Fuselage vertex normals abuse of 2 kinds: round tips and smooth/unsmooth mixing
On the topic of round tips, i have a love/hate relationship with sausagification (will explain maybe)
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I'm supposed to write about those tech, but I haven't got around to it
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If you have ever seen my old af donut, it uses round tips tech
I need fabric that looks normal, but can actually survive contact with afterburner flames. I need to guarantee the safety of my new completely normal idol group
SP uses the markdown format. Read one of the top posts on the first page of the forums to learn what is supported
Also, you need 100 points to get the image embed ability
it highly depends, i have sometimes mentioned that past accidents or flaws get fixed in the uploaded or future variant of the plane, but it is just that, a brief mention
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other: writing about accidents solely just to do so will always lead to cringe
@Grob0s0VBRa
2:
Imagine a sphere of radius R, with horizontal circles intersecting it. The radius of the great circle in the middle also has radius R. The circles above and below it will have radii of (R sin t), where t is the angle up or down from the horizontal. A circle will be of scale (sin t) compared to the great circle.
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A label in the setup represents a certain horizontal angle. And if the label has a circular curvature, the vertical position of text should be linearly related to the vertical angle.
@Grob0s0VBRa
1)
Seems like you can't. Disabling the /Water object still keeps water physics. You can try to lower the sea level by a large number using ServiceProvider, such that it goes out of render distance. It MIGHT affect air physics and the altitude reading (I can't check without building a mod)
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2)
There is no one-part method. The easiest way is to use a horizontal circle of vertical curvature labels.
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3)
The easy way is to check when the input passes a smaller number. However, if players press the button for too long, then they must release it for longer as well, or the FT will drop inputs. I used this in my cars, e.g.,
SETTER InputShiftUp:
rate(Yaw>0.2)>1 & TimeSinceGearChange>0.1
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I tried making wooting rapid trigger but since game inputs update every frame (Update), and multiple variable setter updates happen every frame (FixedUpdate), it doesn't work reliably. Variables will see inputs increasing or decreasing in multiple steps.
Luckytendean Peparu Net: has front view. A few livery options. Images are generated from papercraft data, so do not blindly take them as blueprints Progressive Addon: Blitz3D b3d file if you can open those
time to jailbreak your bike :moai:
but a 40km/h limit seems similar to a 50cc scooter
edit: i read the brochure, so instead of paying directly for energy, you pay for distance?
In some world that my brother and I came up with, there is something that is lucky to come across. "hpgb" is the short form of the term
On other sites I might also use the term "ntnc", it stands for nataniachan (funny fake name)
Do they have inertial reference systems? Those can work to provide coordinates
They look like their controls are 100% visual
Edit: they do not have inertial nav or GPS, literally cooked
@AvantRevaty these are known, i need to split the rails for performance reasons, which introduces gaps
The gaps are put in slow areas to reduce the chance of derailment
Tips but i write them as poorly as possible:
- don't be afraid to use precomputed (3d models) or precollected (photos) reference data from time to time
- draw anything and everything you like the look of, including your waifu/husbando and the random guy across the street
- the face may be approximated as a double-curved structure, so it distorts when viewed from angles other than along the local z axis
@Apollo018362 i can't upload a lot of stuff on the github, mainly the terrains, since it has a file size limit
and also there are some non-open source stuff
@YarisSedan @ShinyGemsBro this is an inverted document tray🗿
My old solution for 3-4 years was causing the laptop to suffer from creep (very slow deformation over time)
The mesh matches the one in the game but is always suboptimal (tm), also there may be some parts that don't work, like glass and labels, but i haven't tested those before
So uuh the big things
- Make sure your plane is large enough and clearly visible
- Learn some photo composition (or copy others). Air/ground to air photos also have lower FOVs than the default game camera.
- DO NOT try to crop out the HUD, you can remove it
- Reshade is good but not necessary
If actual thumbnail (first image), then it's the comfy air to air photos: this for being mildly cute, or this for MisterT clouds mod abuse
Which also reminds me that i haven't redownloaded reshade yet, which is why my """"recent"""" posts don't have funky screenshots
Fuselage vertex normals abuse of 2 kinds: round tips and smooth/unsmooth mixing
+1On the topic of round tips, i have a love/hate relationship with sausagification (will explain maybe)
.
I'm supposed to write about those tech, but I haven't got around to it
.
If you have ever seen my old af donut, it uses round tips tech
@MrCOPTY thanks! Well, being almost a replica in terms of looks helps to keep things realistic xdd
+1I need fabric that looks normal, but can actually survive contact with afterburner flames. I need to guarantee the safety of my new completely normal idol group
+1SP uses the markdown format. Read one of the top posts on the first page of the forums to learn what is supported
+1Also, you need 100 points to get the image embed ability
High physics, it is the one setting i will always keep high
+1it highly depends, i have sometimes mentioned that past accidents or flaws get fixed in the uploaded or future variant of the plane, but it is just that, a brief mention
+1.
other: writing about accidents solely just to do so will always lead to cringe
What matters is followers, yes
+1Not on sp, but on github (i have like 3 followers)
Epic
+1Also bambu printer Aware
i can't even see the screenshots and orthogonal views yet, but i can predict that it has a moderate chance of being removed
+1@Grob0s0VBRa
+12:
Imagine a sphere of radius R, with horizontal circles intersecting it. The radius of the great circle in the middle also has radius R. The circles above and below it will have radii of (R sin t), where t is the angle up or down from the horizontal. A circle will be of scale (sin t) compared to the great circle.
