Andrew decided to call the new inputs system I cooked up "funky trees". Somehow escapes me why, but I'll roll with it. Here I'll describe what you can do in the land of funk.
Essentially what this means is that you can enter any mathematical expression (following this syntax) into an input field and it will be evaluated every frame. You can pull in data from a variety of sources, and process these how you like.
Inputs
What you can now do is use the normal input axes:
Pitch
Roll
Yaw
Throttle
Brake
Trim
VTOL
LandingGear
FireGuns
FireWeapons
LaunchCountermeasures
Activate1
Activate2
Activate3
Activate4
Activate5
Activate6
Activate7
Activate8
Flight data
In addition to this you can access some information from the aircraft:
Altitude
- Aircraft's altitude in metresAltitudeAgl
- Aircraft's altitude above ground level in metresGS
- The speed relative to the ground (m/s)IAS
- The speed relative to the air, adjusted for the desnity of the air (m/s)TAS
- The speed relative to the air (m/s)Fuel
- The amount of fuel remaining as a proportion of capacity (0 to 1)AngleOfAttack
- The angle of attack (angle airflow vertically meets the boresight) in degreesAngleOfSlip
- The horizontal equivalent of angle of attack (degrees)PitchAngle
- The pitch of the aircraft (degrees)RollAngle
- The roll of the aircraft (degrees)Heading
- The heading of the aircraft (degrees)Time
- The time since the level loaded (seconds)GForce
- The acceleration and gravitational "force" acting on the cockpit in G. I know it's not a force. Shut up.VerticalG
- The signed vertical component of the "G Force".SelectedWeaponName
- The name of the selected weaponLatitude
- The North/South position of the craft (metres)Longitude
- The East/West position of the craft (metres)PitchRate
- The pitch angular velocity in degrees/secondYawRate
- The yaw angular velocity in degrees/secondRollRate
- The roll angular velocity in degrees/second (these 3 inputs are better than usingrate(PitchAngle)
etc, because they account for wrapping around the angle, as well as being in local space:rate(Heading)
is different toYawRate
)TargetSelected
-true
if a target is selected, elsefalse
.TargetHeading
- the heading to the selected target in degrees.TargetElevation
- the vertical angle to the selected target in degrees.TargetDistance
- the distance to the selected target in metres.
Constants
Values that are always the same:
pi
the mathematical constant pi (half a tau, if you will).e
the mathematical constant e.true
a true boolean valuefalse
a false boolean value
Operators
These are useful for... maths or something.
- Mathematical:
- +, - addition and subtraction (- can be used as a unary operator, for instance
-Pitch
- *, / multiplication and division
- +, - addition and subtraction (- can be used as a unary operator, for instance
- Comparison:
- <, > less than, greater than
- <=, >= less than or equal to, greater than or equal to
- ==, != equal to, not equal to
- Boolean:
- &, AND
- |, OR
- !, NOT (this is a unary operator)
- Ternary operator:
condition ? value_if_true : value_if_false
- this chooses between two values based on the condition.
Functions
Finally, there's some helpful functions to do maths for you!
abs(x)
- The absolute (positive) value of x.ammo(name)
- The amount of ammo of the weapon withname
. Remember to put the name in " quotes.ceil(x)
- x rounded up to an integer.clamp(x, min, max)
- x clamped between min and max.clamp01(x)
- Equivalent to clamp(x, 0, 1).deltaangle(a, b)
- The shortest angle delta between angles a and b in degrees.exp(x)
- Returns e raised to the power of x.floor(x)
- x rounded down to an integer.inverselerp(a, b, x)
- Calculates the linear parameter t that produces the interpolant value within the range [a, b].lerp(a, b, t)
- Linearly interpolates between a and b, by a proportion of t.lerpangle(a, b, t)
- Similar to lerp, but interpolates correctly when values pass 360 degrees.lerpunclamped(a, b, t)
- Similar to lerp, but doesn't clamp the value between a and b.log(x, p)
- The logarithm of x in base p.log10(x)
- Equivalent to log(x, 10).pingpong(x, l)
- "Ping-pongs" the value x so it is never larger than l and never less than 0.max(a, b)
- The largest value between a and b.min(a, b)
- The smallest value between a and b.pow(x, p)
- x raised to the power of p.repeat(x, l)
- Loops the value x so it is never larger than l and never less than 0.round(x)
- Rounds x to the nearest integer.sign(x)
- The sign of x (1 if x positive, -1 if x negative)smoothstep(a, b, t)
- Similar to lerp, but with smoothing at the ends.sqrt(x)
- The square root of x.sin(x)
- The sine of x (degrees)cos(x)
- The cosine of x (degrees)tan(x)
- The tangent of x (degrees)asin(x)
- The arc-sine of x (degrees)acos(x)
- The arc-cosine of x (degrees)atan(x)
- The arc-tangent of x (degrees)atan2(y, x)
- The angle in degrees whose tangent is y/x. In other words the angle (argument) of a vector
Memory Functions
These are functions that are special because their output not only depends on inputs but their previous state.
