Collision model for fuselages that have same shape as visible fuselage.
Because we can do camo from from many parts, we can hide resizable wheel inside custom rim, but we can not change collisions.
too many airbrakes
theoritically, airbrake(or engine,wing, or something else works with air) cannot work in low-pressure flow(on small speed, on upper surface of wing, behind airbrake etc).
Guys, do we at least have weapon that deals same damage each time?
UPD: i downloaded this craft and changed explosion scale to zero and impact damage scale to 0.2 and tried to destroy that block 50 times.
12 times i needed 6 shoots to destroy it
20 times i needed 11 shoots to destroy it
17 times i needed 16 shoots to destroy it
and 1 time i needed 17 shoots to destroy it.
It's very strange results.
If damage is choosen randomly for each shot it will need something between (HP/min damage) and (HP/max damage) shoots to destroy a block. But it gives just three peaks (11 shoots plus-minus 45 percents it seems) as if damage is choosen one time at level start.
I'm interested (information is always a good thing (as long as it's not information about me, lol)), but i don't have much info. HP of connected parts affects number of shoots needed to destroy "this" part, but i was testing it with miniguns (average of ten attempts to destroy a block) and it was very much random.
About "one block at a time": perhaps shell disappears when it touches something, and since it's spherical or sharp-nosed it may be hard to make it touch two blocks simultaneously, so it only touches the block in front of cannon while it's alive.
My concept about connections was "HP pools": similarly to your concept, i was trying to use few blocks with high HP and standard blocks connected to them and them only (see link above).
Yes, it is possible. TGTPos_Local_x/y variables from 1part hud divided by TGTPos_Local_z but with aircraft's position and rotation replaced with bomb's position and rotation.
You need to rotate cockpit to make use of coaxial minigun. It's possbible and actually shorter than autoaim you currently use (pd controller for local-space x,y target position), but it will work either for gun or for cannon.
It's not really health, but you can check if engine is alive using it's thrust output.
Target name may be a good idea, but we don't have such thing irl.
Ability to track unselected aircraft
It will be overcomplicated. You know, FT doesn't even have arrays to store it properly.
At the moment it's possible to get radar-like system that saves position and speed of target and updates it while target's selected, it's not a problem to store four or five targets, and maybe add some info from user's camera. You should know about it as "a person who uses a lot of FT in every build".
ability to distinguish if target's in the air or on the ground
That "AA-AG" system is not about air and ground, it's more about builds and game objects.
AI this, AI that
Just don't treat it as AI, it's autopilot+auto targeting. Even weapon selecting is not it's problem. Use FT.
"aircraft is deemed not airworthy"
AFAIK there's some differences in autopilot outputs and that's all.
Will adding HE round to gun really worth it? IMHO guns are arcade-like and they're as simple as they must be, if you need something complex use cannons.
Entire f.cking year...
So many things changed, but tournament still says "The first Dogfights start at the 6th June at 6pm CET" as if it's still 2021-05
@Formula350
1.
I actually made something like that (iirc it's named "turtle graphics"), but gun's bullet flies away with speed given by "smaller box", so you need sort of blocker that will stop turtle before firing.
2.
If you have more than two bullets at almost-same place, you will see two different boxes instead of one colored, because tracerColor can't use 32-bit colors.
You will need 8-128 guns (one for each color) and sort of multiplexer linked on AGs (Activate1&!Activate2&!Activate3...) (you can add blocker from previous paragraph here).
3.
You don't need huge grid, you need one small (like 12x12 bullets +circles for radial coords) attached to turtle, because in most cases human remembers relative coords (twenty hands above old tree) instead of absolute ones.
4.
Winch is very, very fragile, let's use old good pistons instead.
5.
And still i don't think it will be very accurate.
Just see at this build in game - each gun is connected to some others, but still it looks like a rope from guns instead of solid rod.
@TankerWithATankard
Bomb can still destroy a part with 3.4028237E+38 health.
To survive after bomb hit you need four-six layers of thin blocks instead.
Why can't you make stabilizers out of jets inside this block?
How many blocks per 1000 kg do i need?
What if i can't attach vertical stabilizers?
Is it stable in horizontal axis?
https://en.wikipedia.org/wiki/Drag_count
The drag coefficient is used to compare the solutions of different geometries by means of a dimensionless number.
A drag count is used as a more user-friendly measurement(bullshit) as the coefficient of drag is usually much less than 1. A drag count of 200 to 400 is typical for an airplane at cruise.
