@ThatRandomCouchPotato how does that even work bruv
.
I don't and can't provide exact FT if the design requirements are vague
An actionable request would look something like "make the prop pitch increase from 0.5 at 0 IAS, to 1 at 100 IAS, in a linear manner" or "make the prop pitch follow this math function in terms of IAS"
Maybe i should make a yapping forum post about it :thonking:
granny is back with another blast from the past, it's been (more than) 84 years
wanted to replicate c1gp handling, got this instead (high slip honda nsx on the c1 is peak gaming)
test for a method to tune front/rear grip balance with more precision
the theory is that by making the grip distribution neutral at low slip for responsiveness, and understeery at high slip to help hold a slide, you can make a very good slip-angle racer
1: I have trouble trying to make PID yaw as well, I let it shake a little bit. Also, rolling may be caused by your gyros being too weak
2 and 3: If you scale down a build, even if the mass is not changed, its rotational inertia decreases, so a gyro tuned for original scale will become too strong. I also don't exactly know how to tune gyros
Maybe some strict rules for shaders should be added, clear rules actually improves creativity, as game IP copyright areas have found out.
My opinion is that your drawing-style shader pack is too far off the build
@Graingy all the divisions here have clean integer results, i am using the multiplication table in my memory to backsolve them
(but i am reading the questions from the projected views instead of downloading the plane, so there is a chance i read them wrongly)
simulate a mass-spring-damper system to be extra funky
.
constants: k (spring constant), c (damping constant)
deltaTime is the time difference between this frame and the previous frame, you can assume it to be 0.01 but this will make it act wrongly for low physics
.
SETTER v: v + deltaTime * (k*(x_tgt - x) - c*v)
SETTER x: x + deltaTime * v
@Yoloooooo
- There is some quote about making a deterministic computer doing random things being a crazy task
- One such example is the input counter in one of the extremely old pokemon games (i can't remember which). The point is that differences in each play session causes rng to be different
- Timing is also hard for players to control. But be careful of using a frame counter or timer with small windows, due to polling rate differences between the input handler and funky trees
@DeeganWithABazooka
the virgin mustard:
- sharp, unpleasant existence
- needs to be team carried by other ingredients
- often finds itself in a jar
- name tarnished by war crimes
(j)
The shape is nice, but I'd suggest making the rear fenders bigger at the top, since it's awkward rn
Also handles oddly (sharp response then chundersteer) but could be my skill issue
(Big edit to delete a lot of stuff) I read the thing a few times and tried to write it, but I don't understand it fully xdd
.
I think that the jet itself has low pressure as it is fast. And due to fluid viscosity and flow/pressure effects, surrounding air speeds up and decreases in pressure as well. Far away, the air maintains atmospheric pressure. This makes an axial pressure gradient with higher pressure on the outsides and lower pressure in the middle.
.
If one side is then blocked, it will always be at low pressure since there is no air there to form the usual pressure gradient. The new pressure gradient has lower pressure near the surface, and higher pressure at the free side. The pressure difference means that the jet experiences more force on the free side, and will tend to move towards the surface. This is much stronger than any passive airflow effect, and you can push the jet around sharp curves.
.
The simple does not have coanda effect. The wings only consider angle of attack afaik
Wait i'm surprised you're only 16 xdd, i feel like you have been on the simple for quite long
Your dad should actually get a car but only because bumpy roads in a moped sound like a bad idea
@NotRob119 the tires just apply a force depending on the amount of slip they have. Engines and brakes change how fast the wheels rotate and the slip difference does the rest. Also, wheel load does not affect wheel force, it's just an on or off thing. That's about it
Try a PD controller on the elevator input to directly achieve the altitude. Alternatively, a 2-step system where you calculate a target pitch angle and use it as the target value of the PD controller.
.
Throttle/speed should be a separate automated system, unless you are replicating some weirdness
@YarisHatchback uhh i didn't make any other variants
Also southeast asia is only getting the cheap body, they drive like ass (i am southeast asian so I can say that)
I like the paint. However, I can't run it on my PC, so I can't say anything about the handling (it may be affected by lag).
