@X4JB
.
Boundaries? As in? I do have "irreversible" input controllers, but I'm not sure if that's what you're looking for. If you could clarify I could possibly help.
@Kakhikotchauri1
.
You simply have to add a modifying constant. Do something like a*sum(Control), where a is some large number (try 10, 100, 1000 etc.)
@Kakhikotchauri1
.
I'm sorry, I really can't understand what you're trying to say... If you want rotators to work without stopping, smooth(Time, clamp01(Control)) should work, where Control is any controllable user input boolean variable, e.g. FireWeapons.
@SpiritusRaptor
.
Funky trees really expands your options, doesn't it... Lots more cool stuff will be coming from me as soon as the patch drops for everyone. Planning on my long lost SP dream a reality too.
@vcharng
.
I measured the direct center of islands + their size. Seems fairly consistent (as in being in a near vicinity). Islands are considerably large, Maywar stretching some 27km in width.
@DPSAircraft
.
What? That doesn't look like anything to me... Did you format it incorrectly? If you're talking about quotes and the sharps, then that's only for dev console.
@DeathStalker627
.
Set the second stage's detacher to ammo("FirstStage") = 0 (Or whatever your first stage is called). It should work, it works for me. It might be a connections issue, have you checked that?
@DickBrazen
.
Anything works as long as you can represent it mathematically. Try building a function for it first mathematically, if you have trouble converting that to FT I can help you there.
@CptJacobson
.
Unlikely, the reason why Overload & FineTuner was added in was because those mods were made by current devs. The Tracks mod is made by an inactive user, there's problems with trying to integrate such mods into the game. Think a good five minutes about why it's difficult.
@Hedero
.
You've done something wrong. You can't load the file if:
You've made a mistake in XML editing, creating loading problems
You've messed with mods, but seeing as you are on iPad, this shouldn't be the case.
So it's pretty clear that you've made a faulty XML edit that causes problems. If you can access the game files, then I can take a look at the problematic file and try to spot the error.
@EGplanes
.
That's 25 rps, so 25 full loops per second... Set your rotator to 180º, one loop is input = 2, so input as 50*Time should get you 1500 rpm. Set the rotator speed to some really high value though. For your second request, right now the input for that particular system is bugged. Wait for next beta patch.
I'm thinking this could be further developed with a topographical map to create a minimap-esque design, with customizable spawn points. Vertical guidance is definitely possible, in fact, I'm fairly sure you could create a 3D map... Though making the map model is more effort than the funky trees.
@EliteArsenals24
.
Hmm, mobile can't fire w/o the button onscreen, right? I think it should work, I'll try testing what you put there. Though, it might end up being just some weird GUI issue (like the VTOL or Trim bars not showing up last patch).
@Nerfaddict
.
You probably shouldn't use rate(x) to make FBW. You can, but you should most definitely use the PID instead. The reason why is freaks out is because Roll and Pitch are semi-boolean parameters. They change instantly. If you know anything about derviatives in calculus, that translates to rate(x) = infinity. No wonder it freaks out.
With the delivery of the new beta, it makes more sense to use
GearDownfor FT inputs rather thanLandingGear. Make sure to use that instead.@X4JB
.
Boundaries? As in? I do have "irreversible" input controllers, but I'm not sure if that's what you're looking for. If you could clarify I could possibly help.
@Kakhikotchauri1
.
You simply have to add a modifying constant. Do something like
a*sum(Control), whereais some large number (try 10, 100, 1000 etc.)Not exactly the best FM, but nice. Glad to see you back in the field.
@Kakhikotchauri1
.
Use
sum(Control), whereControlis the input type you want.@Jetjjj
.
This is the last place you should complaining about that to. Do you know why Android lost mod support?
@Baldovino
.
AI do not use ordnance. Cannons are classified as ordnance. Not a bug.
@Kakhikotchauri1
.
I'm sorry, I really can't understand what you're trying to say... If you want rotators to work without stopping,
smooth(Time, clamp01(Control))should work, whereControlis any controllable user input boolean variable, e.g. FireWeapons.@Brields95
.
Game Controls -> Fire Weapons -> Change the bind.
@Kakhikotchauri1
.
I can, but I don't quite understand what kind of function you want.
@jelybaca
.
That is exactly what has been done.
@SpiritusRaptor
.
Funky trees really expands your options, doesn't it... Lots more cool stuff will be coming from me as soon as the patch drops for everyone. Planning on my long lost SP dream a reality too.