A reduction of one drag count on a subsonic civil transport airplane means about 200 lb (91 kg) more in payload.(not really)
/
@Starbound
v=83(m/s)
p=1.225(kg/m^3)
fd=6000(n)
Dcd=10^4×(2×fd/(p×(v^2)×a))
a=15.6088(m^2)
Dcd=911.00226
fd=0.5×p×(v^2)×cd×a
cd=0.0911002
/
in result:
velocity v=83 m/s
gas density p=1.225 kg/m^3
reference area a=15.6088 m^2
drag points 911.002
coefficient drag cd=0.0911002
drag force fd=6000 n
She weighs one hundred fifty kilograms and fires two hundred dollar, custom-tooled cartridges at ten thousand rounds per minute.
It costs four hundred thousand dollars to fire this weapon... for twelve seconds.
Just grab, not simple.
Well, you're right that label will be recalculated every SP frame, but it will select one (very long) string instead of checking (and sometimes recalculating) hundreds of separate pixels. I don't really know if ternary with floats is equivalent to ternary with (very long) string at runtime, but either way i think there's more pixels than frames.
@DatMaluchGuy19
Try to add 22 closing parentheses in the end of p_tgt.next.z,p_tgt.next.x,p_tgt.links.z,p_tgt.links.x and 3 closing parentheses in the end of p_tgt.next
__D is dampener, __P is gain PCi=(lerp(TAlt,h,pow(TD/200,2))-FCAltitude+rate(lerp(TAlt,h,pow(TD/200,2))-FCAltitude)*__D)*__P
40 here is some distance after which missile surely can't damage airplane
Missile's pitch angle=smooth((abs(Longitude-FCLongitude)+abs(Latitude-FCLatitude))<40|(PCi!=PCi)?0:sign(PCi)*90,(PCi!=PCi)?0:abs(PCi))
Be carefull, SP forum might not display full expressions
So, does anybody have any pointers about getting started?
Tutorial section of forums and videos, and perhaps some geometry.
What am i looking for with my centers of mass, thrust, and lift?
Thruster must face towards center of mass (if you don't want to use it to rotate craft), so for forward-facing engines usually center of thrust is directly behind center of mass.
Center of lift is where wing's forces are applied, it moves while you fly.
Usually wing pulls airplane up, so in cruise CoL is near CoM, but such airplane won't decrease pitchrate naturally.
At high AoA both lift and drag are higher, so if CoL is in front of CoM it'll pull airplane's nose back and upwards, increasing AoA even further, which will eventually lead to stall or uncontrollable spin.
If CoL is behind CoM, it will pull tail away from direction of flight, so airplane will be pretty stable, but if CoL will be too far from CoM you won't be able to control it.
In real life getting center of lift is not that easy, so usually it's recommended to get center of mass around quarter-chord behind midpoint of leading edge.
How do i make a slick or at least cohesive fuselage? I see some incredible stuff on here and want to leave my own work on the table.
I can't really say much about it. Fuselage is 28-sided (circular ones are 24-sided), in newer versions you can "slice" specific part from it with four planes. Greater ones are using hollow fuselages as plating (e.g. screenshot from this post), but it will require either a lot of time or geometry knowledge and calculator to align them properly.
Also, what the heck do upvotes do? And do i spend points to give them?
They do nothing but they're used in rating, both for crafts and users. You don't need anything to give one.
Does anyone know, who is this girl on banner?
+9Collision model for fuselages that have same shape as visible fuselage.
+8Because we can do camo from from many parts, we can hide resizable wheel inside custom rim, but we can not change collisions.
@DEADSHOT15 ... And all this is rendered on your 2d screen, which is old and boring...
+7Next step - 129 600 guns (one gun per squared degree of surface)!
+5too many airbrakes
+4theoritically, airbrake(or engine,wing, or something else works with air) cannot work in low-pressure flow(on small speed, on upper surface of wing, behind airbrake etc).
@SubXTribe
+4You're go bananas? Or can't read? it says here "Do not spotlight"!
Maybe it's not "tera", maybe it's "terra" i.e. ground-level?
+3@Kendog84
If i understood correctly it's gimbal lock and it isn't a bug.
Sorry for off-topic message.
+3i understand it's april fool, but it isn't fun at all.
+3please choose better topic for your jokes next time.
BAC TSR2?
+3Nice build, but 11 tons is too heavy for a car.
+3Real ones is just 700-800 kgs including meat.
"just a cube" with 24 parts and 8 control surfaces?
+3AFAIK there's no way to get RWR in the game, but mention me please if you'll ever get one.
+2I mean control base can act as a spring both for position and rotation, and with some tweaking you can make it bend just as much as you need.
+2I rebuilt it with vertical bars to make actually wireframe.
+2I tried.
+2@Kendog84 IDK then, sorry.
+2Guys, do we at least have weapon that deals same damage each time?
