@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.
@Minecraftpoweer
.
I guess so, but it would also be annoying to not be able to write it out- if anything, having both would be best. I prefer the current state over a visual programming system.
@Darjeelings183
.
I'll say 25km, because then each mil on the system will neatly become 2.5 km each. Or better yet, I'll create a digital display to do that for ya, how does that sound?
@phd614871
.
I would greatly appreciate if you could help out with this! I saw your work with the LED displays, but I'm not sure about how they worked. Mind if you help me out?
@Notaleopard
.
If you're on a mobile device, unfortunately you cannot use the mod version of DesignerSuite for blueprints because mod support is unavailable on mobile. This thumbnail alteration can only be done with PC users as of now.
I wonder if it would work if I did something like:
a-0.01 < x < a+0.01, but with * to have multiple qualifiers.
So something like this: clamp01(ceil(X - 1.99)) * clamp01(ceil(2.01 - X))
In theory, this should mean that if X is both larger than 1.99 and smaller than 2.01, the function will evaluate to 1, thus letting for a pretty precise qualifier for a value of a = 2.
@spefyjerbf
.
Yep, it's a distance approximator essentially. You just adjust the viewing angle to the target, the computer calculates the distance traveled by the target and divides it by a reference timeframe to obtain the target velocity.
@spefyjerbf
.
Ah, I've already created an object velocity approximator device to do exactly that. The math is solid, if you want to view it I can show you my work related to it.
@WarHawk95
.
So you want to "press" LandingGear, have the hinge rotator move, then reverse that move 5 seconds after? I know that it's probably possible with other types of inputs like VTOL, but I'm not sure if it'll work with LandingGear specifically.
@weaselfan10101
.
Regardless of your device, you should now have Overload by default. It's included in the new update. If you don't want to bother learning it, then quite frankly, you shouldn't use it.
@Z3RO
.
I am sort of working on a basic XML guide right now, so maybe that'll help you. But for funky trees, this is the easiest way I can put it. I've broken it down enough I think... Maybe tag me in a build and I can help you out.
@DerekSP
.
I guess I misunderstood. Regarding your original question, every input statement you've listed should work. I don't see any reason for it to not work + it works for me... Maybe your syntax is wrong or you're putting it in the wrong place. Are you sure you are writing input=statement?
@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!
@Sirstupid
.
XML is vanilla game.
No, even the new input system does not grant projectile tracking capability.
@Minecraftpoweer
.
I guess so, but it would also be annoying to not be able to write it out- if anything, having both would be best. I prefer the current state over a visual programming system.
@X4JB
.
Indeed, digital displays would make stuff a lot simpler.
I've added subs- turn them on if you like those.
@Darjeelings183
.
I'll say 25km, because then each mil on the system will neatly become 2.5 km each. Or better yet, I'll create a digital display to do that for ya, how does that sound?
@spefyjerbf
.
This is what I wanted to use the exact returns for values of x. I'm having trouble with the code getting absurdly long, however.
@phd614871
.
I would greatly appreciate if you could help out with this! I saw your work with the LED displays, but I'm not sure about how they worked. Mind if you help me out?
Hey mate, I have a way different method of doing this, but I couldn't quite understand the way that this one works. Could you explain?
@Notaleopard
.
If you're on a mobile device, unfortunately you cannot use the mod version of DesignerSuite for blueprints because mod support is unavailable on mobile. This thumbnail alteration can only be done with PC users as of now.
@Notaleopard
.
DesignerSuite Blueprints. Plenty of guides on the subject already, use the search bar.
I wonder if it would work if I did something like:
a-0.01 < x < a+0.01, but with * to have multiple qualifiers.
So something like this:
clamp01(ceil(X - 1.99)) * clamp01(ceil(2.01 - X))
In theory, this should mean that if X is both larger than 1.99 and smaller than 2.01, the function will evaluate to 1, thus letting for a pretty precise qualifier for a value of a = 2.
@Galland
.
I don't quite understand, but do you mean a mechanical way of calculating a projectile's motion?
@Darjeelings183
.
Sure, but give me a maximum range you want.
@RailfanEthan
.
Been thinking of recoil powered ICEs for a bit, what do you say?
@BaconAircraft
.
Hahaha, this wouldn't have worked if drag was modelled for the ingame cannons...
@JAVLARVAFAN
.
Points are a good metric of:
And none else. Unfortunately, points are not the best metric for skill level.
Couple o' tags.
@Thelegitpilot13 @Mercyaircraftcorporation @Minecraftpoweer
Some tags.
@IStoleYourMeme @Sm10684 @marcox43
@GeneralOliverVonBismarck
.
Sure, it's out now so go give it a look. Feel free to use.
Some more tags:
@JAVLARVAFAN @GeneralOliverVonBismarck @AircraftoftheRedStar
Heya, some tags:
@CRJ900Pilot @DecTheSniper @spefyjerbf
@BuiltBionixInd10
.
Not yet. I'm not so good with mechs, but I will look into them given the chance.
Expect this to be out by today!
@XxMegamonsterxX
.
It's not a setting or anything.
Good to see you back.
@spefyjerbf
.
Yep, it's a distance approximator essentially. You just adjust the viewing angle to the target, the computer calculates the distance traveled by the target and divides it by a reference timeframe to obtain the target velocity.
@spefyjerbf
.
Ah, I've already created an object velocity approximator device to do exactly that. The math is solid, if you want to view it I can show you my work related to it.
@WarHawk95
.
So you want to "press" LandingGear, have the hinge rotator move, then reverse that move 5 seconds after? I know that it's probably possible with other types of inputs like VTOL, but I'm not sure if it'll work with LandingGear specifically.
@JeremiahMartin1000
.
Mod support on Android is not the dev's fault. If you dislike it, go tell Google that, not Jundroo.
@weaselfan10101
.
Regardless of your device, you should now have Overload by default. It's included in the new update. If you don't want to bother learning it, then quite frankly, you shouldn't use it.
I don't think this occurs for me, but let me try to replicate the issue.
@Fartspoppop
.
Most phones nowadays won't.
@jamesPLANESii
.
Maybe I'm not getting a joke here... But *concept
@Z3RO
.
Ah, definitely possible. If you need that sort of thing done, just tell me the specifics of what exactly you want and I'll help you out.
@Z3RO
.
I am sort of working on a basic XML guide right now, so maybe that'll help you. But for funky trees, this is the easiest way I can put it. I've broken it down enough I think... Maybe tag me in a build and I can help you out.
Nope, FT only works for inputController, not any other attribute.
Adjust metallic and the other option- the paint menu got updated
@Minecraftpoweer
.
Np, I just usually go by Snow anyway.
@DerekSP
.
Hmmm.. not sure what the issue would be. I'll check in with you if you need it.
@DerekSP
.
I guess I misunderstood. Regarding your original question, every input statement you've listed should work. I don't see any reason for it to not work + it works for me... Maybe your syntax is wrong or you're putting it in the wrong place. Are you sure you are writing
input=statement
?@Natedog120705
.
Delay to what, exactly?
Magnets do not have a inputController. So not possible.