
random stuff :)
- Vilespring
- Posts: 740
- Joined: Sat Nov 24, 2012 5:47 am
- Location: Somewere in the United States
Re: random stuff :)
huh. I might look into after finals are over.
A picture is worth a thousand words, but takes up three thousand times the memory.
Area 51: http://battlefieldarea51mod.weebly.com/

"I didn't steal your pizza"
Area 51: http://battlefieldarea51mod.weebly.com/

"I didn't steal your pizza"
Re: random stuff :)
Dude! Warthunder has tanks now! So you can play with us when we fly airplanes! 

Walk quietly and carry a sniper rifle
- Vilespring
- Posts: 740
- Joined: Sat Nov 24, 2012 5:47 am
- Location: Somewere in the United States
Re: random stuff :)
I know, just when I can get a new computer (or convince my bro to get WT) I'll see you on the ground! 

A picture is worth a thousand words, but takes up three thousand times the memory.
Area 51: http://battlefieldarea51mod.weebly.com/

"I didn't steal your pizza"
Area 51: http://battlefieldarea51mod.weebly.com/

"I didn't steal your pizza"
Re: random stuff :)
Tanks are alright. I still have goals for the planes, though, so I'm not really driving tanks that much.
(Forum Thread|Download) Swaffy'sMod v0.34 | Download link to come Soon™
Re: random stuff :)
@ ERYL. Try this in Rigidchips!
Code: Select all
// [RCD]
Val
{
AILERON(default=0, min=-30, max=30, step=5)
ELEVATOR(default=0, min=-30, max=30, step=5)
PROP(default=0, min=-10000, max=500000, step=5000)
RUDDER(default=0, min=-30, max=30, step=5)
}
Key
{
0:ELEVATOR(step=5)
1:ELEVATOR(step=-5)
2:AILERON(step=5)
3:AILERON(step=-5)
7:RUDDER(step=-5)
9:RUDDER(step=5)
15:PROP(step=5000)
}
Body
{
Core() {
N:Chip() {
N:Chip() {
N:Chip() {
N:Chip() { }
N:Weight() { }
N:Weight() { }
N:Weight() { }
N:Weight() { }
}
E:Frame(angle=90) {
N:Frame(angle=-RUDDER) {
E:Wheel() { }
}
}
W:Frame(angle=90) {
N:Frame(angle=RUDDER) {
W:Wheel() { }
}
}
}
W:Chip(angle=-123.3) {
N:Chip() {
N:Chip() {
N:Chip() { }
}
}
S:Chip(angle=-30) { }
}
E:Chip(angle=-123.3) {
N:Chip() {
N:Chip() {
N:Chip() { }
}
}
S:Chip(angle=-30) { }
}
}
E:Chip() {
E:Chip() {
E:Chip() {
S:Chip() {
E:Chip() {
E:Chip() {
E:Chip() {
E:Chip() {
E:Chip() {
N:Chip(angle=-20) { }
}
S:Chip(angle=AILERON) {
W:Chip() {
W:Chip() {
W:Chip() { }
}
}
}
}
N:Chip() {
N:Chip(angle=-20) { }
}
}
N:Chip() { }
}
}
}
E:Chip() { }
}
W:Chip(angle=-90) {
S:Chip() {
S:Chip() {
S:Chip() { }
}
}
N:Chip() {
N:Chip() { }
}
}
E:Chip(angle=-90) {
E:Chip(angle=-90) {
S:Chip() {
S:Chip() {
S:Chip() { }
}
}
N:Chip() {
N:Chip() { }
}
}
S:Chip() {
S:Chip() {
S:Chip() { }
}
}
N:Chip() {
N:Chip() {
N:Jet(angle=-90, power=-PROP) { }
}
}
}
S:Chip() {
S:Chip() {
S:Chip() {
S:Chip() {
S:Chip() {
S:Chip() {
S:Chip() {
S:Chip() {
E:Chip(angle=-90) {
W:Chip() { }
E:Chip() {
S:Chip(angle=RUDDER) {
W:Chip() { }
}
}
}
S:Chip(angle=ELEVATOR) {
W:Chip() {
W:Chip() { }
}
E:Chip() { }
}
W:Chip() {
W:Chip() {
W:Chip() {
W:Chip() {
W:Chip() { }
}
}
}
}
E:Chip() { }
}
}
}
}
}
}
}
E:Frame(angle=70) {
E:Wheel(angle=20) { }
}
W:Chip() {
W:Chip() {
W:Chip() { }
}
}
}
N:Chip() {
N:Chip() {
N:Wheel(angle=-90, power=-PROP) {
W:Trim(angle=-30) { }
N:Trim(angle=-30) { }
E:Trim(angle=-30) { }
S:Trim(angle=-30) { }
}
}
}
}
}
W:Chip() {
W:Chip() {
W:Chip() {
S:Chip() {
W:Chip() {
W:Chip() {
N:Chip() {
W:Chip() {
N:Chip(angle=-20) { }
}
}
W:Chip() {
W:Chip() {
W:Chip() {
N:Chip(angle=-20) { }
}
S:Chip(angle=-AILERON) {
E:Chip() {
E:Chip() {
E:Chip() { }
}
}
}
}
}
}
N:Chip() { }
}
}
}
N:Chip() {
N:Chip() {
N:Wheel(angle=-90, power=PROP) {
E:Trim(angle=30) { }
S:Trim(angle=30) { }
W:Trim(angle=30) { }
N:Trim(angle=30) { }
}
}
}
S:Chip() {
S:Chip() {
S:Chip() {
S:Chip() {
S:Chip() {
S:Chip() {
S:Chip() {
S:Chip() {
E:Chip() {
E:Chip() {
E:Chip() { }
S:Chip(angle=ELEVATOR) { }
}
}
W:Chip(angle=-90) {
E:Chip() { }
W:Chip() {
S:Chip(angle=-RUDDER) {
E:Chip() { }
}
}
}
S:Chip(angle=ELEVATOR) {
E:Chip() { }
W:Chip() { }
}
}
}
}
}
}
}
}
W:Frame(angle=70) {
W:Wheel(angle=20) { }
}
}
E:Chip(angle=-90) {
S:Chip() {
S:Chip() {
S:Chip() { }
}
}
N:Chip() {
N:Chip() { }
}
}
W:Chip(angle=-90) {
W:Chip(angle=-90) {
S:Chip() {
S:Chip() {
S:Chip() { }
}
}
N:Chip() {
N:Chip() { }
}
}
S:Chip() {
S:Chip() {
S:Chip() { }
}
}
N:Chip() {
N:Chip() {
N:Jet(angle=-90, power=-PROP) { }
}
}
}
}
}
}
}
Walk quietly and carry a sniper rifle
Re: random stuff :)
Well that seemed to be a conversation ender. 

