@JustDatGuy
.
My guide won't explain every possible combination available. It's a general orientation; the application is up to you. smooth with a specially modified rate can store data easily.
Definitely. For sound blocks, simple tone (possibly with customizable timbre) with a preset pitch (in Hz) that produces sound based on input would be great for custom SFX and whatnot.
@TrislandianAlliance
.
Ah, forgot that you want Throttle to be a thing. Just add Throttle * to the front of the code I sent earlier. I don't quite understand the second question though, could you perhaps phrase it differently?
@nadvgia
.
So the idea is that if Throttle = 0, you want the whole expression to evaluate to 0 regardless, correct? This can be done using simpler math, no need for logic operators. Add this to your original expression in the form of a factor: ceil(Throttle)
First of all, syntax... Order of operations for logic operators exist, but I would not rely on it. Group your statements.
I also aren't so sure about what you're trying to do with the second statement. It doesn't make sense... Have the statement evaluate to Throttle when it's equal to 0? Seems like an odd choice to me.
Anyhow, if you could possibly explain what you mean by combining the expressions, I could help... I don't quite follow right now.
@AceOfSpade
.
Depends on how you wish to structure it. This one is set to a 15% power increase with AG2 and Throttle = 100% being the operand conditions for setting the 1.15 multiplier to true. It's not hard to write, simply use the boolean operators.
@SkyCloudGaming
.
Nor the LG or the engine will work in 1.9.1. It uses things only available in 1.9.205. I know because I made the code for the engine, and the LG inputs also use smooth.
Hey, welcome to the community!
Cockpits are fairly intimidating, but the general idea is that you want to build larger than what you need, and later scale the cockpit down to match your plane. Functional cockpit instruments are largely done through the use of the Funky Trees system, which you can learn about on snowflake0s.github.io.
@Ditsch
.
1. Utilize the data saver script I devised: smooth(X, pow(10, 3)*clamp01(Control))
X is the thing you're measuring, Control is any control boolean (e.g. Activate1)
2. You could modify that particular script above to fit your needs. Something like RollAngle = 0 as the control. I think.
Thanks for the kind comments.
I think I would try to play around with PID a bit more, but for a more rudimentary (surefire) system is to save the RollAngle on the time of activation, subtract from current RollAngle, and create a response curve for different delta amounts.
@Chancey21
.
Yes, probably something with smooth... I'll have to figure out the specifics though. What do you mean though, you failed to contact me on Discord?
@RedVine
.
I think there's a limit to how far FT can go. Remember, SP wasn't built with ingame scripting support in mind. These other examples were... an IDE seems difficult to implement as well. For full on programming capability, I'm getting hopes up for SP2... You probably know how hard it is to modify and add than it is to write anew.
@WalrusAircraft
.
Again, I played with Python for a grand total of about 5 hours till this point... I don't think I'll be able to do any CAD-file to SP conversion scripts in the near future, but I'll think of it as a potential project to work towards.
Thanks for the compliments.
@WalrusAircraft
.
A bit of extra drag and angled detachers. I opted not to add extra for the sake of people making things with this system. The more crucial part is the angle of the detacher. Play around with how the detacher is oriented until you get some desired result... On the original I just made some randomized changes to the detacher angles to make tumbling occur.
@SemedianIndustries
.
Seems good to me! I'll be looking at the whole flight system holistically. Though, is it possible that you provide a generalized formula?
@Flightsonic
.
Guide.
@JustDatGuy
.
Your link has to be a file...
@JustDatGuy
.
Remove the s from https.
@JustDatGuy
.
Unfortunately, yes.
@JustDatGuy
.
My guide won't explain every possible combination available. It's a general orientation; the application is up to you.
smoothwith a specially modified rate can store data easily.Data containment script exists. Use
smooth.Definitely. For sound blocks, simple tone (possibly with customizable timbre) with a preset pitch (in Hz) that produces sound based on input would be great for custom SFX and whatnot.
@JustDatGuy
.
Sure.
@TrislandianAlliance
.
Ah, forgot that you want Throttle to be a thing. Just add
Throttle *to the front of the code I sent earlier. I don't quite understand the second question though, could you perhaps phrase it differently?@TrislandianAlliance
.
Input. Almost all basic FAQ should be answered here.
@V22Osprey
.
No.
@Kakhikotchauri1
.
Devs have nothing to do with MP. It's a mod, mate.
@TrislandianAlliance
.
Since we want = 0 whenever vertical g force is negative, simply use
clamp01(!(sign(VertcialG) = -1))I think this should work.
Easy. Just set the engine's input to evaluate to 0 if sign(VerticalG) is -1.
@Tiseth
.
