@randomusername
.
Division shouldn't be a problem. Have you tried spacing them correctly / using parentheses? exp(0.5) is not equivalent to ^0.5. ^ does not work, you have to do pow(x, p) to raise x to the power of p.
@randomusername
.
From my first impression, I'd expect it's a syntax error- but I can't be sure. What exactly isn't working? The behavior of the function?
@Minecraftpoweer
.
Try using torque to your advantage. Instead of bundling pistons close together like that, how 'bout a piston thing on top? Like this.
@Minecraftpoweer
.
Your idea is very possible and quite interesting, to say the least. It's possible for sure, but I just need some time to think. I'll get back to you when I have a working system.
@Minecraftpoweer
.
Maybe, but you'll have to be a bit more clearer. If you can get me a diagram or something that'd help. I definitely think whatever it is you want would be possible though.
@Minecraftpoweer
.
So you want them to activate ONLY when Throttle is at a certain value? You should've said that earlier! Try something like ceil(clamp01(Throttle - 0.124)*clamp01(0.126 - Throttle)). This will make it such that the said piston only activates when Throttle is at the specific value. The numbers should be the same from the last time I told you, but follow the format above and have the first number be "number" - 0.01, the second number be "number" + 0.01. Remember, the "number" here is the 0.125, 0.25, 0.375 etc.
@wonkapilot
.
It's quite difficult to figure out, I somehow have to self-study linear algebra to do this. Hahaha... It'll take some time, I'm seeking assistance from college people I know.
@spefyjerbf
.
You might be able to calculate the required thrust amount for an engine to produce just the right amount of impulse (F*t) in order to reduce speed exactly to 0, dependent on the aircraft's initial speed.
@goboygo1
Let's say your input is VTOL, and the AG 1. Then:
VTOL * abs(Activate1)
If you don't want the rotator to reset every time you "deactivate" it, then set zeroOnDeactivate = false. This will lock it in place whenever it's "deactivated".
Sorry I couldn't as much as I could. You've done plenty well on your own- this is very cool! It's technically possible to make a stabilizer for the bombsight, but this means the aperture of the bombsight will be messed up- so probably not as practical. Awesome job, great that you managed to figure it out.
As for a suggestion, how 'bout you change the color ever so slightly on the moving reticle, perhaps? That might help in accentuating it.
@FlyingHueman
.
Regarding your pistons extending beyond what they should (or going in weird directions), you can limit your piston's travel using clamp(), but that's not the main issue here. Are the directions of your vectors aligned correctly?
@FlyingHueman
.
Great, extremely happy that someone else is also trying their hand at projectile physics. Well, I've sort of understood your situation, but it would be ideal if you could supply your system with a diagram, as I did with my bombsight. This is also a fundamental practice of physics and engineering, so I strongly recommend that you do draw up, at least, a basic diagram. This will greatly assist me in assisting you. Sorry for the extra workload, but otherwise this becomes much more difficult to work out.
@RamboJutter
.
First of all, are you familiar enough with normal XML modding? I've seen plenty of builders ask for help with FT even before they know how to use basic XML. Assuming that this is the case, then I'll address your question. Funky trees only works with funky trees. None else. The V>x type of input is the archaic system from 1.7 and while it still works, it solely exists for the purpose of not to break any older builds. The two types cannot be combined. I think this is the only misunderstanding you have, the rest of your logic is spot on. Using some boolean algebra, you can figure out that to produce the same effect as V>400 with funky trees, you should use the statement clamp01(IAS - A). Replace the letter A with the equivalent of 400mph in meters per second- funky trees work with SI units only. Your idea of using + as a logic OR gate is correct, and for further reading try reading the Wikipedia page on boolean algebra, particularly the section on operators. This is the primary method through which you will have to operate the funky trees system, so I strongly suggest gaining some basic knowledge of it.
@FlyingHueman
.
Target data is uninputable with the system- but have you thought of if the operator does it himself? That is, using other inputs like Trim, you can set a range to the target and whatnot. I've got the theoretical components mostly down, but relative velocity is somewhat easy to measure using trigonometry (although, it assumes 10 billion things and is not the best method) and it would result in a somewhat accurate firing solution for at the very least a short while. It's still a work-in-progress, but I can definitely see it work once I figure out the physics- I kind of need to relearn my vector arithmetic to do this one.
@typeZERO
.
Weapons can now be named (instead of Guardian, Inferno etc). Set name = whatever you want for this one. Multirole weapons can target both air and ground targets. Set function = multirole for this.
@wonkapilot
.
