ehm...well, thats complicated
So learn how it is done here.
There is a link to a pretty useful spreadsheet. Anyways, My People Needs Me cant help more at the moment bye-bye
Upd:
insert damperMultiplier parameter with like 10-20k value via Overload (in jointRotator tab of that part). Bruv, ze problem is in the mass of the craft, not in ze code
Firstly, the conversion of many parts which form, let's say, a fuselage, wing or any other structural piece into a single sculpture is great for overall game performance, after the optimization procedure in blender of course. So after all the stuff done we can get a build that originally built from over 1000 parts go down in terms of part count to like 100-400 pieces, which, probably would run smoothly (or just smoother) on Mobile platforms and VR. Perhaps debugging the build behaviour after conversion may be somewhat problematic or just time consuming but it is better that way, right?
Secondly, when i played KSP long time ago, i saw a mod that lets to convert a number of parts into one in-game, cant remember how it was called. Still, if something like that can be made for SimplePanes, that will flood your designer with hundreds of different converted pieces (which maybe can be integrated into craft file, who knows?) and would probably allow you to play with some big crafts being on mobile.
Probably this also would have a positive impact for those who tries to make movies in SP, even though there is a need for additional manipulations in side software (hello Blender ).
@Lake This is not an explanation of your problem. Direct copying of that code works fine, plus it has a targetselected already.
*mahbrainhadensmoothed* Doublecheck range of motion in code and rotator
Got same problem. Pretty please don't delete this forum post so i may check it later when/if the problem gets solved
Upd. switch to 2020 version helped
@ThomasRoderick Hmm, maybe i'm wrong but the Demolisher upon installation on Leman Russ gets its turret fixed or , like, just 5 degrees for horizontal aim same thing happens with vertical aim.
Anyway, that's not gonna explode itself like some orkishzappa. Perhaps not on the very first shot.
Wobbles? Like turns from side to side away from the target?
Perhaps you used the code that works well when cockpit attached to the hull, not turret or the opposite...
If, you add an targetselected to the code, and after that the problem occur, then double-check how you insert it (like using a ternary selection or something else)
@asteroidbook345 yeah, i tried rising recoil for cannon piece but suspension part said: aight, imma head out
So i left it as it was...
upd: thanks for up
clamp(x,y,d) could be used for limits. So x - your piece of code. y- your desired negative limit. d - your desired positive limit.
Additionally divide the clamp(x,y,d) by rotation range of rotator part.
One day we'll see the playable gigachad.
Or, perhaps, senator Armstrong and Raiden from MGR: Revengeance...
Or Floppa as khajiit...
Or something else...
Who knows...
Way №1:
You put cockpit on a turret and use gyroscope. Modify its third (yaw) input to -rate(Heading) + your_normal_input
Kinda simillar with how to vertical stab by Walvis.
Way №2:
put flight controller (not main cockpit) on a turret and use its variable output (heading; name it somehow, then insert it into turret rotator part, plus debug whole FT for a proper rotation speed, as the variable will slow it down...)
My try: * floor(smooth(1 * ceil(smooth(clamp01(TAS less than 210 | AngleOfAttack less than 9.7 ),0.93)) , (pow(10,4)/clamp(pow(10,4)* ceil(smooth(clamp01(TAS less than 210 | AngleOfAttack less than 9.7 ),0.93)) ,1,pow(10,4)) )/60 )) Where: clamp01(TAS less than 210 | AngleOfAttack less than 9.7) - conditions for switch; change them as you may need. 0.93 - delays switch activation 60- how much time it takes for switch to go back to 1
Kinda works.
@Gx As far as you are familiar with it's installation...
All you need is check the effect packages while installing it.
Talking about MeshEdges specifically... darn i don't remember from which it goes.
"While setting firing delay of cannons extremely low, remember, next projectile can hit previous one sent by the same cannon, detonating both, and, probably, your craft."
@Walvis aight, I waited long enough to not be the first to say.
*Clears throat*
Don't Even Dare To Forget To Announce The Stream On Yotoob. because moar peeps = better, no?
