@OPaiTaOn If you mean adjust the base throttle input, you can't. The default inputs like roll, pitch, yaw, brake, throttle, vtol, trim (and some others I forgot) can only be modified by directly connecting those to a variable (Sliders go with levers, throttles, and yokes, and activation groups go with switches and buttons). What I'd recommend is making a variable which references throttle and also can switch to taking inputs from other sources like a button.
From what I know (I'm exclusively PC with no VR), the Quest runs on Android, so if mods worked it would be android mods, which have been kinda discontinued (although I think working files exist, you have to ask around). I can't tell you yes or no, but if you want to try it would be android. Again, I don't really know.
@X99STRIKER Well I can't really be bothered taking the time to write out a really long comment and then spending a further amount of time trying to solve all the problems the user has.
@TRD6932 huh. Send it and I'll look at it. I haven't tested this past a block with four wheels and a joystick, but this theoretically should work for all things.
@TRD6932 For the variables, those are actually on the control base (the bit the joystick is attached to). Also note the two setters to 0 in the global variables panel. If you are interested in learning this yourself, download the car (linked at the top of the post) and look at it yourself.
Also just in case it comes up, you can use any variable you want. I just used Pitch1 and Roll1 to show how they work.
Okay, so what we do is first get the entire code of the HUD label.
For the purposes of this, I'm going to assume you have a switch writing to the variable HUDSwitch with the interactionType of Toggle
Replace HUDCode with the large mess of text that is the HUD.
<size={HUDSwitch = 1 ? 100 : 0}%>HUDCode
Try that. I'm not sure if it will work, but I'm pretty sure it will.
I have no idea why I was tagged, and also only the first 3 people in a comment get tagged. Please do not tag me on any future posts, unless I request a tag on a teaser (of which there are none for this post).
@SemedianIndustries "Hold the output forever" huh. Try looking at the code for the SWL-10. Its autopilot controls (and other adjustable values) use once.
On the topic of wingflex, what I'd do is output the liftForce from the physics wing on each side and then scale that number down and use it in the rotators. It allows for real wing flex taken directly from the lift force of the actual physics wing without a huge line of code.
Amazing plane! I just tried it out, and every switch does in fact work. I have some recommendations to make it even better:
- Make the buttons for the autopilot once instead of toggle
- The wings excessively wiggle when I roll hard
Other than that, there aren't any issues.
Keep up the good work!
hmm I found some seats to put in a full interior for the SWL-120. Might even make them functional. Just gotta visit Nasa for unrelated reasons one sec.
Let's say you have a part outputting to a variable. This part is the only source of that variable. If that part is destroyed, every single line of code using ANY variable breaks. A constant nullreferenceexception is also in the debug console.
For example, if that type of part breaks, then I have an engine stuck at full power even if I turn off AG 1, which should stop the engine.
Autopilot... complicated but explainable.
Lemme explain the basics in a p̶a̶r̶a̶g̶r̶a̶p̶h̶ short essay. I will be using the SWL-10's autopilot (wait, you can use that!) for this example. For the SWL-120 the basics will be the same.
The first thing we want to do is make a system which allows us to select a target heading, altitude, and vertical speed. You have done this. Now, we want to incorporate our current heading, vertical speed, and altitude. Then we want to find the difference between the two and then clamp that difference, so we get a number which smoothly goes to 0 as we approach all of our targets. Something important to note is Unity works in metric (meters, meters per second) instead of imperial (knots, feet).
Another good thing - A while ago, I made several YouTube videos about the development of the SWL-10, specifically focusing on the funky trees, and I think one or two were almost exclusively about the autopilot. I'm not sure if they include all the information, but I'll make a video or two when I make the SWL-120's autopilot. Here is the video about the autopilot. I'm pretty sure some info is missing, but let me know and I'll help you.
Oh, and here's the SWL-10. The autopilot is in the bottom few variables (the video will help), and some numbers might need tuning. I'd also recommend looking at the code in the four "physics wings" around the aircraft.
I'd also like to have a look at the funkyness in the cockpit of this regional airliner you're building.
One last thing - if you're really stuck, then I'd recommend waiting a month or two, until I can make a video on the SWL-120's autopilot, because in that video I'll try and make sure the entire video is dedicated to completely explaining how the autopilot works, and then coding and testing it.
oof I got it three times because I opened all three up in new tabs to look at them argghhh
+1@SheriffHackdogMCPE Or you could just browse the site without an account, which is the intention of banning underage users.
+1@BruhMomenthmgfbvbukjgv I just tested it (the one on the public post) myself and it works.
@BruhMomenthmgfbvbukjgv Try the easy mode version and that should work.
@BruhMomenthmgfbvbukjgv As in the startup sequence is difficult? I did make an easy mode version (which hasn't been updated but should still work).
@BruhMomenthmgfbvbukjgv I thought I linked a no mods version. That can be found here.
Nice. I also had the idea of a magnet attaching to a plane/car with a camera, I just haven't worked on this idea. I can see here it works.
+2@HuskyDynamics01 lol
@HuskyDynamics01 It's a bot lol look at the bio. It didn't even format a good link.
@OPaiTaOn If you mean adjust the base throttle input, you can't. The default inputs like roll, pitch, yaw, brake, throttle, vtol, trim (and some others I forgot) can only be modified by directly connecting those to a variable (Sliders go with levers, throttles, and yokes, and activation groups go with switches and buttons). What I'd recommend is making a variable which references throttle and also can switch to taking inputs from other sources like a button.
+1It looks pretty good. For those artificial horizon screens, just putting the 1 part HUD on a 3 parts artificial horizon works pretty well.
