@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.
Basically this.
@redbear89
.
Yep, exactly.
@IDoStuffTho
.
Change impact damage attribute.
Damn, vanilla tracks done extremely well... Nice job.
You could reduce dragpoints however.
@UnlistedPlanes
.
Outline the input cycle, what inputs you want to use, the what part you are using this with. Best if you can provide a logic table.
@X4JB
.
I mean, I'd say it's as simple as clamping the input to the sum function... Like so:
sum(clamp(Yaw, -0.5, 0.5))
Something like that.
@CRJ900Pilot
.
Sure, just make sure to be pretty specific.
With the delivery of the new beta, it makes more sense to use
GearDown
for 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)
, wherea
is 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)
, whereControl
is 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, whereControl
is 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
smooth
s?@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
time
with 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*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.@ChisP
.
This does not use
Time
in 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.