.
Minor complaints with lore I guess:
- Needs of speed and acceleration depend on the line, but generally, urban lines have more acceleration demands.
- Number of doors depends on station foot traffic. Since this train has 4 openings per side, it probably won't appear on rural lines. But of course, it can if the line has a mix of densities.
- The train formations seem to be too funky. Typically, a train with X motor(M) cars and Y trailer(T) cars will have operational units of X+Y cars long, meaning that the X+Y cars form a complete electrical system. This simplifies the logistics of construction.
- A 1M1T-style formation splits the pantograph, motors, batteries, and control circuitry across 2 cars. Then, you can choose the cab to be on motor or trailer cars only, so you effectively only manufacture 3 kinds of cars: M, T, and (Mc or Tc).
Very smooth and nice body
+1Don't worry about it, game engines are magic
+1simpleplanes 2 was delayed to avoid competing with silksong
+1car (maybe)
+1This is how i found out what exactly is happening lmao (i have only heard of the riots)
+1@ThatRandomCouchPotato how does that even work bruv
+1.
I don't and can't provide exact FT if the design requirements are vague
An actionable request would look something like "make the prop pitch increase from 0.5 at 0 IAS, to 1 at 100 IAS, in a linear manner" or "make the prop pitch follow this math function in terms of IAS"
Maybe i should make a yapping forum post about it :thonking:
Maybe like 50
+1@Maluch idk, good luck lmao
+1granny is back with another blast from the past, it's been (more than) 84 years
wanted to replicate c1gp handling, got this instead (high slip honda nsx on the c1 is peak gaming)
test for a method to tune front/rear grip balance with more precision
the theory is that by making the grip distribution neutral at low slip for responsiveness, and understeery at high slip to help hold a slide, you can make a very good slip-angle racer
the build
wheel grip planner with the settings used in this build
very nice for majiaroring
edit 1: apparently it's rawe ceek too
edit 2: it's too twitchy so i have new settings already
+11: I have trouble trying to make PID yaw as well, I let it shake a little bit. Also, rolling may be caused by your gyros being too weak
+12 and 3: If you scale down a build, even if the mass is not changed, its rotational inertia decreases, so a gyro tuned for original scale will become too strong. I also don't exactly know how to tune gyros
My attempt
+1Maybe some strict rules for shaders should be added, clear rules actually improves creativity, as game IP copyright areas have found out.
+1My opinion is that your drawing-style shader pack is too far off the build
wikipetan my beloved
+1engineering enjoyer
+1also am i cooked or this warrior has really short legs
@Graingy all the divisions here have clean integer results, i am using the multiplication table in my memory to backsolve them
+1(but i am reading the questions from the projected views instead of downloading the plane, so there is a chance i read them wrongly)
Since there are cities now, there should be air to ground guerilla warfare
+1Car stuff is goofy since realistic car performance is hard in sp
simulate a mass-spring-damper system to be extra funky
+1.
constants: k (spring constant), c (damping constant)
deltaTime is the time difference between this frame and the previous frame, you can assume it to be 0.01 but this will make it act wrongly for low physics
.
SETTER v:
v + deltaTime * (k*(x_tgt - x) - c*v)SETTER x:
x + deltaTime * vdrawing a girl there rn
+1edit: got trolled overnight smh, gonna turn it into something else later
@Yoloooooo
+1- There is some quote about making a deterministic computer doing random things being a crazy task
- One such example is the input counter in one of the extremely old pokemon games (i can't remember which). The point is that differences in each play session causes rng to be different
- Timing is also hard for players to control. But be careful of using a frame counter or timer with small windows, due to polling rate differences between the input handler and funky trees
lm1984 :pensive: (idk what happened)
+1@DeeganWithABazooka
+1the virgin mustard:
- sharp, unpleasant existence
- needs to be team carried by other ingredients
- often finds itself in a jar
- name tarnished by war crimes
(j)
Fuselage wings are "just" a few lines of circular and rotated straight fuselage blocks
+1But i haven't built a plane in years so idk i forgor
Basic cockpit and blasto j90 mentioned
+1The shape is nice, but I'd suggest making the rear fenders bigger at the top, since it's awkward rn
+1Also handles oddly (sharp response then chundersteer) but could be my skill issue
Mmmmm sausage bomber
+1How does the landing gear fit in the engine?
