Excellent. Made a terrible attempt of this long ago with much less sophistication. Quite polished
I imagine you made use of the better collision hitboxes added since then?
@Deandash
.
Not really. Either you upgrade your processor to something with better single-core performance, or somehow the world of computing figures out how to parallelize things previously considered serial operations.
General firing solutions can be computed and used for a turret system using Funky Trees. AI occasionally fires its cannons should it simultaneously fire missiles.
@GuyFolk
.
For all intents and purposes, programming if and while loops are very much possible with variables. You can just run a trapezoidal method on a data stream value and use that to do your integral, with a low pass filter on the integral output and a conditional integral reset. Although coming from controller design experience I would not recommend using integral clearing excessively.
@GuyFolk
.
I don't know if you've ever looked at the code for my snake game, but everything in there is based on recursion and carefully controlled resets. I suggest you take a careful look at it to how to set up programming logic with variables (the magic happens in the variable activators).
@GuyFolk
.
Since it's not difficult to write a PID function, I would definitely suggest writing your own with a built in low-pass filter for the integral. Integral dumping/clearing might be an useful feature as well, although that might not necessarily be useful in all cases and could cause issues if improperly used.
any label or button or switch with this type of code will make them cost 27.1~28.1
I've had a developer comment on this before, but there is no reasonable way in the current implementation to accurately estimate performance impact of dynamic input. Those values I believe are just a ballpark estimate.
There is a constant recurring issue with the use of arrow keys on macOS Catalina, v.10.15.7. When arrow keys are used to navigate the cursor within a text entry field, arrow keys do not move the cursor, instead adds a ghost character. This has been recurring across all SimplePlanes UIs (not on Unity-based UIs like Overload), and is a fairly large inconvinience.
If you're using this as your primary press detection mechanism you are doing it wrong! You're supposed to use inputId as your output variable. This should be present on any switch or button.
Hopefully I can find some time in-between my assignments to actually get the ball rolling on all these updates. If you're willing to contribute to authoring this guide, I'm always looking for an extra brain to help me out--please shoot me a message!
Was boutta make... Smh
That being said this could use the features I planned, i.e. dynamic window resizing, bound setting, refresh rate settings etc for a cool data collection device.
@PyrrhaNikos
.
This runs on python. A web based service would need something like PHP or JS... Which is a lot harder to do, and file management is a little trickier online.
While variables are nice, I would recommend keep them reasonable in order to keep code more portable.
Personally I would only recommend it for logic processing uses which default FT cannot handle, or when you have long repeated segments.
@Rakoval500k
.
You would have to recalculate the motion equations for the appropriate drag constant, which is quite difficult to do... But if you are able to find an approximate model that works, that could be sufficient.
sum(Input)
With all due respect, some of you need to realize any reasonable part behavior is within reach with FT. Just ask around to players that know (hint hint) or do a little experimenting yourself... Default cycling options, especially for pistons, don't function in a manner that is ideal anyway.
@realSavageMan
.
There is a popular variation in which you can phase through the border and out the other end! I opted for it to make it a little more novel
What's more, upon receiving critical damage the ships stop moving. You could probably save helipad coordinates and just write a controller to do the job, which would make this 900% easier as piloting in VR is actually somewhat challenging.
I don't have a headset though... I'll see what I can do.
This seems trivial if you just code the sequence such that it will fire mega-bombs on each of the targets as you land and then land on the destroyer pad right after...
Ok. So I had the time to actually do the testing, and it appears that clock cycles run at 100Hz for normal speed, 800Hz for slow-mo and 100Hz for fast-forward. However, the timescales of each of these are different, so keep that in mind... slow-mo is the only setting that gets you more clock cycles per game "Time", 8 x the resolution to be exact.
The Jundroo black box. Love it.
Anyhow thanks for the excellent ride I'm having so far, I've extracted so much value out of your sandwich priced games.
@MobileGamer21
.
To be fair, I am fairly certain I spent more time editing that video than I did building this.
Excellent. Made a terrible attempt of this long ago with much less sophistication. Quite polished
I imagine you made use of the better collision hitboxes added since then?
@WinsWings
.
Outdated. See the FT documentation for a up to date, more detailed document.
Nice Integral.
Did you set up all the parameters properly? You can't just paste code and expect it to work.
Sheesh, this is some kinematic DOF mastery
@Deandash
.
Not really. Either you upgrade your processor to something with better single-core performance, or somehow the world of computing figures out how to parallelize things previously considered serial operations.
@Deandash
.
You probably have a multicore processor. There is a limit to what operations can be parallelized simply due to how math works.
@AlexyxD
.
abs() will make any value positive. Try it without the absolute value function
@Johnnyynf
.
I'm pretty sure the basic components have a mass as shown in the info panels.
You can actually get the thrust output of the engine with a Hooke's law setup, or perhaps derive a torque calculation
@airhermann
.
That is an archaic input type and not recommended for use.
うまぴょい
@BLU3SCLU3S
.