@Adityo0502
.
Unless you have an specific objective in mind, I can't really help you. Otherwise refer to the explanation I posted above.
@Adityo0502
.
What exactly are you trying to do with double multiplied
smooths?@SpiritusRaptor
.
Update, as in newer? This still works- it's a perfectly viable application still (as of 1.9.203).
So glad to see you back around. Awesome!
@jamesPLANESii
.
Sekrit data.
@vcharng
.
Yep, quickly going to run the distance formula on the center points.
@vcharng
.
I measured the direct center of islands + their size. Seems fairly consistent (as in being in a near vicinity). Islands are considerably large, Maywar stretching some 27km in width.
Probably possible with
PID, although I'm not sure about the specifics (and it's fairly likely to cause drift).@EGplanes
.
Not FT. Simply set the first cannon that fires to the delay you want, any others to 0.01.
You've probably balanced your plane wrong- check CoM.
@spefyjerbf
.
Sure!
@DPSAircraft
.
What? That doesn't look like anything to me... Did you format it incorrectly? If you're talking about quotes and the sharps, then that's only for dev console.
@CRJ900Pilot
.
Adds an extremely, extremely useful set of variables and functions.
@Bacondoggie
.
Use
projectileLifetime.@DeathStalker627
.
Set the second stage's detacher to
ammo("FirstStage") = 0(Or whatever your first stage is called). It should work, it works for me. It might be a connections issue, have you checked that?@DickBrazen
.
Anything works as long as you can represent it mathematically. Try building a function for it first mathematically, if you have trouble converting that to FT I can help you there.
@EGplanes
.
No.
@Hedero
.
It's usually under some directory titled
AircraftDesigns, but idk where you can find that on iPad.@ChallengerHellcat
.
Well then follow instructions in Andrew's comment.
@EGplanes
.
Game time may not be exactly in line with IRL time. Try checking
timewith the debug console.@ChallengerHellcat
.
Not for App Store.
@CptJacobson
.
Unlikely, the reason why Overload & FineTuner was added in was because those mods were made by current devs. The Tracks mod is made by an inactive user, there's problems with trying to integrate such mods into the game. Think a good five minutes about why it's difficult.
@Hedero
.
You've done something wrong. You can't load the file if:
So it's pretty clear that you've made a faulty XML edit that causes problems. If you can access the game files, then I can take a look at the problematic file and try to spot the error.
Something went wrong. It's not a bug- if your plane file is corrupted, it won't load. Likely a bad XML edit.
@vcharng
.
Yep. Check this for some useful info.
@MakarnaliMussolini
.
Of course.
@EGplanes
.
That's 25 rps, so 25 full loops per second... Set your rotator to 180º, one loop is input = 2, so input as
50*Timeshould get you 1500 rpm. Set the rotator speed to some really high value though. For your second request, right now the input for that particular system is bugged. Wait for next beta patch.@ChisP
.
This does not use
Timein any form.@MAHADI
.
Utilization of the spring constant. If thrust is a net horizontal force, then thrust, T, can be put as t = kx.
@Parshainaerospace
.
So it was a thing. Interesting, Wikipedia seems to differ from other sources, though...
I'm thinking this could be further developed with a topographical map to create a minimap-esque design, with customizable spawn points. Vertical guidance is definitely possible, in fact, I'm fairly sure you could create a 3D map... Though making the map model is more effort than the funky trees.
@LiamW
.
My only problem with these is that this should be relative measurement- making these absolute/global would be confusing as hell.
@SenSkysh
.
The
=operator is bugged right now and needs fixes. It will be fixed, hold tight.@EliteArsenals24
.
Hmm, mobile can't fire w/o the button onscreen, right? I think it should work, I'll try testing what you put there. Though, it might end up being just some weird GUI issue (like the VTOL or Trim bars not showing up last patch).
@Nerfaddict
.
Derivatives is a part of
PID.@Nerfaddict
.
If you can use
rate, you can usePID.@RYAviation
.
They're fuselage inlet pieces, not shells.
@Nerfaddict
.
You probably shouldn't use
rate(x)to make FBW. You can, but you should most definitely use the PID instead. The reason why is freaks out is because Roll and Pitch are semi-boolean parameters. They change instantly. If you know anything about derviatives in calculus, that translates to rate(x) = infinity. No wonder it freaks out.