If you have custom landing gear, try to increase maxAngularVelocity
+1@RepublicofWrightIsles freemen... morgan freeman reference??
+1Imagine not closing tabs you don't need smh
+1(Big edit to delete a lot of stuff) I read the thing a few times and tried to write it, but I don't understand it fully xdd
+1.
I think that the jet itself has low pressure as it is fast. And due to fluid viscosity and flow/pressure effects, surrounding air speeds up and decreases in pressure as well. Far away, the air maintains atmospheric pressure. This makes an axial pressure gradient with higher pressure on the outsides and lower pressure in the middle.
.
If one side is then blocked, it will always be at low pressure since there is no air there to form the usual pressure gradient. The new pressure gradient has lower pressure near the surface, and higher pressure at the free side. The pressure difference means that the jet experiences more force on the free side, and will tend to move towards the surface. This is much stronger than any passive airflow effect, and you can push the jet around sharp curves.
.
The simple does not have coanda effect. The wings only consider angle of attack afaik
Wait i'm surprised you're only 16 xdd, i feel like you have been on the simple for quite long
+1Your dad should actually get a car but only because bumpy roads in a moped sound like a bad idea
@Boeing727200F just switch to an all liquid diet like a boeing, it's literally that easy
+1@NotRob119 the tires just apply a force depending on the amount of slip they have. Engines and brakes change how fast the wheels rotate and the slip difference does the rest. Also, wheel load does not affect wheel force, it's just an on or off thing. That's about it
+1I also choose the FD lmao
+1Honorable mention: 180E evo II
Try a PD controller on the elevator input to directly achieve the altitude. Alternatively, a 2-step system where you calculate a target pitch angle and use it as the target value of the PD controller.
+1.
Throttle/speed should be a separate automated system, unless you are replicating some weirdness
Nice tubes
+1Give in
+1Make your offering to andrew
@PhantomBoltSP good luck for that project :>
+1@SuperSuperTheSylph actually (🤓) this is slower than my other kei truck, which has the same amount of power. This thing is much heavier
+1Oversized indoor pool and random megastructure pog
+1The front section is very nice
+1@YarisHatchback uhh i didn't make any other variants
+1Also southeast asia is only getting the cheap body, they drive like ass (i am southeast asian so I can say that)
Me when funny graph
+1Why is the vertical stabilizer so wide, what does it do?
+1If you're one mobile
+1I like the paint. However, I can't run it on my PC, so I can't say anything about the handling (it may be affected by lag).
+1.
Minor complaints with lore I guess:
- Needs of speed and acceleration depend on the line, but generally, urban lines have more acceleration demands.
- Number of doors depends on station foot traffic. Since this train has 4 openings per side, it probably won't appear on rural lines. But of course, it can if the line has a mix of densities.
- The train formations seem to be too funky. Typically, a train with X motor(M) cars and Y trailer(T) cars will have operational units of X+Y cars long, meaning that the X+Y cars form a complete electrical system. This simplifies the logistics of construction.
- A 1M1T-style formation splits the pantograph, motors, batteries, and control circuitry across 2 cars. Then, you can choose the cab to be on motor or trailer cars only, so you effectively only manufacture 3 kinds of cars: M, T, and (Mc or Tc).
Watch out for helicopters
+1Hatsune miku but with exactly 39 parts
+1If you change the CoM of the missile, you can alter its launch trajectory by a little. In this case, move the CoM up.
+1If it has more than like 3 rows of fuselage, it's probably fake lol (or maybe that was the new player standard in the v1.4 days)
+1@SuperSuperTheSylph glad you enjoyed it :D
+1