@BmnkRocketIndustries the best way to understand any form of creation is to reverse engineer it. If you don't want to put in the effort to deconstruct or tinker with a planet, either sit down for many gruelling months of inefficient trial and error, or put your tools up for good. There is no easy answer.
FunkyTrees is a type of programming in which one can link a single frame to a whole operation. For example, setting a throttle input to "Throttle + ((InputController.Invert / -3) * Yaw)", you would have a throttle which can also respond to yaw inputs. If you have two engines with appropriate mirroring, yawing to the right increases throttle on the left engine and decreases it on the right.
This is an XML guide, and you would most benefit from using the PartModifierScriptProperties tab for FunkyTrees expressions. Note that this works both in the input window and in Vizzy programmes.
Procreate, hands down. It is really easy to create some good looking art even if you are as untalented as I.
It costs USD10.00, but never charges you for anything again. I've had it for over a year, and, whilst I don't use it much, it is always convenient and enjoyable to use.
@H3itorrrr if you expand the functions fly out (it’s a button that looks like a pair of mountains), then click on a Noise operation, you can scroll down to find the Planet Brush Map. If you have a map, input its file name, and it will immediately take over the generation of terrain. If you don’t, you can just create one after the set up. The paint brush icon contains the prompt to create, import, or edit the map. I’ll upload a demo planet for you.
I don’t make cars often, but I just start with primitives. The largest shapes are perfected first, then I add smaller parts, then detail them. Three to five divisions is the most I tend to do for cars.
@Cjkb oh, you’re targeting the ship. For that, a landmark does exist, and I think you can target it by its name. If not, then you’ll have to get its LAT LONG co ordinates, then constantly target that.
Hope this helps,
Mitya.
@Cjkb the conversion can be tapped or clicked (depending on the device), and several options are seen. In this case, getting LAT/LONG to PCI and PCI to LAT/LONG are under the same converter. Click it, and you should see them sitting one below the other in the drop down menu.
@AgniCosmos no problem. Addressing flame expansion, it probably has to do with the new maximum limit. Before, they were still fairly confined into a bell-like shape in a vacuum, but now the exhaust just flows out at an extreme angle in a vacuum.
Hydrolox is clean, Kerolox produces a dark, somewhat wispy smoke, Methalox produces a similarly wispy, white smoke, Nuclear is also clean, and Solid produces a thick white smoke.
You can do something like this in JNO through the Vizzy feature, but it’s better to put a motor instead for a beacon. This allows you to get an exact frequency of rotation rather than eyeballing it, and it’s also capable of throttling unlike a rotator.
I usually don’t bother with direct connections. I like to hide a strut or fuel tank inside the wing and slap things on that way. It’s technically accurate, so it doesn’t bother me :p
I typically use canards that have a trim control surface mapped to a slider, and this is typically automated.
If you want manual trim on one object, map Pitch + Slider to the control surface input. Make sure that the slider is multiplied by something less than one so you have finer control over trim. You will need to dive into your tinker panel for this, though.
@Hyperant a semi-ominous joke about comments flooding in again.
+1 1.2 years ago@Hyperant there will be more
1.2 years ago@BmnkRocketIndustries the best way to understand any form of creation is to reverse engineer it. If you don't want to put in the effort to deconstruct or tinker with a planet, either sit down for many gruelling months of inefficient trial and error, or put your tools up for good. There is no easy answer.
+4 1.2 years ago:)
1.2 years ago@Hyperant I typically set mine to four or five. I get stupid bright, but also colour.
1.2 years agoFunkyTrees is a type of programming in which one can link a single frame to a whole operation. For example, setting a throttle input to "Throttle + ((InputController.Invert / -3) * Yaw)", you would have a throttle which can also respond to yaw inputs. If you have two engines with appropriate mirroring, yawing to the right increases throttle on the left engine and decreases it on the right.
This is an XML guide, and you would most benefit from using the PartModifierScriptProperties tab for FunkyTrees expressions. Note that this works both in the input window and in Vizzy programmes.
1.2 years agoIt might. I'm not entirely sure.
1.2 years agoWhat
1.2 years agoDas Auto
+1 1.2 years agoIt gets much, much worse.
1.2 years agogreetings
1.3 years agoProcreate, hands down. It is really easy to create some good looking art even if you are as untalented as I.
It costs USD10.00, but never charges you for anything again. I've had it for over a year, and, whilst I don't use it much, it is always convenient and enjoyable to use.