And, most important: Results, when?!
Oh, also you, my dear full-time-aquatic-mammal, should not forget 'bout War Thunder partnership programme that you're trying to get all this time.
Well, yes, anotha day- anotha krinji ye, perhaps that's much enough for the person to enter the angy state, buuut... The Pain Train Has No Brakes
*lol's not included*
Try this: smooth(activator,delay)
where: activator= what will activate the parachute delay= delay; the less the number here the greater the delay (e.g. 0.75 results in 1.5 seconds delay, 0.5= 2 sec. and so on)
This goes in Activation Group of Parachute part
Don't go durgs
+8ehm...well, thats complicated
So learn how it is done here.
There is a link to a pretty useful spreadsheet.
Anyways, My People Needs Me
cant help more at the moment
bye-bye
Upd:
insert
damperMultiplier
parameter with like 10-20k value via Overload (in jointRotator tab of that part).Bruv, ze problem is in the mass of the craft, not in ze code
Try
{Altitude}
.B I R D S A R E N O T R E A L
*funnitextinserted*
*or not*
*vine boom.mp3*
Firstly, the conversion of many parts which form, let's say, a fuselage, wing or any other structural piece into a single sculpture is great for overall game performance, after the optimization procedure in blender of course. So after all the stuff done we can get a build that originally built from over 1000 parts go down in terms of part count to like 100-400 pieces, which, probably would run smoothly (or just smoother) on Mobile platforms and VR. Perhaps debugging the build behaviour after conversion may be somewhat problematic or just time consuming but it is better that way, right?
Secondly, when i played KSP long time ago, i saw a mod that lets to convert a number of parts into one in-game, cant remember how it was called. Still, if something like that can be made for SimplePanes, that will flood your designer with hundreds of different converted pieces (which maybe can be integrated into craft file, who knows?) and would probably allow you to play with some big crafts being on mobile.
Probably this also would have a positive impact for those who tries to make movies in SP, even though there is a need for additional manipulations in side software (hello Blender ).
*Inhales*
+2Nah, I'm done
@Lake This is not an explanation of your problem.
Direct copying of that code works fine, plus it has a
targetselected
already.*mahbrainhadensmoothed*
Doublecheck range of motion in code and rotator
Got same problem.
+1Pretty please don't delete this forum post so i may check it later when/if the problem gets solved
Upd. switch to 2020 version helped
@Lake
bababooi
@MAHADI Always Has Been.
+1Thonks
@ThomasRoderick Hmm, maybe i'm wrong but the Demolisher upon installation on Leman Russ gets its turret fixed or , like, just 5 degrees for horizontal aim same thing happens with vertical aim.
+1Anyway, that's not gonna explode itself like some orkish zappa. Perhaps not on the very first shot.
Wobbles? Like turns from side to side away from the target?
+1Perhaps you used the code that works well when cockpit attached to the hull, not turret or the opposite...
If, you add an
targetselected
to the code, and after that the problem occur, then double-check how you insert it (like using a ternary selection or something else)@ThomasRoderick Almost an Baneblade, almost an soviet baneblade analogue.
+1Gosh. No. I must build one for real.
Thanks for up by the way
My brain is smoother...
+2@MDDJB @Teako
Thanks for upvotes
@jamesPLANESii @CRATE52PART2 @MrShenanigansSP
Heh, thanks
@CookingWithCinderBlocks @LonelyAustrianUhlan
Thanks for spotlights
And an upvote.
@X99STRIKER @PapaKernels @Dragoranos
+1Thanks for stopping by and your upvotes, peeps
@ManManTheWeaponsMan @Bryan5 @KirilGrenadir
+2Hi, thanks for upvotes
@NARGII @BeastHunter @soldier289
+2Hey, thanks
@mahardika @Shimamurahougetsu @Scratchoza
+3Thanks for ups.
@asteroidbook345 yeah, i tried rising recoil for cannon piece but suspension part said: aight, imma head out
So i left it as it was...
upd: thanks for up
@Phoebe
Good day/night.
Here is my entry for your challenge.