- sum(x)
- Returns the sum of all it's inputs over time (the integral of x)
- rate(x)
- Returns the rate of change of x relative to its value last frame (the derivative of x)
- smooth(x, t)
- When loaded, it's output is set to x
. As x
changes, the output tries to move to x
, but at a rate of no greater than t
. This is vaguely equivalent to changing the speed of a rotator.
- PID(target, current, p, i , d)
- Evaluates a PID controller with the setpoint of "target", process variable "current" and the gains p, i, and d. Equivalent to: p * (target - current) + i * sum(target - current) - d * rate(current)
With all of these at your disposal, I'm excited to see what kind of contraptions you guys come up with, and I'm also open to some suggestions as to some things that could be added.
-WNP78, your funk master.
Does anyone know how to make a hinge open immediately but close after a delay? (Need to know for Landing Gear doors)
@LitoMikeM1 or if a button can launch countermeasures and change a variable at the same time then maybe ja
@vSoldierT sorta like how if a button is set up to do countermeasures it only does countermeasures once per like second unless if you spam the button
@Flyinguy It doesn't seem to work, well you just need to put in the hook input, (AltitudeAgl < 60?1 * clamp01(GearDown):0)
the multiplication is a check if GearDown is true or false, that is, if GearDown is 0, it will be 10=0, if GearDown is true, 11=1. And remember to use AltitudeAgl, which is more precise (I tested it on your f-26 and it worked).
@vSoldierT It’s OK. I tried LandingGear & Altitude<60 & Activate8. But it was actually GearDown or something similar. But I dont think the * would work, isn’t that multiply? Anyways if you want to see the tail hook it is F-26 better.
@VargasSoldierT Thx, it still doesn’t work tho. I’ll make a post about it later with the plane. :)
@LitoMikeM1 I didn't understand very well, if you can explain better I can help
@Flyinguy AltitudeAgl<60?1*clamp01(GearDown):0
I need help with an auto tail hook, I need it to deploy below 60 meters AND when the gear is deployed
@LitoMikeM1 I already figure it out thanks
@G2027RR do you want it to not pitch up too drastically at high speeds?
how do I make a button instantly go up after being pressed? or at least make a bool that says true the moment the button is pressed, but stays false even when the finger is still on the button until pressed again?
How do I make the pitch of my aircraft change based on the speed
It's a fighter jet and the funky code for the mother of the back wings is (Pitch+Yaw-Brake)
@LitoMikeM1 smooth(clamp01(group),x)
@LitoMikeM1 thx
How to delay piston, like when I activate there's a 2 second delay, when I deactivate there's no delay
I'm kinda new to this game to be honest.
@CDTX2011 (smooth(LandingGear, 0.875))*-1 or sign(smooth(LandingGear, 0.875))
how do you make a rotator that's constantly rotating when firing weapons, but FREEZES (doesn't reset to zero) when you stop?
Part of the code for the guns on the
B-25J Mitchell: https://www.simpleplanes.com/a/hoGyGV/B-25J-Mitchell
I’m trying to add the bombarder’s nose gun to the B-57B canberra: https://www.simpleplanes.com/a/9N4V17/B-57B-Canberra
Distance/800) * sin((TargetElevation + 90 + rate(TargetElevation) * TargetDistance/800)) * cos((TargetHeading - Heading + rate(TargetHeading) * TargetDistance/800))) + sin(-PitchAngle) * ((TargetDistance + rate(TargetDistance) * TargetDistance/800) * cos((TargetElevation + 90 + rate(TargetElevation) * TargetDistance/800)))) < 0) ? (((sin(RollAngle) * sin(-PitchAngle) * ((TargetDistance + rate(TargetDistance) * TargetDistance/800) * sin((TargetElevation + 90 + rate(TargetElevation) * TargetDistance/800)) * cos((TargetHeading - Heading + rate(TargetHeading) * TargetDistance/800))) + cos(RollAngle) * ((TargetDistance + rate(TargetDistance) * TargetDistance/800) * sin((TargetElevation + 90 + rate(TargetElevation) * TargetDistance/800)) * sin((TargetHeading - Heading + rate(TargetHeading) * TargetDistance/800))) + cos(-PitchAngle) * (-sin(RollAngle)) * ((TargetDistance + rate(TargetDistance) * TargetDistance/800) * cos((TargetElevation + 90 + rate(TargetElevation) * TargetDistance/800))))>0) ? 180 : -180) : 0
@TateNT34 probably some parentheses out of place, if you can send the code, I can help
@VargasSoldierT What does “ Variable error: Stack empty “ mean?
@LitoMikeM1 yes, using a variable for example, name Increment = Activate4?clamp(smooth(increment+0.01,0.01),0,1):
clamp(smooth(increment-0.01, 0.01),0,1) smooth, keeps the increment rate at 0.01, and clamp, to keep it between 0 and 1
so uh how do you invert "smooth(LandingGear, 0.875)" cause i'm trying to use reszied airbrakes as landing gear doors(inverting normally make it deploy while the gear retracts and i want to make it so they both deploy at the same time)
is there a way to make a thingy go from 0 to 1 when an AG is activated (or from 1 to 0 when deactivated) in a linear curve instead of instantly going?
@TheVizzyLucky ngl i didn't read your name and I was thinking “at this point, just get juno” lol