Perhaps it can be better if you'll say it's unity's C# and miss some parts of description but tell it basic info about flight dynamics and geometry instead.
And as Redrocktumbler said you'll perhaps need to repeat your description once in a while, because ANN itself is stateless and "memory" of that one is just last ~3k of tokens glued to your message.
And no, you must not overestimate ANN, it's more like polynomial approximation than AI you wish to see.
Is it really faster to use a variable and format string for each pixel (<#{!pixel?"0000":pixel}>...) instead of using an expression for each frame ({t=0?frame:""}{t=1?frame:""}...)?
@DatMaluchGuy19 VC variable, it's in meters per second, and it's signed i.e. negative value means it must go backwards. TC controls engine directly, you can set it to 1 if you want to go as fast as possible.
Husky's right, SP build files aren't that large.
If you want, you can upload them as hidden ("Visibility" button in uploading widget), they'll be saved on SP site but will only be visible for you.
@winterro p_tgt.i stores id of currently selected point
p_tgt.x, p_tgt.z are coords of currently selected point p_tgt.links.x, p_tgt.links.z are ids of points where it can go from currently selected one.
p_tgt.i switches to one of p_tgt.links.x%100, p_tgt.links.x//100, p_tgt.links.y%100, and p_tgt.links.y//100 every time car gets close-enough to currently selected point
Other variables aren't significant for routing, they're used to tame car itself, to make it unable to go to previous point, to make it not headbutt others, to make it stop at dead ends, to make it remember gifts without leaving too much inside label...
Link to txt file CameraPosX variable must be camera's horizontal offset in meters
IDK if it'll work, but if it will it must be 5cm orange circle clamped by two vertical edges located 10cm away from label's left edge.
Stick here.
It's still good if you need abstract stuff.
From abstract stuff strong-willed ones build sub-assemblies and game itself.
From abstract stuff weak-minded ones build flying tic-tac and Andrew's face.
The last part (cGGD1h) is obviously aircraft id, but i don't understand what 728 means here and just letting it as-is doesn't works.
So to use it you need id of craft (which is not a thing everyone memorizes) and some number of unknown purpose (which might be id of archive or folder stored internally just for faster indexing).
So yes, "jundroo forgot to delete aircraft files" sounds cool but doesn't really sounds useful for now. (for crafts that were not deleted there's standard api, https://www.simpleplanes.com/Client/DownloadAircraft?a=ID)
@FlyingPotato_131 Thanks for reminding about it, but no.
It was generated 2.2 years ago and became legacy 2 or 3 months after. Just use labels if you need.
Try to increase D gain of PID to make it work correctly at some specific speed
Then add /max(1,pow(IAS/X,2)) to the end of code, X here is speed at which it works correctly (in meters per second).
@Johnnyynf Because of colliders?
Colliders are convex even for hollow fuselages, so i don't think they will make gear collide like actual one, it will rather work like cylinder or cone.
@jamesPLANESii
I think there's still things that act on specific part, not body, like collisions and bullets.
For entire body you can't remove internal faces, because body can be changed, e.g. one part can reveal other one when destroyed. But if some object is single part, you can make sure that it's meshes will never be changed, so you can remove all internal faces by the time you load part specifications.
You do not need to account for altitude if you're using IAS. IAS is instrumental airspeed, for SP IAS equal to speed*exp(Altitude/-7640) iirc.
Last piece of code corrected a bit: floor(smooth(max(0,Is LG experiencing the maximum design force?), (Current Drag Force experienced by LG)/(impulse to break LG)))
(separated by linefeed because comment field doesn't let see it if it's on single line)
You need to clamp first part of smooth (since it's boolean) so it won't go below zero and won't ruin your timing. And then, since smooth won't go below 0, floor(something) will do same thing as clamp01(something)>=1
Almost 1.5 years after update, someone actually used it for tracks.
Low quality is not a problem, you can use actual texture if you wish (SPRASTER) and perhaps you can change colors for weared pads, dust etc.
I think body lift on F35 will suck. It will of course increase lift but i think it won't increase glide ratio, and thus won't increase maximum acceleration at given thrust.
Different F35, same problems. Perhaps it's a bad idea to combine bomber, stealth and quadcopter in single airframe?
Anyway, please tag me when you'll finish it.
It looks nice, but a bit too idealized. Yesterday i was trying to fly in space (200km ASL) and rate(Altitude) did not really work because position was as accurate as in minecraft, and i don't want to use AoA/AoS (i don't like to fly relative to wind even if there's no air). Do you have any recommendations for such situation?
Well, i'm getting such response second time, and second time without any info. Can you please clarify what do you mean?
