@SnoWFLakE0s Cool, thanks. Yeah this could do with some improvements. I just made this in 10 minutes to graph something for school but saw the potential.
This guide can help with all FT.
For an OR gate, do Boolean ? Code : Code. That outputs the first bit of code if the boolean is true, and the second bit of code if it is false. Replace "code" with whatever.
Bug: RPM gauges automatically change to RotorRPM/600. I keep putting Engine1RPM/600 in (defined by the output of an engine), and I save and reload, and it changes.
To replicate, grab a dial, change it to RPM, and then put any input in. It will change upon reload.
Upon further testing, this affects ALL gauges with custom inputs. They will revert back to their default values.
Upon yet more testing, this is because the gauge doesn't change to "custom", and custom gauges work fine. The bug occurs when just the FT input to a gauge is changed. The gauge doesn't automatically change to custom.
@ZharkovAndrey I wasn't aware of this issue. I will have a look now. Thank you for the feedback, and for letting me know.
Edit: The update appears to have broken ALL of the gauges. This means my other planes are affected as well.
Edit 2: I had a unaffected archival copy and used the codes off that. There are many codes which were affected, I am making an XML update soon. About your copies, there is no other option but to use the new version once that is out.
@Almost Right, I'll try to explain this in a comment.
Assuming you mean the engine goes to "idle" and then the player can throttle up, this is relatively easy, using variables.
Create three variables, called "Engine1On", "Engine1Throttle", and "Engine1Input".
In Engine1On, put the following code: clamp01(Activate1)
In Engine1Throttle, put the following code: clamp01(smooth(Engine1On, 0.5) > 0.9) * Throttle
In Engine1Input, put the following code: 0.25 * smooth(Engine1On, 0.5) + smooth(Throttle, 1)
This is a little different to my engine, which has a custom fan blade and more inputs, however this should work for your purposes. The key bit you wanted to know is how to get the throttle to "wait" for the engine to spool up. This is done using the comparison in Engine1Throttle. Note I recommend setting the attribute "throttleResponse" to something like 3. This attribute goes in the Engine category in OverLoad.
For the second engine, create the same variables, but replace Engine1 with Engine2. Also change Activate1 to Activate2.
If you have any questions let me know.
In response to your comment about the engine video being hard to understand, I would say I agree. A lot of my videos about code turn into 30 minute lectures on functions and code. What part is hard to understand? My voice, or the content?
@Korzalerke One thing to note is variables do not output booleans, however you can put booleans inside variable code, or get a boolean in the part where the input is.
@jamesPLANESii So for a boost pump, just put whatever you want in the inputId, and then use that in the input of the other part.
For the purposes of a custom cockpit, this time in this video is about a sequence, not just extra AGs.
@jamesPLANESii It's inputId. Picture
Something to note is the interactionType is not set for default AGs, whereas a custom input needs the interactionType to be set.
I am the god of the variables system.
My SWL-10 and upcoming SWL-120 both have/will have flight simulator realism.
I have made several variables tutorial videos. To use switches and buttons to effectively be extra AGs, this video explains that. You said the input didn't turn off. I have seen this issue a lot, and it is because you forgot to set the interactionType, which I mention in this video. For your purposes it should be set to Toggle.
Another note, about booleans. If you want to get a boolean out of a "custom AG", you can use this code in the input of the part in question: customInput = 1
Replace customInput with the name of the custom input of the button/switch you have.
I have also made a lot of other tutorials. Just look at my page from the videos perspective to see them all.
@FRIGGLES Honestly the engine is just some random thing I threw together. It does look quite nice and smooth. It's not based off anything in real life. I guess it kinda resembles the 787's engine.
@CarrotSlicingCompanyCat How on earth did that get 9,700 downloads?
My SWL-10 got twice the upvotes, but just 4000 downloads.
In other news, this car was a waste of effort. It even had a video teaser.
@BeastHunter Thanks!
+1Out of curiosity, why did you upvote so many of my old builds?
@MrAdhmGamer That is literally one of the videos going in this tutorial.
+1@BeastHunter
+1@SnoWFLakE0s Cool, thanks. Yeah this could do with some improvements. I just made this in 10 minutes to graph something for school but saw the potential.
@SteamPunkPilot I live in [classified]. UTC + 10
@SteamPunkPilot Timezones... good morning. My videos premier at 8:00 AM AEST.
This guide can help with all FT.
+1For an OR gate, do
Boolean ? Code : Code
. That outputs the first bit of code if the boolean is true, and the second bit of code if it is false. Replace "code" with whatever.This video should help with what you want. Skip to about 5:15 to get to the startup sequence.
@ZharkovAndrey Issue has been fixed. You will need to update your copies.
Massive Issue With Gauges
Bug: RPM gauges automatically change to
+4RotorRPM/600
. I keep puttingEngine1RPM/600
in (defined by the output of an engine), and I save and reload, and it changes.To replicate, grab a dial, change it to RPM, and then put any input in. It will change upon reload.
Upon further testing, this affects ALL gauges with custom inputs. They will revert back to their default values.
Upon yet more testing, this is because the gauge doesn't change to "custom", and custom gauges work fine. The bug occurs when just the FT input to a gauge is changed. The gauge doesn't automatically change to custom.