From what I know (I'm exclusively PC with no VR), the Quest runs on Android, so if mods worked it would be android mods, which have been kinda discontinued (although I think working files exist, you have to ask around). I can't tell you yes or no, but if you want to try it would be android. Again, I don't really know.
Obey or be brrrrrrted out of existence.
@realSavageMan huh?
I have access to the testing version, that can be found here for anyone wondering.
+2@X99STRIKER Well I can't really be bothered taking the time to write out a really long comment and then spending a further amount of time trying to solve all the problems the user has.
+2@X99STRIKER You ask someone else, or wait until 2050 when I release a video tutorial on simulated fuel tanks.
+2@TRD6932 huh. Send it and I'll look at it. I haven't tested this past a block with four wheels and a joystick, but this theoretically should work for all things.
@TRD6932 For the variables, those are actually on the control base (the bit the joystick is attached to). Also note the two setters to 0 in the global variables panel. If you are interested in learning this yourself, download the car (linked at the top of the post) and look at it yourself.
+2Also just in case it comes up, you can use any variable you want. I just used Pitch1 and Roll1 to show how they work.
I just simulate fuel using a lot of FT.Don't ask me to explain.
+1@MrCOPTY Read this forum, more specifically, the paragraph about different versions.
hmmm. I tried everything, size, other stuff, and nothing works. Sorry.
Okay, so what we do is first get the entire code of the HUD label.
For the purposes of this, I'm going to assume you have a switch writing to the variable
HUDSwitchwith theinteractionTypeofToggleReplace
HUDCodewith the large mess of text that is the HUD.<size={HUDSwitch = 1 ? 100 : 0}%>HUDCode
Try that. I'm not sure if it will work, but I'm pretty sure it will.
Do you want the HUD to be invisible when off and visible when on?
I have no idea why I was tagged, and also only the first 3 people in a comment get tagged. Please do not tag me on any future posts, unless I request a tag on a teaser (of which there are none for this post).
@WolfHunter9111 Ask me 3 years ago. Here's another mod with agro ships.
+1@SemedianIndustries "Hold the output forever" huh. Try looking at the code for the SWL-10. Its autopilot controls (and other adjustable values) use once.
On the topic of wingflex, what I'd do is output the liftForce from the physics wing on each side and then scale that number down and use it in the rotators. It allows for real wing flex taken directly from the lift force of the actual physics wing without a huge line of code.
Amazing plane! I just tried it out, and every switch does in fact work. I have some recommendations to make it even better:
- Make the buttons for the autopilot once instead of toggle
- The wings excessively wiggle when I roll hard
Other than that, there aren't any issues.
Keep up the good work!
hmm I found some seats to put in a full interior for the SWL-120. Might even make them functional. Just gotta visit Nasa for unrelated reasons one sec.
Finally you posted something!
@BaconAircraft Thanks for the kind words, I appreciate it.
Let's say you have a part outputting to a variable. This part is the only source of that variable. If that part is destroyed, every single line of code using ANY variable breaks. A constant nullreferenceexception is also in the debug console.
+1For example, if that type of part breaks, then I have an engine stuck at full power even if I turn off AG 1, which should stop the engine.
Forum Here
@Titaninfernal1 Right, I was about to say I'd make a tutorial video.
About the wings, I can tag you, but I won't explain much.
@BeastHunter lol you have like 11 tags so far on my list.
+3@L3FTxR1GHT There is a link to the build at the top of the post. In giant text.
+1There is a script called MassEdit (found here), but it has stopped working for me for some reason.
Will every single switch work?
+4@ReturnOfJeffChandler The 717 is based off the MD80, they share the same fuselage and similar wings, tail etc. The MD80 is in turn based off the DC-9.
I know @klm747klm747 has a lot of info on this.
+2@SpiritusRaptor It means they want you to tag them on the creation when you post it.
+1@Cereal It's for my SWL-120.
+2It looks so good!
@BeastHunter Higher damper reduces bounce. No damper has more bounce.
+2Reduces the bounce. Spring strength increases the overall strength, and damper slows down the movement.
+2First unwritten rule: If you ask, then you don't.
+2Now make it work
+1meh if you have yes free time it's possible. Possible, not easy.
T
Autopilot... complicated but explainable.
+2Lemme explain the basics in a p̶a̶r̶a̶g̶r̶a̶p̶h̶ short essay. I will be using the SWL-10's autopilot (wait, you can use that!) for this example. For the SWL-120 the basics will be the same.
The first thing we want to do is make a system which allows us to select a target heading, altitude, and vertical speed. You have done this. Now, we want to incorporate our current heading, vertical speed, and altitude. Then we want to find the difference between the two and then clamp that difference, so we get a number which smoothly goes to 0 as we approach all of our targets. Something important to note is Unity works in metric (meters, meters per second) instead of imperial (knots, feet).
Another good thing - A while ago, I made several YouTube videos about the development of the SWL-10, specifically focusing on the funky trees, and I think one or two were almost exclusively about the autopilot. I'm not sure if they include all the information, but I'll make a video or two when I make the SWL-120's autopilot.
Here is the video about the autopilot. I'm pretty sure some info is missing, but let me know and I'll help you.
Oh, and here's the SWL-10. The autopilot is in the bottom few variables (the video will help), and some numbers might need tuning. I'd also recommend looking at the code in the four "physics wings" around the aircraft.
I'd also like to have a look at the funkyness in the cockpit of this regional airliner you're building.
One last thing - if you're really stuck, then I'd recommend waiting a month or two, until I can make a video on the SWL-120's autopilot, because in that video I'll try and make sure the entire video is dedicated to completely explaining how the autopilot works, and then coding and testing it.
@Mekomara Neither did I, until I asked myself the question and started experimenting.
+3