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Thax for the nice feedback.
I wondered about this though, would it be possible to make a purely client side version of this for the Plugin loader? I would assume so cause it looks like it mostly affects input.
Have fun.
(A)...automatically fulfil the "AdvancedFlyModule" mod requirement for vehicles like Aircraft Takara 20t2mC AFM-Prop that use the old version?
Or...
(B)...would we need to change the script on such vehicles to use this new 2.0 version?
It should be possible by playing arround with the override. But would not work with turning off.
Have a nice day.
Error log?
Have a nice day.
Glad to assist you on this one.
Thx.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=907619446
atleast if the FFI is in custom data of a copit when this is added
Yes, they are precise. Try to understand the function, you turn left (without manual roll), the ship becomes a sidway move to right (used only sideways for calc). The mod reacts now with a roll to the left side (like TOPGUN). If the roll is enough, the ship has no longer a sidway movement.
If it to fast, reduce the power of the AFM in the Cockpit.
Anyway, It needs an update too it's tossing errors I had to take it out and it broke my heart.
Have a nice day.
Posting before testing using it, you say it work in space but is limited, does that mean you could make a ship without full thruster direction? (i think of having only small ion for parking but having main thrusters on the back and bottom to make it fly like a plane)
Anyway with this mod and realistic thruster mod and new hinge and all i can finally make a vanilla only (+ scripts) ship who should feel better to design xD
In the method UpdateAfterSimulation() the var speedDir is first calculated from sideways movement before rotation is calculated to var speedDir2. So I just cleared speedDir var before subtracting speedDir2 from it to disable the roll based on sideways movement. (Not sure what delta1, delta2 and the other stuff that is calculated from speedDir does so I just left that).
To separate the realign force from the roll force I made another slider (setup just like afm20_power_slider but with another name) and used that value from that slider instead in the method aligntogravity().
i know C# so i can understand technical terms. thanks
I've made a private copy (that I will not publish) where I have disabled the roll when moving sideways and with a second slider to adjust the power for the realign so in a way this gave me a mod that suited me perfectly. :) I was mostly after a way to keep the ship from rolling when rotating it when mining. All the in-game scripts I've tried was way to slow to react to be usable.
But the auto-roll when flying forward also also a nice "bonus" for me.
But I'm guessing I'm not really clear on it's intended purpose.
What is the idea behind making the ship roll when just "strafing" left or right? I get the idea that the ship rolls when you are moving forward and turns. But if I'm only flying sideways the roll is very annoying. Is this just for "Airplane" type ships?
Also I'm guessing because I use a speed mod when I fly fast and turn the ship rolls 90 degrees almost instantly as soon as I move the mouse just a bit. Lowering the strength kinda fixes that, but then the realign to horizontal seems to take for ages.
(I had no idea it was possibly to apply force to a grid without using a gyro, but I guess that is only possible in a mod and not in an in-game script.)
Believe me, i have a script that does this and it's nowhere near as smooth and responsive as this. There are a lot of limitations using PB over mod script. :D
@Takeshi
I finally got the motivation to make my Flight Computer also a mod script. I was wondering if you'd be interested in helping/sharing the project with me. Heads up, i'm not actually a programmer, more a scripter so working with mod scripts is very new to me. Add me on steam if you're interested. Awesome mod btw!
And for the record, it's as useful in space as it is in gravity environment. ;)