+2UPD: i downloaded this craft and changed explosion scale to zero and impact damage scale to 0.2 and tried to destroy that block 50 times.
12 times i needed 6 shoots to destroy it
20 times i needed 11 shoots to destroy it
17 times i needed 16 shoots to destroy it
and 1 time i needed 17 shoots to destroy it.
It's very strange results.
If damage is choosen randomly for each shot it will need something between (HP/min damage) and (HP/max damage) shoots to destroy a block. But it gives just three peaks (11 shoots plus-minus 45 percents it seems) as if damage is choosen one time at level start.
I'm interested (information is always a good thing (as long as it's not information about me, lol)), but i don't have much info.
+2HP of connected parts affects number of shoots needed to destroy "this" part, but i was testing it with miniguns (average of ten attempts to destroy a block) and it was very much random.
About "one block at a time": perhaps shell disappears when it touches something, and since it's spherical or sharp-nosed it may be hard to make it touch two blocks simultaneously, so it only touches the block in front of cannon while it's alive.
My concept about connections was "HP pools": similarly to your concept, i was trying to use few blocks with high HP and standard blocks connected to them and them only (see link above).
Perhaps
+2repeat(floor(sum(1)*10),10)
will work fine. But to be honest it's not really random, it's just counter.Yes, it is possible.
+2TGTPos_Local_x/y
variables from 1part hud divided byTGTPos_Local_z
but with aircraft's position and rotation replaced with bomb's position and rotation.My entry. You know, one upvote doesn't costs building new airplane.
+2You need to rotate cockpit to make use of coaxial minigun. It's possbible and actually shorter than autoaim you currently use (pd controller for local-space x,y target position), but it will work either for gun or for cannon.
+2It's not really health, but you can check if engine is alive using it's thrust output.
Target name may be a good idea, but we don't have such thing irl.
It will be overcomplicated. You know, FT doesn't even have arrays to store it properly.
At the moment it's possible to get radar-like system that saves position and speed of target and updates it while target's selected, it's not a problem to store four or five targets, and maybe add some info from user's camera. You should know about it as "a person who uses a lot of FT in every build".
That "AA-AG" system is not about air and ground, it's more about builds and game objects.
Just don't treat it as AI, it's autopilot+auto targeting. Even weapon selecting is not it's problem. Use FT.
AFAIK there's some differences in autopilot outputs and that's all.
Will adding HE round to gun really worth it? IMHO guns are arcade-like and they're as simple as they must be, if you need something complex use cannons.
+2@IAlsoBuildPlane try again, then open web console (it's usually in dev tools, F12) and send me screenshot
+2@IAlsoBuildPlane Because it's svg, it's not even raster
+2Try to use png instead
Entire f.cking year...
+2So many things changed, but tournament still says "The first Dogfights start at the 6th June at 6pm CET" as if it's still 2021-05
here.
+2save this link, maybe you will need it one more time later
Maybe SP website need separate tag for anime stuff?
+2Sometimes SP builders is even faster than R34 artists...
+2@GiuliMBorgesYT
+2Manual loading isn't a problem of gun itself.
But i agree about HE shells.
@Formula350
+21.
I actually made something like that (iirc it's named "turtle graphics"), but gun's bullet flies away with speed given by "smaller box", so you need sort of blocker that will stop turtle before firing.
2.
If you have more than two bullets at almost-same place, you will see two different boxes instead of one colored, because tracerColor can't use 32-bit colors.
You will need 8-128 guns (one for each color) and sort of multiplexer linked on AGs (Activate1&!Activate2&!Activate3...) (you can add blocker from previous paragraph here).
3.
You don't need huge grid, you need one small (like 12x12 bullets +circles for radial coords) attached to turtle, because in most cases human remembers relative coords (twenty hands above old tree) instead of absolute ones.
4.
Winch is very, very fragile, let's use old good pistons instead.
5.
And still i don't think it will be very accurate.
Just see at this build in game - each gun is connected to some others, but still it looks like a rope from guns instead of solid rod.
I agree with @Rodrigo110 .
+2In other challenges and tournaments it works just like that.
Same question as @Rodrigo110
+2Also, can you tag me if you will change deadline one more time?
@TankerWithATankard
+2Bomb can still destroy a part with 3.4028237E+38 health.
To survive after bomb hit you need four-six layers of thin blocks instead.
https://www.youtube.com/watch?v=I_6EjX8T9Ag
+2Why can't you make stabilizers out of jets inside this block?
+2How many blocks per 1000 kg do i need?
What if i can't attach vertical stabilizers?