@ZharkovAndrey I wasn't aware of this issue. I will have a look now. Thank you for the feedback, and for letting me know.
Edit: The update appears to have broken ALL of the gauges. This means my other planes are affected as well.
Edit 2: I had a unaffected archival copy and used the codes off that. There are many codes which were affected, I am making an XML update soon. About your copies, there is no other option but to use the new version once that is out.
@FRIGGLES Not sure what you mean, the latest teaser is here.
@Almost It shouldn't break them. Send me a link to the problem post and I'll have a look.
@Almost Variable setters button. It's not overload. It's the new (X) button next to it.
There was never a navigation system.
@Almost Right, I'll try to explain this in a comment.
Assuming you mean the engine goes to "idle" and then the player can throttle up, this is relatively easy, using variables.
Create three variables, called "Engine1On", "Engine1Throttle", and "Engine1Input".
In Engine1On, put the following code:
clamp01(Activate1)
In Engine1Throttle, put the following code:
clamp01(smooth(Engine1On, 0.5) > 0.9) * Throttle
In Engine1Input, put the following code:
0.25 * smooth(Engine1On, 0.5) + smooth(Throttle, 1)
This is a little different to my engine, which has a custom fan blade and more inputs, however this should work for your purposes. The key bit you wanted to know is how to get the throttle to "wait" for the engine to spool up. This is done using the comparison in Engine1Throttle. Note I recommend setting the attribute "throttleResponse" to something like 3. This attribute goes in the Engine category in OverLoad.
For the second engine, create the same variables, but replace Engine1 with Engine2. Also change Activate1 to Activate2.
If you have any questions let me know.
@Korzalerke Idea: Delete the comments relating to editing locked posts, so noone knows.
+2@Korzalerke Got it! Changed the title of my bio finally, Kweed10 is from when I used [another username] because I didn't understand SP.
+1@Korzalerke A little stuck not sure how to do it. What link do I copy?
+1@Korzalerke Curated aircraft descriptions?
+1promptly updates SWL-10 updates
@Korzalerke How did you do that?
+2In response to your comment about the engine video being hard to understand, I would say I agree. A lot of my videos about code turn into 30 minute lectures on functions and code. What part is hard to understand? My voice, or the content?
@Almost Prop engines are weird. It works the same, they just don't shut off in the expected way. Jet engines have a predictable pattern of thrust.
+2Question 1 - This video
+2Question 2 - Use the name LandingGear in codes.
@Korzalerke One thing to note is variables do not output booleans, however you can put booleans inside variable code, or get a boolean in the part where the input is.
+1@jamesPLANESii So for a boost pump, just put whatever you want in the inputId, and then use that in the input of the other part.
+2For the purposes of a custom cockpit, this time in this video is about a sequence, not just extra AGs.
@jamesPLANESii Not sure, but you don't really need booleans. I'm not sure how to explain it here.
+1@jamesPLANESii It's inputId. Picture
+1Something to note is the interactionType is not set for default AGs, whereas a custom input needs the interactionType to be set.
I am the god of the variables system.
+3My SWL-10 and upcoming SWL-120 both have/will have flight simulator realism.
I have made several variables tutorial videos. To use switches and buttons to effectively be extra AGs, this video explains that. You said the input didn't turn off. I have seen this issue a lot, and it is because you forgot to set the interactionType, which I mention in this video. For your purposes it should be set to Toggle.
Another note, about booleans. If you want to get a boolean out of a "custom AG", you can use this code in the input of the part in question:
customInput = 1
Replace customInput with the name of the custom input of the button/switch you have.
I have also made a lot of other tutorials. Just look at my page from the videos perspective to see them all.
When is this coming out?
+1@MTindustries 4000, but several versions with different levels of detail will be made.
@MTindustries Yes, flying cockpit, probably should mention this in the forum posts.
+2If you are wondering how to use the variables system to make a startup sequence (as well as other things), I have made several tutorials on this.
+1@FRIGGLES It's already > 2000. I estimate the full version to be around 4000.
+2@FRIGGLES Honestly the engine is just some random thing I threw together. It does look quite nice and smooth. It's not based off anything in real life. I guess it kinda resembles the 787's engine.
+1@FRIGGLES Fictional, however it takes inspiration from the 787 and 737. Mainly so I include all the correct systems.
+2If the B17 crashes, (which has happened a few times), my computer genuinely explodes. And it has one of the most powerful CPUs in the world.
First
+1I heard Friday afternoon in America is the best time.
+2T
@CarrotSlicingCompanyCat It's impossible.
+1@CarrotSlicingCompanyCat You can. It's literally shown right in your stats. You can't view your followers, but you can view how many you have.
+1Wait.... this had NO upvotes or downloads?
+2@Thorne Yes. The kicker is the details for the steps can be done with labels, which would have made the part count just 600.
+2@Thorne It took around three months.
+2@Korzalerke I forget the post, but they said it was extended.
@BeastHunter maybe
+2In other news, you seem to be racing me to platinum.
+2This is a pretty interesting design.
+2@CarrotSlicingCompanyCat How on earth did that get 9,700 downloads?
+3My SWL-10 got twice the upvotes, but just 4000 downloads.
In other news, this car was a waste of effort. It even had a video teaser.