Always late then never. It's also useful for really anything, a great tool to have under your belt.
General firing solutions can be computed and used for a turret system using Funky Trees. AI occasionally fires its cannons should it simultaneously fire missiles.
@GuyFolk
.
In case you would like to read this article.
@GuyFolk
.
For all intents and purposes, programming if and while loops are very much possible with variables. You can just run a trapezoidal method on a data stream value and use that to do your integral, with a low pass filter on the integral output and a conditional integral reset. Although coming from controller design experience I would not recommend using integral clearing excessively.
@GuyFolk
.
I don't know if you've ever looked at the code for my snake game, but everything in there is based on recursion and carefully controlled resets. I suggest you take a careful look at it to how to set up programming logic with variables (the magic happens in the variable activators).
@GuyFolk
.
Since it's not difficult to write a PID function, I would definitely suggest writing your own with a built in low-pass filter for the integral. Integral dumping/clearing might be an useful feature as well, although that might not necessarily be useful in all cases and could cause issues if improperly used.
I've had a developer comment on this before, but there is no reasonable way in the current implementation to accurately estimate performance impact of dynamic input. Those values I believe are just a ballpark estimate.
@MrGreen
.
Using Chrome would be worse, and while I personally love Opera, Edge is still built on Chromium and is fine.
@PhilipTarpley
.
This is the Steam version, latest public.
There is a constant recurring issue with the use of arrow keys on macOS Catalina, v.10.15.7. When arrow keys are used to navigate the cursor within a text entry field, arrow keys do not move the cursor, instead adds a ghost character. This has been recurring across all SimplePlanes UIs (not on Unity-based UIs like Overload), and is a fairly large inconvinience.
@MLGHerobrine
.
Oh ok lol. But all switches and buttons should have a
inputId
XML attribute it can write to.If you're using this as your primary press detection mechanism you are doing it wrong! You're supposed to use
inputId
as your output variable. This should be present on any switch or button.Hopefully I can find some time in-between my assignments to actually get the ball rolling on all these updates. If you're willing to contribute to authoring this guide, I'm always looking for an extra brain to help me out--please shoot me a message!
Was boutta make... Smh
That being said this could use the features I planned, i.e. dynamic window resizing, bound setting, refresh rate settings etc for a cool data collection device.
@PyrrhaNikos
.
This runs on python. A web based service would need something like PHP or JS... Which is a lot harder to do, and file management is a little trickier online.
While variables are nice, I would recommend keep them reasonable in order to keep code more portable.
Personally I would only recommend it for logic processing uses which default FT cannot handle, or when you have long repeated segments.
@Rakoval500k
.
You would have to recalculate the motion equations for the appropriate drag constant, which is quite difficult to do... But if you are able to find an approximate model that works, that could be sufficient.
Congratulations on making me irrelevant. Why!!!
Mhm.
从现在开始用汉语说亵渎是不可能。我们知道你说什么!
Ooh! Cool way about storing more than one piece of info in a single variable. Was thinking about using this for string parsers.
I'm not a moderator, lol.
I am close to one and will summon him here.
@Vincent
Excellent! Was planning to make one of these. If I were to add, a graph visualizer can also help a lot with identifying response patterns.
sum(Input)
With all due respect, some of you need to realize any reasonable part behavior is within reach with FT. Just ask around to players that know (hint hint) or do a little experimenting yourself... Default cycling options, especially for pistons, don't function in a manner that is ideal anyway.
@MrShenanigans
.
I own that server..? Just leave me a message.
@Charris969
.
Surprisingly, it is! New parts make for very efficient builds.
@realSavageMan
.
There is a popular variation in which you can phase through the border and out the other end! I opted for it to make it a little more novel
@AndrewGarrison
.
Can I steal Nicky's profile pic now?
@klm747klm747
.
Yes. See gameplay #5. This is a common spin on snake.
@Chaka
.
I aggregate information from official posts and dev comments. Everything else after that comes from personal experimentation and logic.
@Ilikeacecombat
.
Be a little creative and you can easily achieve it.
@JoshuaW
.
Beat me to it lol.
What's more, upon receiving critical damage the ships stop moving. You could probably save helipad coordinates and just write a controller to do the job, which would make this 900% easier as piloting in VR is actually somewhat challenging.
I don't have a headset though... I'll see what I can do.
This seems trivial if you just code the sequence such that it will fire mega-bombs on each of the targets as you land and then land on the destroyer pad right after...
@spefyjerbf
.
Yeah. The recursion ability is incredibly powerful. I just got out of first semester and in winter break lol.
Ok. So I had the time to actually do the testing, and it appears that clock cycles run at 100Hz for normal speed, 800Hz for slow-mo and 100Hz for fast-forward. However, the timescales of each of these are different, so keep that in mind... slow-mo is the only setting that gets you more clock cycles per game "Time", 8 x the resolution to be exact.
The Jundroo black box. Love it.
Anyhow thanks for the excellent ride I'm having so far, I've extracted so much value out of your sandwich priced games.