The code required for that function does not work on mobile.
@Tiseth
.
Are you on mobile?
@MTakach
.
That isn't something the mods can create.
@nadvgia
.
Glad to help.
@nadvgia
.
So the idea is that if Throttle = 0, you want the whole expression to evaluate to 0 regardless, correct? This can be done using simpler math, no need for logic operators. Add this to your original expression in the form of a factor:
ceil(Throttle)That is, your final expression should look like
ceil(Throttle) * ((TAS>1000 | Altitude>10000) ? clamp(smooth(Throttle, 0.01), 0, 0.4) : smooth(Throttle, 0.01))
Hope this helped.
First of all, syntax... Order of operations for logic operators exist, but I would not rely on it. Group your statements.
I also aren't so sure about what you're trying to do with the second statement. It doesn't make sense... Have the statement evaluate to Throttle when it's equal to 0? Seems like an odd choice to me.
Anyhow, if you could possibly explain what you mean by combining the expressions, I could help... I don't quite follow right now.
@AceOfSpade
.
Depends on how you wish to structure it. This one is set to a 15% power increase with AG2 and Throttle = 100% being the operand conditions for setting the 1.15 multiplier to true. It's not hard to write, simply use the boolean operators.
@SkyCloudGaming
.
Nor the LG or the engine will work in 1.9.1. It uses things only available in 1.9.205. I know because I made the code for the engine, and the LG inputs also use
smooth.@AzureCorp
.
Strange, it hasn't changed... try again maybe? SnoWFLakE0s#7577
@edensk
.
No, only one.
@Pophead @edensk
.
If he means burst fire, it's already been done and is possible.
You'd have to do this using pistons and fuselage blocks for a makeshift digital display.
Hey, welcome to the community!
Cockpits are fairly intimidating, but the general idea is that you want to build larger than what you need, and later scale the cockpit down to match your plane. Functional cockpit instruments are largely done through the use of the Funky Trees system, which you can learn about on snowflake0s.github.io.
@SpiritusRaptor
.
Thanks!
@CRJ900Pilot
.
Simple logic & booleans. I guess something like (IAS < 18mphmetricequivalent) & (Altitude < 120ftmetricequivalent)
@cedblox332
.
Here
@ElevatorEnthusiast488
.
https://snowflake0s.github.io
@MRMDAWURM
.
If you don't have a good reason, then make it a successor.
@Chancey21
.
I'll say yes... I'll think about the other options though.
Cool. I think this is the first time I've seen anyone use inverselerp. Noted!
@Planeboi49620
.
Reference the comment below for the correct terminology... I was going off the top of my head.
@jamesPLANESii
.
Something along those lines... I forgot what it was lmao
@Ditsch
.
1. Utilize the data saver script I devised:
smooth(X, pow(10, 3)*clamp01(Control))X is the thing you're measuring, Control is any control boolean (e.g. Activate1)
2. You could modify that particular script above to fit your needs. Something like
RollAngle = 0as the control. I think.Thanks for the kind comments.
I think I would try to play around with PID a bit more, but for a more rudimentary (surefire) system is to save the RollAngle on the time of activation, subtract from current RollAngle, and create a response curve for different delta amounts.
@Chancey21
.
Try again: SnoWFLakE0s#7577
@Chancey21
.
Yes, probably something with
smooth... I'll have to figure out the specifics though. What do you mean though, you failed to contact me on Discord?@lemoose
.
Go ahead, will be judged separately.
9@Shippy456
.
Why do you think they are "plat PC" players in the first place?
Cool, good job!
@DarDragon
.
The hull needs a bit of work. The turret is great though.
@RedVine
.
I think there's a limit to how far FT can go. Remember, SP wasn't built with ingame scripting support in mind. These other examples were... an IDE seems difficult to implement as well. For full on programming capability, I'm getting hopes up for SP2... You probably know how hard it is to modify and add than it is to write anew.
@WalrusAircraft
.
Again, I played with Python for a grand total of about 5 hours till this point... I don't think I'll be able to do any CAD-file to SP conversion scripts in the near future, but I'll think of it as a potential project to work towards.
Thanks for the compliments.
@iwannabeelected
.
I believe there are sensitivity controls... However I don't use mobile so I may be wrong.
@WalrusAircraft
.
A bit of extra drag and angled detachers. I opted not to add extra for the sake of people making things with this system. The more crucial part is the angle of the detacher. Play around with how the detacher is oriented until you get some desired result... On the original I just made some randomized changes to the detacher angles to make tumbling occur.
XML edit the reference link.
@SemedianIndustries
.
Seems good to me! I'll be looking at the whole flight system holistically. Though, is it possible that you provide a generalized formula?