@LightBender
.
No, the bombsight automatically calculates everything about the possible trajectory of the bomb. Check if you've installed the bombsight correctly, and try not to fly at extreme angles- it works best in level flight.
@exosuit
.
If you mean the two reticles in image included in the post, they are both standard reticles, only that one is used for higher altitude bombing. All weather just means that this reticle is light-up: you'll be able to use this just fine even at night.
@Zanedavid
.
Yep, the errors only start making some difference when at 5000m+ altitude, but generally for a bombing run of more than 1 bomb you should be able to hit targets easy.
@FlyingHueman
.
While I originally did not actually base it off the Norden, after I did the math I realized I needed a two-plane stabilizer. Then while I was doing some research, I realized this was basically a Norden! Pretty cool, huh...
@Minecraftpoweer
.
Ah, so you're stating an issue with maximum possible elevation and depression. That's easily solved. We can just make the input of the elevation rotator something like (Trim - PitchAngle*a), where a is some constant you find yourself (depends on your build). Then you can make sure that the max elevation is [Stabilizer-induced elevation] + [User-controlled elevation - Stabilizer-induced elevation]. Does this make sense to you?
only worked if the gun was facing the same way as the cockpit (could be fixed if the cockpit was on the turret)
True, and this is indeed limiting in some ways. However regarding this-
the max is 20 on the stabilizer and on the elevator rotator and if you're going down a hill it could still go up to 40
I'm not exactly sure why you had that issue. If you want to limit your stabilizer's range, just change the min/max on the clamp function. Not hard at all. Instead of the original- clamp(PitchAngle*0.01, -1, 1), you can just do clamp(PitchAngle*0.01, -0.5, 0.5) to limit the max dep/elev to 45º on a 90º range rotator.
.
For gun elevation, just add a hinge rotator. Nothing too hard there.
@DeezDucks
.
I haven't considered it too much- I believe TAS might be more accurate, if I can manage the time today I'll go and test it to see which performs better.
@WNP78
.
A question- how many digits can the input system process? To me it looks like the system can't calculate numbers that are more than four digits, such as 1000, or 0.001.
Also, how long of an input can the system handle?
@ThomasRoderick
.
Nope, the you don't need the new input system for this. A starter only works once when you need it to work. Regarding the second inquiry, yes- I will add in a transmission soon. That's for later though! Thanks for your attention.
@AWESOMENESS360
.
Struggling junior here as well. Although, SP could definitely something you invest your time into as a hobby- also given its nature, you could definitely integrate it into your college apps.
@ChisP
.
Sorry if I sound condescending, but do you mind if you either congregate some of your comments into one? There's some valuable discussion in the comments section here that might go obscured with too much comments cluttering it.
Thanks!
.
And yes, real indicators are possible.
@ChisP
Stuff like this and this. They all are completely new ways of using parts via the new functions. Reduced complexity of parts, and generally more freedom in design. Judging by your build style, I assume you're not too familiar with XML yet- but start playing around with XML more intensively and you'll realize how innovative this stuff is.
.
Regarding your second question, there are options to change the shape of the shell. Either a typical shell, or a sphere. For launchVolume, I can't say for sure right now because it's bugged. I assume it's either literally the sound volume or the amount of shells fired in one go. No, proximity fuses aren't a thing yet- just that distance-fused shells are possible now. Similar to IRL flak.
@valaszki
.
I think I would have to use three hinges clipped together to work at three different speed ranges, but you can do it by accessing the IAS attribute and writing a function to do what you said.
You can calculate if you're persistent enough.
@Itamar3553
.
I'll see if I can.
@DerekSP
.
Of course, clearly you haven't even read this post through. Check the inputs section.
@DerekSP
.
Troubleshooting for Funky Trees:
1. Syntax (spacing)
2. Check for invalid variables
For your specific case, you can set activationGroup to
- Activate1
to achieve the function you want.Yep, I already demonstrated it in one of my posts. Oski is correct, you can do it already- you just have to do it yourself.
@Tankace1
.
XML. The guns haven't changed.
@ChisP
.
What issue did you have with the muzzle velocity? Was the range too far (probably the case, as shells have no drag)?
@Mattangi2
.
Certainly!
Radiator cowls are already modifiable, I believe. I'm not exactly sure how RPM would be modeled though, it isn't really a thing is SP yet.
@LightBender
.
No, the bombsight automatically calculates everything about the possible trajectory of the bomb. Check if you've installed the bombsight correctly, and try not to fly at extreme angles- it works best in level flight.
@Zanedavid
.
You can turn it off in your quality settings. ESC menu > Quality Settings > Predictor off
@Fartspoppop
.
Use your brain, eyes, and something called searching on the Internet. Not to be condescending, but honestly you aren't trying at all.
@exosuit
.
If you mean the two reticles in image included in the post, they are both standard reticles, only that one is used for higher altitude bombing. All weather just means that this reticle is light-up: you'll be able to use this just fine even at night.
