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Margorie Gomoran

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Aug 3, 2024, 1:36:17 AM8/3/24
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This version is my last mod for locomotion, the previous version was not good enough, I remade it correcting all errors and adding several new aircraft, enjoy this mod with the certainty of never finding errors and inconsistent information. Please note this version is not compatible with any of the previous versions, please uninstall your old version before installing.

As promised the final version of the airline pack, all aircraft have been modified now having dates to become obsolete and several other adjustments to make the most realistic experience, several new aircraft were added, the Airline Pack had five years of development and came to an end today, thanks to everyone who downloaded and use it, make good use of the new and last version ?

After years of work finally reached a point where we are already satisfied with our work, we will launch a commemorative version and finalize Airplane Pack Airline Edition.
This means that your support and updates will eventually be closed permanently, thanks for the 26,000 downloads, I hope you like the new version.

But no worries! This mod is actually derived from the Step Turn Mod, and contains all the amazing features you've all come to expect from the Step Turn Mod, including new extra features exclusive to the Smooth Locomotion Mod! (ISC compatibility in the works)

This mod is the successor to the step turn mod. While the step turn mod had made lots of progress, an export error that I couldn't fix prevented me from exporting it again, so I had to re-write this mod partially from scratch. The good news is I didn't lose anything from re-writing it, so all the same controls and features are here to stay! One new thing I've added in this update is the workaround for the teleport-only level objectives that Hydraxonn figured out (I'll link to his page on that below) so now you can play through all 9 levels without ever teleporting, if you really wanted to!

Version 6 of this mod features Hydraxonn's Climb Claws and Melee enhancement code, as well
as a fully working mod menu for smooth turning and holster toggles! I have disabled crouching again, it was just too buggy so until I can get a better version implemented I removed it.

Version 6 also includes a new feature which I'm calling the "Climb-Dash". Simply grab a wall and make a throwing gesture in any direction with that hand, then let go of the wall to launch off in that direction! Can be used to scale walls very quickly, both up and down and side to side!

Source 6 + V6 - This release features the new "Climb-Dash" feature, which allows levels designed with overlaps in mind (such as the new Enemy Test Map and Midnight Recall) to have climable walls, and allows player to launch themselves off of said walls (much like the system present in Climbey). The source code is also readily available for this version, allowing modders to quickly iterate on new pawn mods using this as a base!

Source 3 Release - The link for the source in the links section allows you to download all the assets used in this mod, so you can create your own! Go to C:\Program Files\Epic Games\RoboRecallModKit\RoboRecall\Plugins on your PC and extract the folder there, then load up the Robo Recall Mod Editor and take a look! hope this helps anyone getting started on a pawn mod!

Hi all,
I'm trying to use the pub mod functionality to change the signature of public structs. I, am, however, stuck on how to make public modules which are nested in remapped modules (with pub use).

I don't like this approach as it bring the Color enum in the locomotion namespace. I would like it to stay under the locomotion::car namespace instead. This way I would clearly state that Color applies to Car only and not to Bike.

It's a bit convoluted though... I had to shuffle around and rename a lot of files. I think I tend too much to follow the old java approach "one class, one file" as it doesn't translate well with rust. I came up with lots of useless modules. I'll have to rethink about it.

Animations from Frozen 3rd Person Feminine Movement aren't playing for the player despite animations working just fine for the NPCs. Animations in question are the idle and move forward animations - moving side to side, backward, moving with equipped, unholstered weapons all work as they should. But moving forward with no weapon or a holstered weapon and the idle animation does not work.

A commenter on the mod page had the same issue but their solution was to hard delete the default animations for moving forward and idle from the meshes BSA. That's messy but I tried it anyways and it didn't work for me, possibly I deleted the wrong files. I deleted 'mtforward.kf' from meshes\characters\_male\locomotion\female and 'mtidle.kf' from meshes\characters\_male\locomotion\ in the Fallout - Meshes.bsa. I sent them a private message to ask if they had any other solution.