Of course. My salvo cannon wasn't designed with this system in mind, and is incompatible by 'default'- but if you can follow along, then you can very easily modify it to work together. My salvo cannon build has I think two hinge rotators to elevate the gun, hidden inside the turret. Click on each of those hinge rotators, and set the angle range to 90°, then also make sure through Overload that it contains the input statement for the gunnery system (written above in the description of this build) for input. Also make sure to change the other rotator that traverses the turret, hidden under the turret of the salvo cannon, into 90° angle range as well. You don't need to mess with the XML for this one. If you have trouble following along, then I'll post a version of the salvo cannon that works with this system for you should you require it.
@FlyingHueman
.
Thanks for the kind words- and yes, that's the first thing I thought of when I realized I could make this. I already have a version of my ranging system with these new digital displays, resulting in a much cleaner and straightforward interface, but it isn't functionally different from the original, which is why I don't want to do a reupload. However, when I do end up making the full on FCS system, a digital display would be of incredible utility to the user.
@randomusername
.
Huh, okay...
@randomusername
.
Division shouldn't be a problem. Have you tried spacing them correctly / using parentheses? exp(0.5) is not equivalent to ^0.5. ^ does not work, you have to do
pow(x, p)to raise x to the power of p.@randomusername
.
From my first impression, I'd expect it's a syntax error- but I can't be sure. What exactly isn't working? The behavior of the function?
@randomusername
.
Eh? You need help with anything?
@benjiboyy06
.
What exactly do you want? Be specific.
Your plane file is likely corrupted. Did you mess with XML? Any mods?
@Minecraftpoweer
.
I guess so. Well, that's the problem with complicated builds in general :P
@Minecraftpoweer
.
Try using torque to your advantage. Instead of bundling pistons close together like that, how 'bout a piston thing on top? Like this.
@Minecraftpoweer
.
IDK where you got that, lol. I just meant bundle multiple pistons together to make the arm stronger. Your flat piece method might work as well.
@Minecraftpoweer
.
Add some sort of mechanical support beam or use multiple pistons for each segment.
@Minecraftpoweer
.
Sure thing, glad I helped out.
@Minecraftpoweer
.
Sure, looking forward to seeing the system on your build.
@Minecraftpoweer
.
I tried it out myself, I think this is what you want! Here's a link to a video demonstrating it.
@Minecraftpoweer
.
Your idea is very possible and quite interesting, to say the least. It's possible for sure, but I just need some time to think. I'll get back to you when I have a working system.
@Minecraftpoweer
.
Maybe, but you'll have to be a bit more clearer. If you can get me a diagram or something that'd help. I definitely think whatever it is you want would be possible though.
@Minecraftpoweer
.
So you want them to activate ONLY when Throttle is at a certain value? You should've said that earlier! Try something like
ceil(clamp01(Throttle - 0.124)*clamp01(0.126 - Throttle)). This will make it such that the said piston only activates when Throttle is at the specific value. The numbers should be the same from the last time I told you, but follow the format above and have the first number be "number" - 0.01, the second number be "number" + 0.01. Remember, the "number" here is the 0.125, 0.25, 0.375 etc.@WNP78
.
Would
AngleOfSlipbe the angle between the aircraft's current direction and the direction of its velocity vector (assuming no wind)?@DPSAircraft
.
I forgot, it'd work with
abs(Activate1).@wonkapilot
.
It's quite difficult to figure out, I somehow have to self-study linear algebra to do this. Hahaha... It'll take some time, I'm seeking assistance from college people I know.
@spefyjerbf
.
You might be able to calculate the required thrust amount for an engine to produce just the right amount of impulse (F*t) in order to reduce speed exactly to 0, dependent on the aircraft's initial speed.
@goboygo1
Let's say your input is VTOL, and the AG 1. Then:
VTOL * abs(Activate1)If you don't want the rotator to reset every time you "deactivate" it, then set
zeroOnDeactivate = false. This will lock it in place whenever it's "deactivated".ceil(clamp01(GS - 20))*Brake*abs(Activate3)should evaluate to a value of 1 only when GS > 45mph, Brake is pressed, and AG 3 is enabled.Repost of your previous?
@trolman
.
You did linear algebra and figured it out?
@JohnnyBoythePilot
.
Any part with an
inputControllerclass, under the attributeinput.@exosuit
.
Ah, I see what you mean now. Sorry for sounding stupid and pestering you with questions.
Sorry I couldn't as much as I could. You've done plenty well on your own- this is very cool! It's technically possible to make a stabilizer for the bombsight, but this means the aperture of the bombsight will be messed up- so probably not as practical. Awesome job, great that you managed to figure it out.