Walk quietly and carry a sniper rifle
Re: random stuff :)
Walk quietly and carry a sniper rifle
Re: random stuff :)
Ow.BotHunter wrote:@ ERYL. Try this in Rigidchips!
Code: Select all
// [RCD] Val { AILERON(default=0, min=-30, max=30, step=5) ELEVATOR(default=0, min=-30, max=30, step=5) PROP(default=0, min=-10000, max=500000, step=5000) RUDDER(default=0, min=-30, max=30, step=5) } Key { 0:ELEVATOR(step=5) 1:ELEVATOR(step=-5) 2:AILERON(step=5) 3:AILERON(step=-5) 7:RUDDER(step=-5) 9:RUDDER(step=5) 15:PROP(step=5000) } Body { Core() { N:Chip() { N:Chip() { N:Chip() { N:Chip() { } N:Weight() { } N:Weight() { } N:Weight() { } N:Weight() { } } E:Frame(angle=90) { N:Frame(angle=-RUDDER) { E:Wheel() { } } } W:Frame(angle=90) { N:Frame(angle=RUDDER) { W:Wheel() { } } } } W:Chip(angle=-123.3) { N:Chip() { N:Chip() { N:Chip() { } } } S:Chip(angle=-30) { } } E:Chip(angle=-123.3) { N:Chip() { N:Chip() { N:Chip() { } } } S:Chip(angle=-30) { } } } E:Chip() { E:Chip() { E:Chip() { S:Chip() { E:Chip() { E:Chip() { E:Chip() { E:Chip() { E:Chip() { N:Chip(angle=-20) { } } S:Chip(angle=AILERON) { W:Chip() { W:Chip() { W:Chip() { } } } } } N:Chip() { N:Chip(angle=-20) { } } } N:Chip() { } } } } E:Chip() { } } W:Chip(angle=-90) { S:Chip() { S:Chip() { S:Chip() { } } } N:Chip() { N:Chip() { } } } E:Chip(angle=-90) { E:Chip(angle=-90) { S:Chip() { S:Chip() { S:Chip() { } } } N:Chip() { N:Chip() { } } } S:Chip() { S:Chip() { S:Chip() { } } } N:Chip() { N:Chip() { N:Jet(angle=-90, power=-PROP) { } } } } S:Chip() { S:Chip() { S:Chip() { S:Chip() { S:Chip() { S:Chip() { S:Chip() { S:Chip() { E:Chip(angle=-90) { W:Chip() { } E:Chip() { S:Chip(angle=RUDDER) { W:Chip() { } } } } S:Chip(angle=ELEVATOR) { W:Chip() { W:Chip() { } } E:Chip() { } } W:Chip() { W:Chip() { W:Chip() { W:Chip() { W:Chip() { } } } } } E:Chip() { } } } } } } } } E:Frame(angle=70) { E:Wheel(angle=20) { } } W:Chip() { W:Chip() { W:Chip() { } } } } N:Chip() { N:Chip() { N:Wheel(angle=-90, power=-PROP) { W:Trim(angle=-30) { } N:Trim(angle=-30) { } E:Trim(angle=-30) { } S:Trim(angle=-30) { } } } } } } W:Chip() { W:Chip() { W:Chip() { S:Chip() { W:Chip() { W:Chip() { N:Chip() { W:Chip() { N:Chip(angle=-20) { } } } W:Chip() { W:Chip() { W:Chip() { N:Chip(angle=-20) { } } S:Chip(angle=-AILERON) { E:Chip() { E:Chip() { E:Chip() { } } } } } } } N:Chip() { } } } } N:Chip() { N:Chip() { N:Wheel(angle=-90, power=PROP) { E:Trim(angle=30) { } S:Trim(angle=30) { } W:Trim(angle=30) { } N:Trim(angle=30) { } } } } S:Chip() { S:Chip() { S:Chip() { S:Chip() { S:Chip() { S:Chip() { S:Chip() { S:Chip() { E:Chip() { E:Chip() { E:Chip() { } S:Chip(angle=ELEVATOR) { } } } W:Chip(angle=-90) { E:Chip() { } W:Chip() { S:Chip(angle=-RUDDER) { E:Chip() { } } } } S:Chip(angle=ELEVATOR) { E:Chip() { } W:Chip() { } } } } } } } } } W:Frame(angle=70) { W:Wheel(angle=20) { } } } E:Chip(angle=-90) { S:Chip() { S:Chip() { S:Chip() { } } } N:Chip() { N:Chip() { } } } W:Chip(angle=-90) { W:Chip(angle=-90) { S:Chip() { S:Chip() { S:Chip() { } } } N:Chip() { N:Chip() { } } } S:Chip() { S:Chip() { S:Chip() { } } } N:Chip() { N:Chip() { N:Jet(angle=-90, power=-PROP) { } } } } } } } }
sorry, BotHunter. I was a little busy and did not enter the site on the last days.
Cool airplane