Is it stable in horizontal axis?
https://en.wikipedia.org/wiki/Drag_count
+2The drag coefficient is used to compare the solutions of different geometries by means of a dimensionless number.
A drag count is used as a more user-friendly measurement(bullshit) as the coefficient of drag is usually much less than 1. A drag count of 200 to 400 is typical for an airplane at cruise.
A reduction of one drag count on a subsonic civil transport airplane means about 200 lb (91 kg) more in payload.(not really)
/
@Starbound
v=83(m/s)
p=1.225(kg/m^3)
fd=6000(n)
Dcd=10^4×(2×fd/(p×(v^2)×a))
a=15.6088(m^2)
Dcd=911.00226
fd=0.5×p×(v^2)×cd×a
cd=0.0911002
/
in result:
velocity v=83 m/s
gas density p=1.225 kg/m^3
reference area a=15.6088 m^2
drag points 911.002
coefficient drag cd=0.0911002
drag force fd=6000 n
She weighs one hundred fifty kilograms and fires two hundred dollar, custom-tooled cartridges at ten thousand rounds per minute.
+2It costs four hundred thousand dollars to fire this weapon... for twelve seconds.
Just grab, not simple.
@Mousewithamachinegun123 IDK. Try to increase size of label and set it's alignment to top-left.
+1@Yish42 TargetSelected, so it's about you having target, not about target locking you.
+1@Speedhunter
+1https://www.simpleplanes.com/Forums/View/1683931
https://www.simpleplanes.com/Forums/View/1454422
Well, you're right that label will be recalculated every SP frame, but it will select one (very long) string instead of checking (and sometimes recalculating) hundreds of separate pixels. I don't really know if ternary with floats is equivalent to ternary with (very long) string at runtime, but either way i think there's more pixels than frames.
+1@Carsonkiddy2 It's not label. And it'sn't even blocks.
+1source?
+1I mean, i didn't saw her with cat ears, and style seems wrong (although maybe it's because of low resolution).
@DatMaluchGuy19
+1Try to add 22 closing parentheses in the end of
p_tgt.next.z
,p_tgt.next.x
,p_tgt.links.z
,p_tgt.links.x
and 3 closing parentheses in the end ofp_tgt.next
@DatMaluchGuy19 Yes, you can.
+1FCLongitude
,FCAltitude
,FCLatitude
are coords of missileTD=sqrt( pow(Longitude-FCLongitude+TargetDistance*cos(TargetElevation)*sin(TargetHeading),2) + pow(Latitude-FCLatitude+TargetDistance*cos(TargetElevation)*cos(TargetHeading),2) )
TAlt
=Altitude+TargetDistance*sin(TargetElevation)
h
=5+195*(.5+.5*cos(clamp(0.1*TD+20,0,340)))+1800*(.5+.5*cos(clamp(.01*(TD-45000),0,180)))
__D
is dampener,__P
is gainPCi
=(lerp(TAlt,h,pow(TD/200,2))-FCAltitude+rate(lerp(TAlt,h,pow(TD/200,2))-FCAltitude)*__D)*__P
40
here is some distance after which missile surely can't damage airplaneMissile's pitch angle=
smooth((abs(Longitude-FCLongitude)+abs(Latitude-FCLatitude))<40|(PCi!=PCi)?0:sign(PCi)*90,(PCi!=PCi)?0:abs(PCi))
Be carefull, SP forum might not display full expressions
+1Tutorial section of forums and videos, and perhaps some geometry.
Thruster must face towards center of mass (if you don't want to use it to rotate craft), so for forward-facing engines usually center of thrust is directly behind center of mass.
Center of lift is where wing's forces are applied, it moves while you fly.
Usually wing pulls airplane up, so in cruise CoL is near CoM, but such airplane won't decrease pitchrate naturally.
At high AoA both lift and drag are higher, so if CoL is in front of CoM it'll pull airplane's nose back and upwards, increasing AoA even further, which will eventually lead to stall or uncontrollable spin.
If CoL is behind CoM, it will pull tail away from direction of flight, so airplane will be pretty stable, but if CoL will be too far from CoM you won't be able to control it.
In real life getting center of lift is not that easy, so usually it's recommended to get center of mass around quarter-chord behind midpoint of leading edge.
I can't really say much about it. Fuselage is 28-sided (circular ones are 24-sided), in newer versions you can "slice" specific part from it with four planes. Greater ones are using hollow fuselages as plating (e.g. screenshot from this post), but it will require either a lot of time or geometry knowledge and calculator to align them properly.
They do nothing but they're used in rating, both for crafts and users. You don't need anything to give one.
+1Well, it sucks.
Knowing two of three inputs and HMAC, can we try to guess hash function and key they're using?
+1