White (1 point or above), 21997
0 points user, 233650
The breakdown is not accurate because it also includes MOD and Dev, but...
It's extremely insane to advertise your work here, which has nothing to do with people's work pages. Comment deleted.
How about the following ?
First, convert multiple images included in the animation into binary data one by one using opencv.
Second, calculate the time when each dot changes based on the data obtained there.
Third, convert it to a funky tree standard.
Fourth, generate the xml data with the required number of beacon lights arranged.
Finally, enter funkytree in the input of each beacon light, and it is complete (all the operations up to this point are automatically done by the program)
It wouldn't be possible for the average person to manually enter different formulas for more than 400 lights, I think it took a lot of work. Good work.
If you don't want to wage war, avoid such topics outside the work and ignore aggressive people as much as possible.
The reason why I made this is probably as you think.
When I saw that previous work, I was impressed.
But there was a synchronization gap due to the specifications of simplePlanes
Now that I can use funky tree, I think it can overcome this problem , so I made this work
It has already appeared at the beginning of 10 minutes 40 seconds 00 frames released at last year's notice event.
In addition, at the same time, the material images of these machine were released on the khara official Twitter account.
So I thought this was harmless.
I also strongly want the luminous fuselage that kyokutyo says.
It will make the instruments, wing lights and formation lights look great.
I think there are countless other uses as well.
I and he previously tried to create it in mod but it failed (because we were newbies)
If you implement this, I will make a number of works that make use of it. I have a lot of ideas.
I think it's a busy time, but please
Sorry, the translation was wrong.
It is possible to create a prime. I will post it so that create a character as simple as possible near
Using the following formula for FT in the iOS version will work regardless of turning on / off AG2. Is it a bug? Or specifications?
(Activate1 & (-Activate2))
(Activate1 & -Activate2)
Oggo's engine is complicated because it has both propulsion and effect engines. So instead, here is the mechanism only.
If you ask, I'll do my best to answer your questions, but my English isn't very good, so don't expect me to respond fast.
He was often insulting people's work, which was offensive to some users.
Even in the example post, He was probably arguing.
I can't say that exosuit is right, but his statements so far have been enough to make exosuit do so.
Same for me and my friends.
(When 2020/9/4/1:53 (UTC+9))
Below, calculation log
[Pages of user-1] * [Users per page] + [Users included in last user page]
You're welcome .
A part &(AltitudeAgl<2) for determining altitude is added to the original FT. In addition, I enclosed the whole FT with sum(clamp01( FT )) so that I would not weaken when I turned off the AG.
sum(clamp01( FT ))
I seem to have misunderstood the meaning.
When adding an exterior, I think that you can connect safely by shifting the coordinates for each part.
If it's still the same, check the exterior connections one by one and disconnect any extra connections.
In your case, the outer arms of the upper and lower arms are connected.
Use the following FT to reduce the rate of change of the output value
smooth(output , speed)
When using it for "sin(x)" etc., I think it will work if you do the following
sin( smooth(Time , input) * maxspeed)
smooth(output , speed)
sin( smooth(Time , input) * maxspeed)
Arrange the fuselage along the orthographic view with reference to multiple photos, and then adjust the balance.
It's a lot easier and more accurate than making it without looking at the material, but it can be very difficult if the material is inconsistent.
The purpose of this post is to verify if FTs made for human size can be diverted to large Mechs.
Therefore, the items shown in the video are currently frozen, and I just dug them out for verification.
Perhaps it will be restarted when several ongoing projects are settled.
(I was working on Delphine (from the comic "Breakblade"))
Wonderfully cool things.
If it's something like a power suit I can think of an advantage, but there would be no need to dare to make it larger.
It is time-consuming and very difficult to make something that can be used in combat.
I prefer to make them, but I wouldn't recommend.
Not dead, but it's a very minority.
There are several reasons, but I feel that the technical problem is the biggest.