You could reduce the min and max angles of the control surfaces to make it more stable

And here is a super fast propeller plane I was designing. Will add a landing gear later, so nobody needs to spam "y" to take it to the air

V/F control the prop pitch
Watch out for the script box of the site, it turns paragraps into spaces. I got some problems with that. You can get the normal text in the quote reply text.
Code: Select all
// [RCD]
Val
{
AIL(default=0, min=-6, max=6, step=1)
ELEV(default=0, min=-4, max=4, step=1)
LEM(default=0, min=-6, max=6, step=1)
MOT(default=0, max=300000)
ROT(default=10, min=10, max=81)
}
Key
{
0:ELEV(step=1)
1:ELEV(step=-1)
2:AIL(step=1)
3:AIL(step=-1)
7:LEM(step=3)
8:MOT(step=-1500)
9:LEM(step=-3)
10:ROT(step=-1)
12:ROT(step=1)
15:MOT(step=1500)
}
Body
{
Core() {
S:Weight(option=3) {
S:Frame() {
S:Frame() {
S:Frame(angle=-30) {
S:RLW(angle=120, power=MOT) {
S:Trim(angle=ROT) { }
N:Trim(angle=ROT) { }
}
}
S:Frame(angle=30) {
S:RLW(angle=-120, power=MOT) {
S:Trim(angle=-ROT) { }
N:Trim(angle=-ROT) { }
}
}
S:Chip() {
W:Rudder(angle=-15) {
W:Chip() {
W:RudderF(angle=-75) {
N:Chip(angle=95) {
W:Chip(angle=-LEM) { }
}
N:Chip(angle=-95) {
W:Chip(angle=LEM) { }
}
}
S:Chip(angle=-AIL) { }
}
}
E:Rudder(angle=15) {
E:Chip() {
E:RudderF(angle=75) {
N:Chip(angle=95) {
E:Chip(angle=LEM) { }
}
N:Chip(angle=-95) {
E:Chip(angle=-LEM) { }
}
}
S:Chip(angle=AIL) { }
}
}
}
}
}
}
E:Trim(angle=-ELEV) { }
W:Trim(angle=ELEV) { }
}
}
Back from the dead
- Vilespring
- Posts: 740
- Joined: Sat Nov 24, 2012 5:47 am
- Location: Somewere in the United States
Re: random stuff :)
Bot
the side scroller, okay. It has some strange physics, and the only two things I would recommend is adding a top collision so jumping through blocks can't happen, and make the levels hard still, but more obvious in what to do. I got stuck and it was frustration.
the side scroller, okay. It has some strange physics, and the only two things I would recommend is adding a top collision so jumping through blocks can't happen, and make the levels hard still, but more obvious in what to do. I got stuck and it was frustration.
A picture is worth a thousand words, but takes up three thousand times the memory.
Area 51: http://battlefieldarea51mod.weebly.com/

"I didn't steal your pizza"
Area 51: http://battlefieldarea51mod.weebly.com/

"I didn't steal your pizza"