Part of what's so baffling to me about this problem is that the animations work perfectly fine for NPCs. I also think I had these animations working perfectly fine sometime prior and then somewhere along the line I updated something or tweaked some setting somewhere and now it doesn't work.

Castisass said that the issue as he learned was a flag on certain armors called HasBackpack, which my armor did have. I found out if I removed my Ranger armor, saved, then reloaded to a naked player-character then my animations would be fixed until I put the armor on again.

Speaking of releases: all 4 versions of Vivecraft are getting this release so no matter which one you play, you can take advantage of the new locomotion. Our QA department also informs me that they are both under-staffed and imaginary and that with so many versions and configurations to test unintended consequences may occur using the new locomotion. Please report bugs.

Also bundled into this update is a new keybind-selection screen, no more cycling thru individual actions, you get a nice list to pick from. Should make customizing your controller setup a lot quicker and less frustrating.

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A better understanding of the molecular mechanisms of signaling by the neurotransmitter serotonin is required to assess the hypothesis that defects in serotonin signaling underlie depression in humans. Caenorhabditis elegans uses serotonin as a neurotransmitter to regulate locomotion, providing a genetic system to analyze serotonin signaling. From large-scale genetic screens we identified 36 mutants of C. elegans in which serotonin fails to have its normal effect of slowing locomotion, and we molecularly identified eight genes affected by 19 of the mutations. Two of the genes encode the serotonin-gated ion channel MOD-1 and the G-protein-coupled serotonin receptor SER-4. mod-1 is expressed in the neurons and muscles that directly control locomotion, while ser-4 is expressed in an almost entirely non-overlapping set of sensory and interneurons. The cells expressing the two receptors are largely not direct postsynaptic targets of serotonergic neurons. We analyzed animals lacking or overexpressing the receptors in various combinations using several assays for serotonin response. We found that the two receptors act in parallel to affect locomotion. Our results show that serotonin functions as an extrasynaptic signal that independently activates multiple receptors at a distance from its release sites and identify at least six additional proteins that appear to act with serotonin receptors to mediate serotonin response.

Hello! After watching James May make the longest ever toy train journey for a TV special, it has re-awoken my fascination with steam locomotion and trains in general. I got out my old electric train sets and messed with them for a bit, I learned some amount about the real life Flying Scotsman, and I've attempted to create vaguely locomotive like vehicles in KSP. Originally I wanted to do it with actual pistons and stuff, but the only requirement now is that it must use engine thrust to move mechanically (that engine thrust may not actually be used to move forwards).

My early experiments took the whole "train" thing very literally. The train was to be powered by pistons actuated by toggling twitch engines on and off with an action group. This was incredibly finnicky but I was able to get it working reasonably reliably, although I had to hit "1" repeatedly at the right time. The first issue was that fairings, while they are great at actually rolling, will explode if you go above 7m/s.

My next attempts used these Mk 3 to 3.75m adapter parts, as they are the only large circular parts with an impact tolerance above running speed. However, the ride proved incredibly bumpy as the hitbox doesn't have enough sides to make it a good enough cylinder for this purpose.

I tried covering the wheels with flags for a more circular wheel, with the knowledge that they made good takeoff gear, but in that application, they were constantly on the ground, not repeatedly impacting the ground. The flags blew up once speed was made.

I attempted to automate the piston changing with the KAL controller, as there's no way I was going to be able to stand pressing "1" every few meters for an entire long journey. Once you get it at the right speed (easier said than done), it can keep going that speed more or less, but asking the KAL controller to change speeds, even slowly, led to it desynchronizing and slowing down instead. This inability to change speeds was the downfall of the KAL method. Even if you could slowly change speeds, going up a hill would change the speed more rapidly than it could likely cope with it.

The solution would ideally be some mechanical interrupt connected to the wheels that blocked the thrust of the engines at the right time. You wouldn't even need a KAL. But I really did not want to deal with moving parts more than I already had, so, in sadness I abandoned the piston based approach and instead attempted a sort of paddlewheel based approach. While this is a departure from conventional steam locomotives, steam turbine locomotives were also a thing, briefly, so this is technically still reasonably realistic!

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