@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?
@spefyjerbf
.
Yep, I wanted try doing option #2, but that made the XML file sort of inaccessible... Although either way unless you've downloaded the script you have to copy and paste.
For the XML file output, I redirected the console output stream to an external file write:
.
producefile = input("Output file to command line? (Type 1 for Yes, 0 otherwise) \n")
if producefile == 1:
print("Check the side bar for the Subassembly XML file.")
import sys
sys.stdout = open("CannonSubAssembly.xml", "w")
@ChisP
.
Depends on how you view it though. I'm not looking for something complicated. Merely some sort of general system that is generalizable, functional, and creative.
@Type2volkswagen
.
I see the problem. Not a bug. clamp(Yaw, -1,0)
See this? If you are in a left turn, your Yaw value is -1. -1 means false or off, so it's expected that your light isn't on. Instead, try putting an abs() around the expression to let the left turn expression return 1 when Yaw = -1.
selfHarm false or true for all of the weapons
the ability to add collisionGroups to parts so that they can only collide with specific pieces
disableAircraftCollisions will work wonders for you. Though this doesn't apply to explosive damage (though why would you not want bombs to do their job?).
The second is interesting but already possible if you do your disableAircraftCollisions right.
@Aarons123
.
Well I'm literally copypasting: smooth(clamp01(Activate1), clamp01(Activate1)/c)
Change c however you see fit, it will determine how fast the input lasts for. e.g., if c = 1, it will last for a second, cumulative, if c = 5, it will last for 5 seconds, cumulative.
@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?
@spefyjerbf
.
Yep, I wanted try doing option #2, but that made the XML file sort of inaccessible... Although either way unless you've downloaded the script you have to copy and paste.
For the XML file output, I redirected the console output stream to an external file write:
.
producefile = input("Output file to command line? (Type 1 for Yes, 0 otherwise) \n")
if producefile == 1:
print("Check the side bar for the Subassembly XML file.")
import sys
sys.stdout = open("CannonSubAssembly.xml", "w")
.
Like so.
I guess it's open source? Feel free to modify as you see fit.
@TheMachinist
.
Of course. Also, use this for automatical generation of this system to whatever style you want.
@MontyPython
.
Just tag me in the comments of the unlisted build. That's how we do this around here.
@rainskaos
.
That adds 2000 parts to whatever you're making. You sure?
@MontyPython
.
When you post, select Unlisted instead of Public.
@MontyPython
.
Try posting unlisted, tag me and I'll try to fix.
@cedblox332
.
It's pretty much SimplePlanes' very own language. A bit different from conventional languages, however.
It works. Set first gun to correct delay, the rest all to 0 or 0.001.
Cool! Entered into list of entries.
@SemedianIndustries
.
Weird, seems fine to me. Send me a unlisted post or something so I can investigate.
@Sm10684
.
clamp01(-(Pitch = 0))
@Type2volkswagen
.
Also, forgot to mention... Parentheses. Write your input like (a) & (b).
@SemedianIndustries
.
Do you know what sine and cosine is?
They are sinusoidal functions, dude. That's what they're supposed to be doing.
@USSR @LastManStanding
.
Overload is inbuilt with 1.9+.
@marcox43
.
You can try using the old "hollow fuselage" method to build your wheels... You'll get a better hitbox that way.
@zap210
.
I've noticed. Seems like a very smart mechanism, if I find that I need gears again (probably will...) I'll use that method. Thanks.
Reminds me a lot of the mechanical fire control systems that had gear-based integration and derivation. Good work.
@asteroidbook345
.
Precisely.
@ChisP
.
Depends on how you view it though. I'm not looking for something complicated. Merely some sort of general system that is generalizable, functional, and creative.
@Hedero
.
Thanks! Not really getting used to the black point color.
@nadvgia
.
Awesome, I'll be awaiting your entry!
While you're at it, check my challenge out!
Included in the build is an experimental 360º turret. Pitch & Roll for controls.
Heading is from -180 to 180 deg- probably why.
@LotusEngineering
.
A ton of these are already possible, I see no incentive for devs to add those... but some things are valid ideas.
@Type2volkswagen
.
I see the problem. Not a bug.
clamp(Yaw, -1,0)
See this? If you are in a left turn, your
Yaw
value is-1
.-1
meansfalse
or off, so it's expected that your light isn't on. Instead, try putting anabs()
around the expression to let the left turn expression return1
whenYaw
=-1
.@SemedianIndustries
.
The parts have nothing to do with the input. You can recycle the same input for use in other things, though.
@CRJ900Pilot
.
Nope, sorry I couldn't get to you quicker.
@CRJ900Pilot
.
Idk if you still need my help, if you do please leave me a message.
@goboygo1
.
Incorrect.
SelectedWeapon
is a string type variable.@SemedianIndustries
.
Not sure what you mean by that. They only exhibit motion, not data.
disableAircraftCollisions
will work wonders for you. Though this doesn't apply to explosive damage (though why would you not want bombs to do their job?).The second is interesting but already possible if you do your disableAircraftCollisions right.
Holy crap. This is beyond me. It's simply beyond everything I expected.
Holy crap, she blinks her eyes!
@CookieCrumz
.
Thank you.
@leekedleek
.
Steam does that automatically, but if that was included in the basegame it would create too much server load.
rate(x)
:Rate function appears to be broken as of 1.9.205.
@redbear89
.
clamp01(Altitudethingy)
@Aarons123
.
In that case, multiply some constant to the entire expression. I.e., add something
2*
to the front for 2x speed.@redbear89
.
Use clamp01 on it.
@Aarons123
.
Should work... Works for me.
smooth(clamp01(Activate1), (clamp01(Activate1)/9999))
@Aarons123
.
Well I'm literally copypasting:
smooth(clamp01(Activate1), clamp01(Activate1)/c)
Change
c
however you see fit, it will determine how fast the input lasts for. e.g., ifc
= 1, it will last for a second, cumulative, ifc
= 5, it will last for 5 seconds, cumulative.