@Zanedavid
.
Yep, the errors only start making some difference when at 5000m+ altitude, but generally for a bombing run of more than 1 bomb you should be able to hit targets easy.
@EliteArsenals24
.
Thanks! The new input systems are pretty cool, I get to do this sort of stuff.
@KerlonceauxIndustries
.
I'm working on the theory behind it, I think I can get a rudimentary FCS up soon.
Very cool! I'm assuming you're using something with a sinusoidal function and time?
@FlyingHueman
.
While I originally did not actually base it off the Norden, after I did the math I realized I needed a two-plane stabilizer. Then while I was doing some research, I realized this was basically a Norden! Pretty cool, huh...
@CrashFighter05
.
Haha, thanks for the spotlight!
@Kirby144p
.
See this discussion thread here. I've addressed a lot of your concerns.
Pings!
.
@Alienbeef0421 @exosuit @WarHawk95
Pings!
.
@Kirby144p @ChisP @DeezDucks
Pings!
.
@Minecraftpoweer @EliteArsenals24 @Oski
@Minecraftpoweer
.
Ah, so you're stating an issue with maximum possible elevation and depression. That's easily solved. We can just make the input of the elevation rotator something like
(Trim - PitchAngle*a)
, wherea
is some constant you find yourself (depends on your build). Then you can make sure that the max elevation is [Stabilizer-induced elevation] + [User-controlled elevation - Stabilizer-induced elevation]. Does this make sense to you?@Minecraftpoweer
.
True, and this is indeed limiting in some ways. However regarding this-
I'm not exactly sure why you had that issue. If you want to limit your stabilizer's range, just change the min/max on the clamp function. Not hard at all. Instead of the original-
clamp(PitchAngle*0.01, -1, 1)
, you can just doclamp(PitchAngle*0.01, -0.5, 0.5)
to limit the max dep/elev to 45º on a 90º range rotator..
For gun elevation, just add a hinge rotator. Nothing too hard there.
@Minecraftpoweer
.
Seems unnecessary to me. You wouldn't need much else than that for a good stabilizer though?
@DeezDucks
.
I haven't considered it too much- I believe TAS might be more accurate, if I can manage the time today I'll go and test it to see which performs better.
@DeezDucks
.
Applaud my supreme power!
@Natedog120705
.
In a way.
@Natedog120705
.
Check here, here, and this devblog post.
@toxicgamer88
Here's the link to my work. I've tested it and I think it works, but please check!
@WNP78
.
A question- how many digits can the input system process? To me it looks like the system can't calculate numbers that are more than four digits, such as 1000, or 0.001.
Also, how long of an input can the system handle?
@ThomasRoderick
.
Well, that's the issue I have to find a way to work around- which is why no one has made a good working one yet. Innovation!
@SirTimothy1943
.
Literally the first line of the post. Steam is available on Mac. I am the living proof that beta is available on Mac.
@ThomasRoderick
.
Nope, the you don't need the new input system for this. A starter only works once when you need it to work. Regarding the second inquiry, yes- I will add in a transmission soon. That's for later though! Thanks for your attention.
@SirTimothy1943
.
They do. Read the post, will ya?
@Baldeagle086
.
No. Please read the patch notes.
@Armyguy1534
.
You cannot tag more than 3 users in one comment.
@BlackZero
.
Please read the post.
@Roswell
.
Sure, depends on what you want to do.
@BogdanX
I think you'll like this!
@Hedero
.
The update? Give a month or two. Beta is out already.
@satanplane
.
Hmm... I'm going to assume it's a bug. If possible, screen-record it, and submit a bug report to the devs.
@satanplane
.
I don't quite understand..?
@Natedog120705
.
Go check out the beta announcement post- you should be able to find it under the airplanes tab.
@AWESOMENESS360
.
Went ahead and did it for ya. Here you go.
@AWESOMENESS360
.
Struggling junior here as well. Although, SP could definitely something you invest your time into as a hobby- also given its nature, you could definitely integrate it into your college apps.
@ChisP
.
Sorry if I sound condescending, but do you mind if you either congregate some of your comments into one? There's some valuable discussion in the comments section here that might go obscured with too much comments cluttering it.
Thanks!
.
And yes, real indicators are possible.
@ChisP
Stuff like this and this. They all are completely new ways of using parts via the new functions. Reduced complexity of parts, and generally more freedom in design. Judging by your build style, I assume you're not too familiar with XML yet- but start playing around with XML more intensively and you'll realize how innovative this stuff is.
.
Regarding your second question, there are options to change the shape of the shell. Either a typical shell, or a sphere. For launchVolume, I can't say for sure right now because it's bugged. I assume it's either literally the sound volume or the amount of shells fired in one go. No, proximity fuses aren't a thing yet- just that distance-fused shells are possible now. Similar to IRL flak.
@valaszki
.
I think I would have to use three hinges clipped together to work at three different speed ranges, but you can do it by accessing the
IAS
attribute and writing a function to do what you said.