As for a suggestion, how 'bout you change the color ever so slightly on the moving reticle, perhaps? That might help in accentuating it.
@exosuit
.
How'd ya get the 'idler wheel' to spring back then?
@exosuit
.
Awesome. I imagine it's done with shocks?
@NFIGMT
With these: `
Place them on each side of text to make
thiseffect.@PositivePlanes
.
Nope, FT is only for inputController type parts. Parachutes are activationGroup operated.
@BoganBoganTheMan
.
Needs more jpeg
@RamboJutter
.
Well, then someone else is going to whine about how to put this into an XML file.
@MrPorg137
.
While you can do it with FT, I prefer gyros for it. Mount a gyro on a two-axis free rotating platform.
@MrPorg137
.
Use a gyro for that, not FT.
@MossySasquatch
.
Use trigonometry.
@RamboJutter
.
Section 5, Practical Use, in bold. Not to be demeaning, but just because you haven't seen it doesn't mean I haven't written it.
@FlyingHueman
.
You can do that for sure, I'll try to solve it out myself and get back to you.
@MrPorg137
.
Funky trees, learn it.
@FlyingHueman
.
Regarding your pistons extending beyond what they should (or going in weird directions), you can limit your piston's travel using
clamp(), but that's not the main issue here. Are the directions of your vectors aligned correctly?@FlyingHueman
.
Great, extremely happy that someone else is also trying their hand at projectile physics. Well, I've sort of understood your situation, but it would be ideal if you could supply your system with a diagram, as I did with my bombsight. This is also a fundamental practice of physics and engineering, so I strongly recommend that you do draw up, at least, a basic diagram. This will greatly assist me in assisting you. Sorry for the extra workload, but otherwise this becomes much more difficult to work out.
@RamboJutter
.
Then again, I did emphasize the importance of syntax in this guide... Or it would be best if you were specific about what you wanted.
@RamboJutter
.
First of all, are you familiar enough with normal XML modding? I've seen plenty of builders ask for help with FT even before they know how to use basic XML. Assuming that this is the case, then I'll address your question. Funky trees only works with funky trees. None else. The V>x type of input is the archaic system from 1.7 and while it still works, it solely exists for the purpose of not to break any older builds. The two types cannot be combined. I think this is the only misunderstanding you have, the rest of your logic is spot on. Using some boolean algebra, you can figure out that to produce the same effect as V>400 with funky trees, you should use the statement clamp01(IAS - A). Replace the letter A with the equivalent of 400mph in meters per second- funky trees work with SI units only. Your idea of using + as a logic OR gate is correct, and for further reading try reading the Wikipedia page on boolean algebra, particularly the section on operators. This is the primary method through which you will have to operate the funky trees system, so I strongly suggest gaining some basic knowledge of it.
@wonkapilot
.
Awesome, you figured it out! It's great to see that someone can understand my explanation.
@FlyingHueman
.
Target data is uninputable with the system- but have you thought of if the operator does it himself? That is, using other inputs like Trim, you can set a range to the target and whatnot. I've got the theoretical components mostly down, but relative velocity is somewhat easy to measure using trigonometry (although, it assumes 10 billion things and is not the best method) and it would result in a somewhat accurate firing solution for at the very least a short while. It's still a work-in-progress, but I can definitely see it work once I figure out the physics- I kind of need to relearn my vector arithmetic to do this one.
@typeZERO
.
Weapons can now be named (instead of Guardian, Inferno etc). Set name = whatever you want for this one. Multirole weapons can target both air and ground targets. Set function = multirole for this.
@wonkapilot
.
Of course. My salvo cannon wasn't designed with this system in mind, and is incompatible by 'default'- but if you can follow along, then you can very easily modify it to work together. My salvo cannon build has I think two hinge rotators to elevate the gun, hidden inside the turret. Click on each of those hinge rotators, and set the angle range to 90°, then also make sure through Overload that it contains the input statement for the gunnery system (written above in the description of this build) for input. Also make sure to change the other rotator that traverses the turret, hidden under the turret of the salvo cannon, into 90° angle range as well. You don't need to mess with the XML for this one. If you have trouble following along, then I'll post a version of the salvo cannon that works with this system for you should you require it.
@FlyingHueman
.
Thanks for the kind words- and yes, that's the first thing I thought of when I realized I could make this. I already have a version of my ranging system with these new digital displays, resulting in a much cleaner and straightforward interface, but it isn't functionally different from the original, which is why I don't want to do a reupload. However, when I do end up making the full on FCS system, a digital display would be of incredible utility to the user.
.
Tough luck mate.
@phd614871
.
I think I understand, thanks for your help. I'll go try it out for my own!