+1 1.3 years agoWelcome back)
+1 1.3 years ago@AK5Z huh, didn’t even notice ‘til now. Thanks)
1.3 years agoNot much of an argument given that there is no debate.
+2 1.3 years ago: ]
1.3 years agoYe.
1.3 years ago@H3itorrrr 👍🏻
1.3 years ago@NewIIFrontiers same process.
1.3 years ago@H3itorrrr if you expand the functions fly out (it’s a button that looks like a pair of mountains), then click on a Noise operation, you can scroll down to find the Planet Brush Map. If you have a map, input its file name, and it will immediately take over the generation of terrain. If you don’t, you can just create one after the set up. The paint brush icon contains the prompt to create, import, or edit the map. I’ll upload a demo planet for you.
1.3 years agoIf I remember correctly, you have to add your brush map into a terrain noise function.
1.3 years agoI don’t make cars often, but I just start with primitives. The largest shapes are perfected first, then I add smaller parts, then detail them. Three to five divisions is the most I tend to do for cars.
+1 1.3 years agoBye.
1.3 years ago@Cjkb oh, you’re targeting the ship. For that, a landmark does exist, and I think you can target it by its name. If not, then you’ll have to get its LAT LONG co ordinates, then constantly target that.
1.3 years agoHope this helps,
Mitya.
@Cjkb the conversion can be tapped or clicked (depending on the device), and several options are seen. In this case, getting LAT/LONG to PCI and PCI to LAT/LONG are under the same converter. Click it, and you should see them sitting one below the other in the drop down menu.
1.3 years ago@Cjkb if you’re grabbing PCI co ordinates, you don’t need to transpose anything. Your question isn’t quite clear :/
1.3 years ago@Cjkb the target must be constantly updated, or it will deflect due to the rotation of the body.
With the PCI co-ordinate, you need to convert it into a LAT LONG if you’re trying to grab a spot on the planet.
1.3 years agoOrbs
1.3 years agoI don’t think there is. I once had this massive pedosmile planet, but most of it was culled from view. I only saw half of its signature smile.
1.3 years agoYay :)
1.3 years agoУе. Тне Fогuмs аге гатнег емрту.
1.3 years agoByyyyeeeeeeee~
1.3 years agoThis cannot be done.
The best you can do is to add a procedural engine in line with the ion engine to provide both damage and a beam if you wish.
+1 1.3 years ago@AgniCosmos no problem. Addressing flame expansion, it probably has to do with the new maximum limit. Before, they were still fairly confined into a bell-like shape in a vacuum, but now the exhaust just flows out at an extreme angle in a vacuum.
1.3 years agoHydrolox is clean, Kerolox produces a dark, somewhat wispy smoke, Methalox produces a similarly wispy, white smoke, Nuclear is also clean, and Solid produces a thick white smoke.
1.3 years ago@Seeya very good choice of No.
+1 1.3 years ago@CloakPin sadly, this is the case. Boom stick must be created manually.
1.4 years agoHello)
1.4 years agoIf you’re talking about a LAT,LONG co-ordinate, this is possible. You can set target to be a PCI vector translated from a desired LAT,LONG,AGL vector.
As for pre built landing sites, these can be targeted directly from the Map.
1.4 years agoYou can do something like this in JNO through the Vizzy feature, but it’s better to put a motor instead for a beacon. This allows you to get an exact frequency of rotation rather than eyeballing it, and it’s also capable of throttling unlike a rotator.
+1 1.4 years agoI usually don’t bother with direct connections. I like to hide a strut or fuel tank inside the wing and slap things on that way. It’s technically accurate, so it doesn’t bother me :p
+2 1.4 years agoI know. This is why I started using variable inputs and broadcast programmes. It’s a good stopgap.
1.4 years agoBehold.
1.4 years ago@XAS nope. Just download the standard app and it will replace the beta. All data will transfer quite nicely.
1.4 years ago@XAS I tried again yesterday (basically a re-download of the standard app from the Store), and it worked fine.
1.4 years agoMine is available, but it does squat when J try to download.
1.4 years ago@Buzz313th nice.
1.4 years ago@Buzz313th well, then.
1.4 years agoI typically use canards that have a trim control surface mapped to a slider, and this is typically automated.
If you want manual trim on one object, map Pitch + Slider to the control surface input. Make sure that the slider is multiplied by something less than one so you have finer control over trim. You will need to dive into your tinker panel for this, though.
1.4 years agoThe GIFs seem to be giving me just enough frames to see what you’re trying to show.
1.4 years ago