If you're not getting any output, are you sure your image is raster (SVG is not supported)?
If it's image from web and you're not getting any output, did you tried to use downloaded copy of image?
If it doesn't looks correctly, are you sure your label is large-enough?
Control surface behind center of mass pushes tail down, then wing pushes entire airplane up, so total force is wing lift-stab lift-mass
Control surface in front of COM pushes aircraft up, so total force is wing lift+stab lift-mass
You can make rear wing that's smaller than front one but has upwards lift, but such configuration is usually unstable because force on larger wing increases faster (in terms of AoA) than force on smaller wing and rotates airplane to the direction it already rotates.
Pitch*clamp01((Time-smooth(Time,abs(rate(GS<V1))?9999:0))>T1)*clamp01((Time-smooth(Time,abs(rate(GS<V2))?9999:0))>T2) .... *clamp01((Time-smooth(Time,abs(rate(GS<Vi))?9999:0))>Ti) V1,V2...Vi is speed at which 1,2...ith gear switches in meters per second. T1,T2...Ti is time 1,2...ith gear needs to switch.
Hippo's right, any weapon is useless if you don't know position of target.
Also FT-based missile will not give enemy any warnings and will not care about chaff|flares, so it will be almost impossible to dodge it.
@UnidentifiedStapler that's sad, but i can't (and i don't wish to) fix GBoard, so perhaps it's not my business.
Perhaps it can be better if you'll say it's unity's C# and miss some parts of description but tell it basic info about flight dynamics and geometry instead.
And as Redrocktumbler said you'll perhaps need to repeat your description once in a while, because ANN itself is stateless and "memory" of that one is just last ~3k of tokens glued to your message.
And no, you must not overestimate ANN, it's more like polynomial approximation than AI you wish to see.
Is it really faster to use a variable and format string for each pixel (<#{!pixel?"0000":pixel}>...) instead of using an expression for each frame ({t=0?frame:""}{t=1?frame:""}...)?
@DatMaluchGuy19
VC
variable, it's in meters per second, and it's signed i.e. negative value means it must go backwards.TC
controls engine directly, you can set it to 1 if you want to go as fast as possible.Ehm, you do know there's (builtin)
atan
function for angle and pythagorian addition for distance, right?Husky's right, SP build files aren't that large.
If you want, you can upload them as hidden ("Visibility" button in uploading widget), they'll be saved on SP site but will only be visible for you.
@winterro
p_tgt.i
stores id of currently selected pointp_tgt.x
,p_tgt.z
are coords of currently selected pointp_tgt.links.x
,p_tgt.links.z
are ids of points where it can go from currently selected one.p_tgt.i
switches to one ofp_tgt.links.x%100
,p_tgt.links.x//100
,p_tgt.links.y%100
, andp_tgt.links.y//100
every time car gets close-enough to currently selected pointOther variables aren't significant for routing, they're used to tame car itself, to make it unable to go to previous point, to make it not headbutt others, to make it stop at dead ends, to make it remember gifts without leaving too much inside label...
Link to txt file
CameraPosX
variable must be camera's horizontal offset in metersIDK if it'll work, but if it will it must be 5cm orange circle clamped by two vertical edges located 10cm away from label's left edge.
Don't worry, being stupid isn't something special nowadays.
Reshade is perhaps what you meant, but it have nothing to do with Jundroo.
Stick here.
It's still good if you need abstract stuff.
From abstract stuff strong-willed ones build sub-assemblies and game itself.
From abstract stuff weak-minded ones build flying tic-tac and Andrew's face.
Camera must not be attached to thing rotated by rotator.
ammo("Weapon Name")
("
here is " )See comment here for fly-by-wire, i don't want to repeat it here.
"going away from target" is literally
rate(TargetDistance)>0
, is it what you need?The last part (
cGGD1h
) is obviously aircraft id, but i don't understand what728
means here and just letting it as-is doesn't works.So to use it you need id of craft (which is not a thing everyone memorizes) and some number of unknown purpose (which might be id of archive or folder stored internally just for faster indexing).
So yes, "jundroo forgot to delete aircraft files" sounds cool but doesn't really sounds useful for now. (for crafts that were not deleted there's standard api,
https://www.simpleplanes.com/Client/DownloadAircraft?a=ID
)@FlyingPotato_131 Thanks for reminding about it, but no.
It was generated 2.2 years ago and became legacy 2 or 3 months after. Just use labels if you need.
Do something with your text, it takes too much time to read it with all those effects.
Oh, so it can write a switch statement in python, so what?
@BotFinder2023 Boy, do you really think others are held together by magic?
