i haven't posted for close to a month, mainly because 1. i need to take a break after finally getting ZG2 out 2. my reborn train obsession still going strong
anyways, a few things:
1: the sole reason i tagged this as announcement: THE SV80'S YAW SLIP ISSUE IS FIXED WOOOOOOOOOOOOOO
it can actually fly normally and the vertical stabilizers also work now (no invisible wings needed, just had to fiddle around with the drag and lift coefficient things they added... still have no idea how they work though lol), as usual no idea for a release but winter break is a possibility
2: i've also made a very simple drift car that's pretty fun for me to drive
it can toggle between AWD, RWD, and FWD, it has independent all wheel steering and a very basic suspension system. alongside that, it has a "tail" that fairly closely matches the direction you're going, so that you can have situational awareness of where you're going even if you don't see tire marks
3: as for planet building, i'm likely going to stay inactive for a bit longer, though i did discover a really cool way to make good looking mountains so i might post about that.
i actually don't know what the next thing to release would be, but a VBAC (Alpha Centauri) release is possible and after that i might rework VBTGS (Teegarden's Star) for a release of that too... again, don't know
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1,468 Aludra877
@Zenithspeed thanks for the help, I will try play around a bit, also If it does work it's called: The strellius system. Also thanks for the support
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26.8k Zenithspeed
@Aludra877 hmm
there's no real "fix-all" solution for orbit validator issues, but the first thing i tend to do is reduce SOI sizes of many celestial bodies (especially those that orbit close to one another), so that the chance of the SOI's clipping (and thus the validator freaking out) is reduced; another thing is to ensure that there are no orbits that "clip" eachother (high-eccentricity stuff like comets, alongside binary planets with an identical orbit, are the most likely to be these) since that also gives the validator a stroke
aside from those tips i can't really help all that much, really just mess around a bit until it works -
1,468 Aludra877
@Zenithspeed Ayo, congrats on getting the yaw issue fixed bro, that's dope! Ok but imma need your help now, you see my system consists of 110 bodies and supposedly will take: 16.2 minutes to validate, however, it either A:crashes JNO or B: Takes an eternity, so idk could u help me with that?
welp, i had so much fun with the drift car that i'm making a whole series of simple cars with various gimmicks and stuff
right now there's also an 8x8 with a basic suspension and a long boi that rotates/twists its entire body to turn, i'm also planning on a really OP one that has some, errrr,mild F-Zero inspirations