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C Man Rider retweeted
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3 Nov 2025
ไธ€็•ชใฎๆฅฝใ—ใฟ้›ข้™ธ๐Ÿ›ซ ไบˆๅ‘Š้€šใ‚ŠMAXthrustใง 40ไธ‡ใƒใƒณใƒ‰ใฎๆŽจๅŠ›ใซๅฏพใ—ใฆ ไปŠๅ›žใฎ้‡้‡ใฏ27ไธ‡ใƒใƒณใƒ‰ ไฝ™ๅŠ›ใ‚ใ‚Šใ™ใŽ๐Ÿคฃ RWY้€ฒๅ…ฅๅพŒ ๆŽจๅŠ›70๏ผ…ใพใงไธŠใ’ใฆใ‹ใ‚‰ๆป‘่ตฐ้–‹ๅง‹ Gใ‚’ใ‚ใกใ‚ƒๆ„Ÿใ˜ใ‚‹๐Ÿ˜‡ ็ตŒ้จ“ใ—ใŸใ“ใจใฎใชใ„่ง’ๅบฆใงๆ€ฅไธŠๆ˜‡๐Ÿคฃ ๆœฌๅฝ“ใซใซใ™ใ”ใ‹ใฃใŸ็ฌ‘ ่จ€่‘‰ใง่กจ็พใŒ้›ฃใ—ใ„ใ‘ใฉ 76ใฎๆœฌๆฐ—ใ‚’ใฟใ›ใฆใ‚‚ใ‚‰ใ„ใพใ—ใŸโœจ #JAL
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16 Jul 2025
Replying to @FigminXR @grok
Here's the generated code, show it to your favorite AI and watch how it ACTUALLY understands what's going on ๐Ÿ˜… // RC Airplane Demo for Figmin XR // Config constants var PLANE_MODEL_URL = "sketchfab.com/3d-models/a2b7โ€ฆ"; //brown biplane var GRAVITY_SCALE = 0.037; var CONTROL_SENSITIVITY = 0.2; // Sim params (tuned for targetSize โ‰ˆ 0.163) var MAX_AIRSPEED_FOR_TORQUE = 0.25; var RHO = 1.2; // Air density kg/m3 var WING_AREA = 0.01; // m2 var TAIL_WING_AREA = 0.005; // mยฒ var TAIL_LEN = 0.1; // meters from CG to tail var TAIL_LIFT_COEF = 3; var CD0 = 0.02; // Parasite drag coeff var K = 0.05; // Induced drag factor var CL_MAX = 7.5; // Max lift coeff var DEBUG_SCALE = 0.1; // Scale for debug line lengths var STALL_ANGLE_RAD = Math.PI / 18; // ~10 deg in radians for peak Cl var TAKEOFF_SPEED = 0.15; // m/s threshold to apply lift var planeHeight = 0.05; var grounded = false; // Globals var plane = null; var isInitialized = false; // Hardcoded defaults var yawSensitivity = 0.04; var pitchSensitivity = 0.03; var rollSensitivity = 0.1; var maxThrust = 0.25; var clMax = 1.5; var wingArea = 0.05; function init() { plane = figmin.createObject(figmin.ObjectType.MODEL3D, { url: PLANE_MODEL_URL, name: "RCPlane", position: { x: 0, y: 1, z: -2 }, targetSize: 0.163 }); plane.onStatusChanged(onPlaneStatusChanged); figmin.setUpdateFunction(update); } function onPlaneStatusChanged(obj) { if (obj.status.state !== figmin.ObjectState.READY || isInitialized) { return; } isInitialized = true; obj.collider.type = figmin.ColliderType.APPROXIMATE; obj.addComponent(figmin.ComponentType.PHYSICS, { mass: 0.05, drag: 0.5, angularDrag: 0.3, gravityStrength: GRAVITY_SCALE, collisionDetectionMode: figmin.physics.CollisionDetectionMode.CONTINUOUS_DYNAMIC }); obj.addComponent(figmin.ComponentType.PHYSICS_MATERIAL, { bounciness: 0.3, staticFriction: 0, dynamicFriction: 0 }); figmin.enableInputConnect("RC Controls", [ figmin.InputCode.SELECT_RIGHT, figmin.InputCode.AXIS_Y_RIGHT, figmin.InputCode.AXIS_X_RIGHT, figmin.InputCode.AXIS_X_LEFT, figmin.InputCode.THUMB_RIGHT ], onInputConnectionChanged, plane); // plane height ready planeHeight = obj.transform.size.y; //play animation if any obj.model3d.play(); figmin.connectToInputRequest(); } function onInputConnectionChanged(connected, playerId) { console.log("Inputs " (connected ? "connected" : "disconnected") " from player " playerId); } function update(dt) { if (plane === null || plane.status.state !== figmin.ObjectState.READY || plane.physics === null) { return; } // Inputs var throttleIn = figmin.getInput(figmin.InputCode.SELECT_RIGHT); var pitchIn = -figmin.getInput(figmin.InputCode.AXIS_Y_RIGHT); var rollIn = -figmin.getInput(figmin.InputCode.AXIS_X_RIGHT); var yawIn = figmin.getInput(figmin.InputCode.AXIS_X_LEFT); var resetDown = figmin.getInput(figmin.InputCode.THUMB_RIGHT); // Velocity and airspeed var velocity = plane.physics.velocity; var airspeed2 = velocity.x * velocity.x velocity.y * velocity.y velocity.z * velocity.z; var airspeed = Math.sqrt(airspeed2); if (airspeed < 0.01 && throttleIn < 0.01) return; //Early out if not moving and don't intend to move // Update display with airspeed and AoA var forward = plane.transform.forward; var velocityNorm = vectorNormalize(velocity); var signedAoaRad = Math.atan2(vectorDot(velocityNorm, plane.transform.up), vectorDot(velocityNorm, forward)); var signedAoa = signedAoaRad * (180 / Math.PI); // Reset rotation if (resetDown) { var currentRot = plane.transform.rotation; plane.transform.rotation = { x: 0, y: currentRot.y, z: 0 }; } // Lift coeff (signed) var clRaw = -CL_MAX * signedAoaRad / (Math.PI / 18); // negative to fix direction var cl = Math.max(-CL_MAX, Math.min(CL_MAX, clRaw)); // Lift force var v = vectorNormalize(velocity); var up = plane.transform.up; var dot = vectorDot(up, v); var proj = vectorScale(v, dot); var liftDir = { x: up.x - proj.x, y: up.y - proj.y, z: up.z - proj.z }; liftDir = vectorNormalize(liftDir); var liftMagnitude = 0.5 * RHO * airspeed2 * WING_AREA * cl; var liftForceWorld = vectorScale(liftDir, liftMagnitude); var rotation = plane.transform.rotationq; var liftLocal = quaternionRotateVector(quaternionConjugate(rotation), liftForceWorld); plane.physics.applyForce(liftLocal); // Drag: Parasite induced, opposite velocity var cd = CD0 K * cl * cl; // Uses signed cl^2 so positive var dragMagnitude = 0.5 * RHO * airspeed2 * WING_AREA * cd; var dragDir = vectorNormalize(velocity); var dragForceWorld = vectorScale(dragDir, -dragMagnitude); // Transform drag world to local var dragLocal = quaternionRotateVector(quaternionConjugate(rotation), dragForceWorld); plane.physics.applyForce(dragLocal); // Thrust: Local Z var thrustLocal = { x: 0, y: 0, z: throttleIn * maxThrust / 10 }; plane.physics.applyForce(thrustLocal); // Stabilizer Forces // This section simulates aerodynamic effects from the vertical and horizontal stabilizers. var velocityLocal = quaternionRotateVector( quaternionConjugate(plane.transform.rotationq), velocity ); // Vertical stabilizer var rudderDeflection = -yawIn * 0.1; // Simulate a small rudder deflection: This reduces the stabilizer's tendency to resist yaw at higher speeds, var effectiveLateralVelocity = velocityLocal.x - velocityLocal.z * Math.tan(rudderDeflection); var slipSign = Math.sign(effectiveLateralVelocity); var tailForceY = 0.5 * RHO * effectiveLateralVelocity * effectiveLateralVelocity * TAIL_WING_AREA * TAIL_LIFT_COEF; var tailTorqueY = slipSign * tailForceY * TAIL_LEN; // Horizontal stabilizer var effectiveVerticalVelocity = velocityLocal.y; // how fast the tail is being pushed up or down var pitchSlipSign = Math.sign(effectiveVerticalVelocity); var tailForceX = 0.5 * RHO * effectiveVerticalVelocity * effectiveVerticalVelocity * TAIL_WING_AREA * TAIL_LIFT_COEF; var tailTorqueX = pitchSlipSign * tailForceX * TAIL_LEN; // Apply combined torques plane.physics.applyTorque({ x: -tailTorqueX, // tail up = nose down y: tailTorqueY, z: 0 }); // Controls: Local torques scaled by airspeed^2, capped, dt, sensitivities var torqueScale = Math.min(airspeed2 / (MAX_AIRSPEED_FOR_TORQUE * MAX_AIRSPEED_FOR_TORQUE), 1); plane.physics.applyTorque({ x: pitchIn * CONTROL_SENSITIVITY * dt * torqueScale * pitchSensitivity, y: yawIn * CONTROL_SENSITIVITY * dt * torqueScale * yawSensitivity, z: rollIn * CONTROL_SENSITIVITY * dt * torqueScale * rollSensitivity }); // Debug lines: Lift (green), Drag (red) in world space var position = plane.transform.position; var liftEnd = vectorAdd(position, vectorScale(liftForceWorld, DEBUG_SCALE)); var dragEnd = vectorAdd(position, vectorScale(dragForceWorld, DEBUG_SCALE)); figmin.debugDraw([position, liftEnd], "green"); figmin.debugDraw([position, dragEnd], "red"); // Ground Effect: Takeoff Assist //TODO: once we can calculate the effective gravity force calculate what the lift force should be istead of hardcoding var TAKEOFF_LIFT_FORCE = 0.03; // base upward force magnitude at CG (tune; to reduce friction load) // Takeoff ground check: Raycast down for surface var down = vectorScale(plane.transform.up, -1);; figmin.raycast({ origin: plane.transform.position, direction: down, layers: [figmin.Layers.SURFACE], maxDistance: planeHeight }, function(hit) { if (hit) { // Grounded if the raycast is smaller than half height grounded = hit.distance <= planeHeight * 0.51; // Calculate takeoff scale: grows quadratically with