For many players, making a mech can be difficult or too much work.
I think it's very difficult to spread.
Depending on the processing speed of the computer, the stabilization process of the aircraft may not catch up and may tremble.
It may be possible to reduce it by adjusting the PID and the thrust of the engine.
But I can't support because I don't have a computer with the same symptoms ...
It's based on that, but with a few changes to the controls and behavior.
I'm not directly involved in this story. I was just insulted too much in the past and was traumatized.
I wanted to say that exosuit's remarks have a long-standing reason.
First of all, make sure the Overload MOD is enabled.
(This mod is currently bundled with the game itself, so it can be used on any OS)
(Enabled from the MODS button on the title screen)
Next, select the part whose input you want to edit and press the </>✈︎ button at the bottom right of the screen with that state.
Third, select the Input Controller from the menu at the top of the Overload window that appears.
Finally, find the input in the displayed list and edit the part to the right of it.
It should be in the description here
I'll fix the problem in the near future, but I don't think I'll publish it.
(I don't want to upload the exact same thing in terms of both function and appearance.)
I can't answer anything unless you know exactly what kind of help you need.
Try changing the machine gun activation group or reducing the number of turrets.
The test machine is like a kind of demonstration, packed with an unnecessary amount of features.
Also, my little brain can't simplify the formula any further because it takes a lot of calculations to deal with the tilt of the cockpit. (We need to create a completely different calculation method)
I will do it someday, but now the priority is on making ball.
Default block is 50cm×50cm×50cm in the game.
However, the unit system of the SP output model is meter, many slicer software units are millimeters.
Therefore, if you import the model as it is, the scale will be 1/1000 (50 cm (0.5m) blocks are 0.5 mm)
A simple IK walking mechanism (capable of running and jumping), swimming, some poses, etc.
Currently, there are 19,500 characters in the problem section. In the meantime, I can keep it down to about 17,800 characters by simplifying some of the actions... but I don't think my brain can handle much more than that right now.
If users could define variables, it wouldn't have to be so long.
Simply put, a doll.
With this, you can freely change the pilot and the aircraft between the ones that meet the standards. Without editing the data.
The mechanism is to convert the operation information into a signal, and the AI receives the movement with the Target function and converts it into control information again.
not a lie.
I'm planning to release it in March, so please wait
Use the FT target function to get the relative position.
And by moving the position of the cockpit according to the operation, the signal is transmitted from the player to the AI plane.
(Therefore, the AI plane needs to lock on the player to receive the information.)
Some of it is myself, but most of it is for my hobbies and my work.
They don't understand that insulting things that people are passionate about can hurt people quite a bit.
It's okay to get excited about hate in a community of friends, but it's wrong to direct such toxicity at a public place or at a target.
So far I have not seen a single work that surpasses me in every way. But that doesn't mean it won't.
I have seen some hidden people on Twitter that I have not published on this site. Sometimes I even learn from them. Perhaps there are more such people elsewhere.
If those people can stay motivated, they probably can.
In fact, interest, motivation, and time. That's it.
This is amazing, good job.
By the way, is it a bug that the sea is displayed as bright as noon in all weather and time? Also, is there a way to fix this?
for one-time use.
if used multiple times.
It looks more like an uploader than an editor, but it seems to be very useful when sharing code.
I will try using it if I have a chance.
The glass parts were added in SP version 1.10. Already available on all OS.
I recommend updating the software from the store
About the rotation matrix, I knew there was a formula, but I never understood how to use it...
If you don't mind, can I use your code as a reference?
Did you use a rotation matrix after converting to relative coordinates, perhaps?
Anyway, this is great, good job.
I don't know, I haven't seen the works in which it appears.
Stack glass and glass with 1000% opacity and replace using a piston
If you want to use the default projection function in the game, please update to the latest version. (1.10.104)
In previous versions, the default projection was not displayed when taking thumbnails.
(Seems to have been updated tonight.