Oh, almost forgot... rush B
Umm, i mean category B.
upd: and thanks for your upvote
@BeastHunter
+2@X99STRIKER
Get yo a...
*Cough*
I mean you asked to be tagged on the release, which is now...
@BaconAircraft @Vincent
Good day/night.
Can somebody make this one into a successor for this challenge?
Link
Magic word: Please
upd: thanks to whoever responded.
clamp(x,y,d)
could be used for limits. Sox
- your piece of code.y
- your desired negative limit.d
- your desired positive limit.Additionally divide the
clamp(x,y,d)
by rotation range of rotator part.This is fine.
@asteroidbook345
Wait, is it all bruh?
Always has been.
@Inuyasha8215 Sounds like a Carte blanche for me.
+2One day we'll see the playable gigachad.
+1Or, perhaps, senator Armstrong and Raiden from MGR: Revengeance...
Or Floppa as khajiit...
Or something else...
Who knows...
Way №1:
+1You put cockpit on a turret and use gyroscope. Modify its third (yaw) input to
-rate(Heading) + your_normal_input
Kinda simillar with how to vertical stab by Walvis.
Way №2:
put flight controller (not main cockpit) on a turret and use its variable output (heading; name it somehow, then insert it into turret rotator part, plus debug whole FT for a proper rotation speed, as the variable will slow it down...)
*Angry Cloaker Noises*
My try:
* floor(smooth(1 * ceil(smooth(clamp01(TAS less than 210 | AngleOfAttack less than 9.7 ),0.93)) , (pow(10,4)/clamp(pow(10,4)* ceil(smooth(clamp01(TAS less than 210 | AngleOfAttack less than 9.7 ),0.93)) ,1,pow(10,4)) )/60 ))
Where:
clamp01(TAS less than 210 | AngleOfAttack less than 9.7)
- conditions for switch; change them as you may need.0.93
- delays switch activation60
- how much time it takes for switch to go back to 1Kinda works.
I saw atleast one attempt on some kind of drones:
+1This one
It may help getting drones to fly in formation with main craft.
@Gx As far as you are familiar with it's installation...
+1All you need is check the effect packages while installing it.
Talking about MeshEdges specifically... darn i don't remember from which it goes.
@Gx Pssst.
+1It's one of te Reshade shaders, MeshEdges to be precise.
"While setting firing delay of cannons extremely low, remember, next projectile can hit previous one sent by the same cannon, detonating both, and, probably, your craft."
+3Remember, kids
Don't do radium!
at home...
@Walvis Thanks, for response and situation explanation.
+1Have a good rest in these long-waited holidays then.
@Walvis aight, I waited long enough to not be the first to say.
*Clears throat*
Don't Even Dare To Forget To Announce The Stream On Yotoob.
because moar peeps = better, no?
And, most important:
Results, when?!
Oh, also you, my dear full-time-aquatic-mammal, should not forget 'bout War Thunder partnership programme that you're trying to get all this time.
Well, yes, anotha day- anotha krinji
ye, perhaps that's much enough for the person to enter the angy state, buuut...
The Pain Train Has No Brakes
*lol's not included*
To put it short:
+1Waiting sucks
Parakopfer, parakorfer
...
флешбеки из Сан-Андреаса и Вайс-Сити.
Try checking this forum
Hey, thanks you all for stopping by.
and ye
*ahem*
It's over 9000!!!
You should invert the second input controller on one of the tracks (the one with
+1Roll
as input)....
Profit
I came from one place that hasn't been corrupted by capitalism...
+2SPACE!
They see me rollin'
+1They hatin'
*proceeds singing*
Try this:
+2smooth(activator,delay)
where:
activator
= what will activate the parachutedelay
= delay; the less the number here the greater the delay (e.g. 0.75 results in 1.5 seconds delay, 0.5= 2 sec. and so on)This goes in
Activation Group
ofParachute
part@Tsuchiisan
*Inhales*
Trivago
+1@MAHADI
Mystery, that is yet to be uncovered.
Just put
+1Pitch + Roll
As input.
@Lake
This one, i guess
just with a different colors