airspeed from zero, caps at 1 var takeoffScale = Math.min((airspeed * airspeed) / (TAKEOFF_SPEED * TAKEOFF_SPEED), 1); // Modulate by proximity: full force at distance=0, linear fade to 0 at GROUND_THRESHOLD var proximityFactor = 1 - (hit.distance / planeHeight); // Apply small upward lift force at CG to reduce friction var groundUp = hit.normal; var takeoffLift = vectorScale(groundUp, TAKEOFF_LIFT_FORCE * takeoffScale * proximityFactor); plane.physics.applyForce(takeoffLift); // Debug ray (yellow) var rayEnd = vectorAdd(plane.transform.position, vectorScale(down, hit.distance)); figmin.debugDraw([plane.transform.position, rayEnd], "yellow"); // Debug takeoffLift (magenta, exaggerated, upward/opposite raycast) var liftDebugEnd = vectorAdd(plane.transform.position, vectorScale(takeoffLift, DEBUG_SCALE*100)); figmin.debugDraw([plane.transform.position, liftDebugEnd], "magenta"); } else { grounded = false; } }); } // Start: Wait for ready document.addEventListener("FigminReady", init); // Vector helpers function vectorAdd(a, b) { return { x: a.x b.x, y: a.y b.y, z: a.z b.z }; } function vectorScale(v, s) { return { x: v.x * s, y: v.y * s, z: v.z * s }; } function vectorNormalize(v) { var mag = Math.sqrt(v.x * v.x v.y * v.y v.z * v.z); if (mag === 0) return { x: 0, y: 0, z: 0 }; return { x: v.x / mag, y: v.y / mag, z: v.z / mag }; } function vectorDot(a, b) { return a.x * b.x a.y * b.y a.z * b.z; } // Quaternion helpers for world-to-local (for drag) function quaternionMultiply(q1, q2) { return { w: q1.w * q2.w - q1.x * q2.x - q1.y * q2.y - q1.z * q2.z, x: q1.w * q2.x q1.x * q2.w q1.y * q2.z - q1.z * q2.y, y: q1.w * q2.y - q1.x * q2.z q1.y * q2.w q1.z * q2.x, z: q1.w * q2.z q1.x * q2.y - q1.y * q2.x q1.z * q2.w }; } function quaternionConjugate(q) { return { w: q.w, x: -q.x, y: -q.y, z: -q.z }; } function quaternionRotateVector(q, v) { var qv = { w: 0, x: v.x, y: v.y, z: v.z }; var qConj = quaternionConjugate(q); var q1 = quaternionMultiply(q, qv); var q2 = quaternionMultiply(q1, qConj); return { x: q2.x, y: q2.y, z: q2.z }; }
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26 Nov 2024
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In my opinion, the height of human innovation. #maxthrust #Space #PLANET #exploration
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From code review: Don't reuse MaxThrust Vector ( some reformatting) - BillBorman on main/vehicles
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Steel Division 2: Let's Play - EP. 4 youtu.be/K1MLC-dz3FI Twitch @MaxThrust Instagram @MaxThrustGaming Comrades we are making our push on the Nazi dogs! #youtuber #YouTube #Twitch #twitchstream #worldwar2 #infantry #tanks #planes #steeldivision2 #steeldivision

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Met @KEnagonio today while exploring pad 39b and the VAB today at Kennedy. Check out her song on @YouTube about the Space Cowboy whoโ€™s doing cool stuff for the planet. @elonmusk @NASASocial #NASASocial #dragon #maxthrust youtu.be/HyTLfyK5mFo ๐Ÿ˜ƒ๐Ÿ‘๐Ÿผ
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18 May 2018
Replying to @Megadx3
The underlying model of engine thrust increase is following a progression of the form: thrust(t) = maxThrust * 0.5 * (1 sin(pi/2 (t/t50 - 1))), for t in [0, 2*t50]. It is basically a S-shaped growth curve with flat tangent at start and end points. t50 depends on the engine.
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22 Jan 2016
For anyone after a decent trainer #rcplane The Apprentice from Maxthrust is worth a look>> bit.ly/1Mh5Rdk
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Redheaded hunk #maxthrust takes a soak on the set of his NEW scene for #nextdoorhookups, Wet Wash withโ€ฆ instagram.com/p/atHSqkFoBQ/

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Sexy redhead #maxthrust shows off those biceps, on the set of his NEW solo for #nextdoormale!โ€ฆ instagr.am/p/WxF7AhloJ3/

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