy, you usually see some duplicated characters around the read more point
I have a method using 3 hollow fuselage to make rails in the shape of any standard fuselage
+2Idk how to explain it so here is an example
Amazing model and animations, unfortunately fake screenshot
+2@Majakalona you can draw rick astley on it (jk jk... unless?)
+2you have now joined the internet seniors club
+2(🤓 answer) technically the engine and brake spins the wheel, then the game determines the slip and applies forces on the plane using the slip
+2Differentials can be made completely in FT but you need one engine for each wheel
@TheTomatoLover no more 69, not nice >:(
+2!FireWeapons
. Therefore, tryActivate1 ? true : !FireWeapons
I like the idea of downvoting comments and adding reactions to comments.
+2.
For commenting with pictures, i think the current method of using links is good enough. Embedding images increases loadtimes and data usage. If the sp website hosts images, then the server data will grow much faster than it already does. Some sp users, both low and high ranks, don't consider the size of images and will push tens of HD screenshots into a single plane description or forum post, and adding to comments will worsen the load times.
I had anime girl with exposed sarashi cloth for a while and no one complained so idk
+2There is a wide range of nsfw levels for bikini anime girl pics, so it depends
you probably want to fill in the gap between the wheels, almost every car will use that space
+2@Blueshift oh yeah, i forgot to write it here, but i've made a mod for it, so you don't have to run batch files everytime you play sp
+2Go to your plane's xml file and add more rows to the materials section
+2If you click download from the steam browser, the plane will load automatically
+2If you use normal browsers but don't want to end up with a bunch of .splane files, you can copy the aircraft link, and in the designer press ctrl+L
NIKE ONE 2022
Notes:
+2- FT on the top is a timer, but I forgot to use it so I used the video
- Timer in the car directly uses the Time variable, so it's not the lap time
- My current times in GT4 are 7:38.8 with Sports Medium tires and 7:08.8 with Racing Medium tires
- In SP, the car is slower in a straight line, but faster in the corners. The cornering is probably similar to Racing Medium or Soft tires.
- A more realistically tuned version has been added
This is a bug in the game where the exhaust particles don't rotate with the engine. This means that no matter the rotation of your engine, each particle does not change shape, and if you use different xyz values, the gap between the particles changes
+2Don't use different xyz particle scale
You can try increasing the engine input controller value past 1, using multiple very small engines in a line, or alternatives like label engine effects
Well, the first thing is that there is no way to use guns except with FireGuns, so you cannot drop the health of engines
+2However, you can deactivate the engines.
Example code based on timer code:
sum(smooth(Throttle>=0.95?99:0, Throttle>=0.95?1:COOL_MUL) > 60 ?1:0) < 0.01
.
For cooling time multiplier COOL_MUL > 0
.
Smooth argument 2 is the max rate of change towards smooth argument 1.
Value inside sum() is 1 if the timer>60, 0 if timer<=60. This means sum() increases at 1/second only when timer>60.
Sum is compared against a small number 0.01. At first, sum() is 0. When timer>60, sum() will exceed 0.01 and deactivate your engine
The ? : operators form the ternary operation:
+2ARGUMENT ? TRUE_VALUE : FALSE_VALUE
.
To multiply, use the * operator, e.g.
Throttle * AngleOfSlip
Luckily, they suck consistently, so you can put another rotator that rotates parts in the opposite direction
+2The strange thing is that rotators produce torque even if they rotate parts with no mass
funky trees guide - part variables
+2After you enable part output variables, you can use them in parts or other variables
ammo("Rocket Pod")
+2You can put a different name, even custom names if your weapons use them
You can't launch flares from custom inputs, only LaunchCountermeasures input
+2Also, the firing delay is fixed at 1 chaff/flare per second
You can have pistons that push from the bottom of the tank
+2@JustWingIt to change the time, change the 1 in MyButton variable
+2Stopping the button from being pressed is more complicated, I tried it and I don't know how to do it without actual trickery (pistons or storing a whole lot more variables)
@JustWingIt yes it works with a light using the same input as the button
+2Tried to make something
+2Yeah
Button has interactionType=Toggle and outputs to MyButton
.
MyTimer =
smooth(MyButton=1 ? 999999 : 0, MyButton=1 ? 1 : 999999)
This uses an alternative to the sum function which can be reset.
.
MyButton =
MyTimer > 1 ? 0 : MyButton
Write 0 to MyButton if the timer is at more than 1 second, otherwise don't change the value
You can also use a variable activation group
Add it but keep an option in the variables or activation group to toggle it
+2You could make an engine connected to 3 rotators or a 3-axis control base, such that the engine always points upwards
+2Adjust the engine thrust to match the weight of your aircraft
Unfortunately it won't bend characters, only move and rotate them. So it does nothing on a single line label like reg numbers
+2@SeguraCS12 @CanadianAircraftBuilder sorry guys I ate the fish
+2Jet engines in sp don't have a rpm variable, only thrust variable. You can simulate the rpm yourself with the thrust variable.
+2Jet engines have some rpm when idle, usually around 20% of max rpm.
.
Try something like this (produces rpm <= 1)
lerp(0.2, 1, THRUST / THRUST_MAX)
@Flash0of0green I use sketches to design the character, but I don't use it as a blueprint
+2What drawings do you have?
@OBCdragon yeah, but i changed a word
+2@SkyJayTheFirst no, so RWR and CIWS isn't possible in the vanilla game yet
+2@Suica not planning to, but seems like a good challenge
+2@OrderlyHippo yeah, mirroring the whole plane always breaks stuff, as compared to mirroring parts which only sometimes breaks stuff
+2