.
A label in the setup represents a certain horizontal angle. And if the label has a circular curvature, the vertical position of text should be linearly related to the vertical angle.
@Grob0s0VBRa
+11)
Seems like you can't. Disabling the /Water object still keeps water physics. You can try to lower the sea level by a large number using ServiceProvider, such that it goes out of render distance. It MIGHT affect air physics and the altitude reading (I can't check without building a mod)
.
.
2)
There is no one-part method. The easiest way is to use a horizontal circle of vertical curvature labels.
.
.
3)
The easy way is to check when the input passes a smaller number. However, if players press the button for too long, then they must release it for longer as well, or the FT will drop inputs. I used this in my cars, e.g.,
SETTER InputShiftUp:
rate(Yaw>0.2)>1 & TimeSinceGearChange>0.1
.
I tried making wooting rapid trigger but since game inputs update every frame (Update), and multiple variable setter updates happen every frame (FixedUpdate), it doesn't work reliably. Variables will see inputs increasing or decreasing in multiple steps.
why not just build it yourself, train bodies are the easiest to make well (compared to planes, cars, etc.)
+1I am nowhere to be seen💀 (i haven't uploaded any planes in a while)
+1@YarisSedan it is a very normal part to like
+1Wasp oldge version
+1I'm willing to be an editor too
+1Luckytendean
+1Peparu Net: has front view. A few livery options. Images are generated from papercraft data, so do not blindly take them as blueprints
Progressive Addon: Blitz3D b3d file if you can open those
train and car map :prayge:
+1@alexJgameYTukraine000000 you need to find out the engine frequencies and replicate them
+1Keep the CoM low and turn rates realistic
+1Me when i turn red (jk)
+1irl it is positive when you pitch up relative to your airspeed direction. If it is opposite of the game data, just take the negative of the number
+1L(egendary) moment
+1time to jailbreak your bike :moai:
+1but a 40km/h limit seems similar to a 50cc scooter
edit: i read the brochure, so instead of paying directly for energy, you pay for distance?
It might be someone you know :susge:
+1In some world that my brother and I came up with, there is something that is lucky to come across. "hpgb" is the short form of the term
+1On other sites I might also use the term "ntnc", it stands for nataniachan (funny fake name)
Drives nice, for a quick improvement i would suggest reducing the brake torque, since you can currently stop from max speed in about a second
+1woah he has yoke-controlled reindeer now, north pole tech is advanced
+1@YarisSedan this looks nothing like them??
+1bwoah
+1aerogel... aeroplane
Do they have inertial reference systems? Those can work to provide coordinates
+1They look like their controls are 100% visual
Edit: they do not have inertial nav or GPS, literally cooked
@AvantRevaty these are known, i need to split the rails for performance reasons, which introduces gaps
+1The gaps are put in slow areas to reduce the chance of derailment
Tips but i write them as poorly as possible:
+1- don't be afraid to use precomputed (3d models) or precollected (photos) reference data from time to time
- draw anything and everything you like the look of, including your waifu/husbando and the random guy across the street
- the face may be approximated as a double-curved structure, so it distorts when viewed from angles other than along the local z axis
@Apollo018362 i will add buildings and trees to this map soon (tm), but they will be limited to near the tracks
+1@Apollo018362 i can't upload a lot of stuff on the github, mainly the terrains, since it has a file size limit
+1and also there are some non-open source stuff
@Apollo018362 no
+1this is cool but please add ambient light(s) to smooth out the lighting
+1An outhouse that looks like it could fit an ogre
+1It's been easy, i don't have enemies here
+1@YarisSedan @ShinyGemsBro this is an inverted document tray🗿
+1My old solution for 3-4 years was causing the laptop to suffer from creep (very slow deformation over time)
@WritersCrusadersAirCo2 just wondering what is the sauce, or if it's your design
+1reverse image search gives nothing
btw is this an original pixel art?
+1Their OC's weapon does not get the engineer's seal of approval, other than that idk much else
+1The mesh matches the one in the game but is always suboptimal (tm), also there may be some parts that don't work, like glass and labels, but i haven't tested those before
+1Like if you don't think
+1So uuh the big things
+1- Make sure your plane is large enough and clearly visible
- Learn some photo composition (or copy others). Air/ground to air photos also have lower FOVs than the default game camera.
- DO NOT try to crop out the HUD, you can remove it
- Reshade is good but not necessary
SP user paperback book is wild lmao
+1Might be epic, I don't know how to review stories, But... (intentional typo)
buy a lot of coke for your pool
+1Why more word when few do trick
+1If actual thumbnail (first image), then it's the comfy air to air photos:
+1this for being mildly cute, or
this for MisterT clouds mod abuse
Which also reminds me that i haven't redownloaded reshade yet, which is why my """"recent"""" posts don't have funky screenshots