Try to increase D gain of PID to make it work correctly at some specific speed
Then add
/max(1,pow(IAS/X,2))
to the end of code,X
here is speed at which it works correctly (in meters per second).Welcome back, sensei!
@DJW730 AG1&TargetSelected
@StonedOutBurger Some people say it does but i didn't tested it myself.
you say while continuing to complain.
Did someone report about it? Is it possible to fix without tearing engine apart?
Rocket.
Labels, it will always be more customizable than any grid.
"S" on image is concealed in cloud, so looks like text says "TARFIGHTER", not "STARFIGHTER".
@U2
To store value select address (buttons a0...a7), select value (buttons 0...7), enable wrt button, switch clk button.
To read value select address (buttons a0...a7), disable wrt button, switch clk button.
EA6B (electronic warfare) with chaos rat camo.
@Johnnyynf Because of colliders?
Colliders are convex even for hollow fuselages, so i don't think they will make gear collide like actual one, it will rather work like cylinder or cone.
@jamesPLANESii
I think there's still things that act on specific part, not body, like collisions and bullets.
For entire body you can't remove internal faces, because body can be changed, e.g. one part can reveal other one when destroyed. But if some object is single part, you can make sure that it's meshes will never be changed, so you can remove all internal faces by the time you load part specifications.
You do not need to account for altitude if you're using IAS. IAS is instrumental airspeed, for SP IAS equal to
speed*exp(Altitude/-7640)
iirc.Last piece of code corrected a bit:
floor(smooth(max(0,Is LG experiencing the maximum design force?),
(Current Drag Force experienced by LG)/(impulse to break LG)))
(separated by linefeed because comment field doesn't let see it if it's on single line)
You need to clamp first part of smooth (since it's boolean) so it won't go below zero and won't ruin your timing. And then, since smooth won't go below 0,
floor(something)
will do same thing asclamp01(something)>=1
Almost 1.5 years after update, someone actually used it for tracks.
Low quality is not a problem, you can use actual texture if you wish (SPRASTER) and perhaps you can change colors for weared pads, dust etc.
Snowstone doesn't have any naval vehicles at the moment, right?
I think body lift on F35 will suck. It will of course increase lift but i think it won't increase glide ratio, and thus won't increase maximum acceleration at given thrust.
Different F35, same problems. Perhaps it's a bad idea to combine bomber, stealth and quadcopter in single airframe?
Anyway, please tag me when you'll finish it.
My entry.
It looks nice, but a bit too idealized. Yesterday i was trying to fly in space (200km ASL) and rate(Altitude) did not really work because position was as accurate as in minecraft, and i don't want to use AoA/AoS (i don't like to fly relative to wind even if there's no air). Do you have any recommendations for such situation?
PitchAngle becomes NaN near 90 degrees.
png; craft
Is stabilator counted as control surface?
Is there any performance limit? Like maximum gforce or maximum velocity
@HololiveFan2009
Well, i'm getting such response second time, and second time without any info. Can you please clarify what do you mean?
If you're not getting any output, are you sure your image is raster (SVG is not supported)?
If it's image from web and you're not getting any output, did you tried to use downloaded copy of image?
If it doesn't looks correctly, are you sure your label is large-enough?
Link here.
I bet it's planned as someone's decorative illumination for christmas, not actual tank.
It is prop-driven, it just uses props from older version of game.
.
If you added rotators and code and it still doesn't works make sure both nozzles rotate to the same direction when you're trying to yaw.
Congrats on inventing propeller.
FT works in control surface (inputId xml property iirc).
Will gawr gura be counted as fish? Will octopus be counted as fish?
Control surface behind center of mass pushes tail down, then wing pushes entire airplane up, so total force is wing lift-stab lift-mass
Control surface in front of COM pushes aircraft up, so total force is wing lift+stab lift-mass
You can make rear wing that's smaller than front one but has upwards lift, but such configuration is usually unstable because force on larger wing increases faster (in terms of AoA) than force on smaller wing and rotates airplane to the direction it already rotates.
Pitch*clamp01((Time-smooth(Time,abs(rate(GS<V1))?9999:0))>T1)*clamp01((Time-smooth(Time,abs(rate(GS<V2))?9999:0))>T2)
....*clamp01((Time-smooth(Time,abs(rate(GS<Vi))?9999:0))>Ti)
V1
,V2
...Vi
is speed at which1
,2
...i
th gear switches in meters per second.T1
,T2
...Ti
is time1
,2
...i
th gear needs to switch.Hippo's right, any weapon is useless if you don't know position of target.
Also FT-based missile will not give enemy any warnings and will not care about chaff|flares, so it will be almost impossible to dodge it.
in xml set button's
interactionType
toToggle