I have this method that doesn't need storing data
.
Target XYZ world coordinates
Longitude + TargetDistance * sin(TargetHeading)
Altitude + TargetDistance * sin(TargetElevation)
Latitude + TargetDistance * cos(TargetHeading)
.
Target GS (use above FT without the player coordinates components)
sqrt(pow(rate(TargetX),2) + pow(rate(TargetY),2) + pow(rate(TargetZ),2))
.
Also "storing data" is not descriptive enough to get FT help
@SilverStar TargetHeading gives you world space bearing, but not relative to your nose. Instead, use deltaangle(Heading, TargetHeading) to get the angle from Heading to TargetHeading
Add variables and an optional C# format specifier in { } like:
{Fuel ;P1} or {IAS ;F3}
You cannot have a space between the ; and format code. Also, the decimal and hex format codes don't work.
Delta time system (put at top of variable list) DELTA_TIME = Time - PREV_TIME PREV_TIME = Time
.
Fixed point integrator with clamp. The variable inside clamp(...) MUST match the setter name. PITCH_IN = clamp(PITCH_IN + Pitch * DELTA_TIME * MUL, MIN, MAX) MUL: change per second when Pitch=1 MIN, MAX: clamp limits
No you can't
But if the gear design supports it, you may be able to fine nudge/rotate connected parts manually. Very few custom landing gear is built in a way that allows it.
@AltheimManufactorum try to toggle a label's visibility without animations first. Then add an animation timer and multiple levels of opacity. This should help you learn how it's made
There is a tampermonkey userscript for it
If your browser has a builtin dark mode script, you can use it. You might also be able to find a dark mode browser addon.
PreviousAmmo: Set the previous ammo value to the current ammo at the start or when the activator state changed, so the timer isn't restarted in those scenarios.
CannonActivator: Cannon activation variable. Remember to set the cannon activation group to this variable.
CannonActivatorChanged: 1 if the activator state changed, else 0.
AmmoChanged: 0 if the activator state changed. This prevents the timer from restarting. Else, 1 if the ammo changed. Else 0.
PreviousAmmo: Update the "previous" value for the next frame
PreviousCannonActivator: Update the "previous" value for the next frame
TimeSinceAmmoChanged: The variable you can use in a label
For turret traverse rotators
- Make sure rotators on port and starboard sides have the same invert setting (both true or false)
- Don't invert min and max values, they should be the values required by your FT of choice
- The only difference should be the clamp values in the FT
There is no FT function or variable for detecting a lock
.
Roll controller code from one of my builds, can be modified for pitch clamp(deltaangle(TARGET_ROLLANGLE, RollAngle) / SENSITIVITY, -1, 1) * MULTIPLIER TARGET_ROLLANGLE: 0 degrees for wings level. SENSITIVITY: The roll angle difference that causes the maximum input. In my build, it ranges from 15 to 30 degrees depending on speed. MULTIPLIER: Optional value scale.
You can add delay to detachers, but it only works if the detacher AG is used, not FireWeapons
Try adding disableAircraftCollisions = true to your missiles, which won't delay the launch, but will prevent exploding your plane
yeah as long as it's family friendly
+1Makes a step increase in input
+1AngleOfAttack > TRIGGER_VALUE ? 1 : 0
.
AngleOfAttack<LOW | AngleOfAttack>HIGH ? 1 : 0
Only if you have a formula for it
+1If you can express the airbrake input as a formula, it's easy to convert to FT
I have this method that doesn't need storing data
+1.
Target XYZ world coordinates
Longitude + TargetDistance * sin(TargetHeading)
Altitude + TargetDistance * sin(TargetElevation)
Latitude + TargetDistance * cos(TargetHeading)
.
Target GS (use above FT without the player coordinates components)
sqrt(pow(rate(TargetX),2) + pow(rate(TargetY),2) + pow(rate(TargetZ),2))
.
Also "storing data" is not descriptive enough to get FT help
Look at the TextMeshPro reference, try to find those useful functions that can move text around
+1@Quercon i think there are no more races
+1There is the one on the funny racetrack island
+1@Graingy it's either ww2 dogfight enemy, or i made a mistake and downloaded someone's repaint of the p-51
+1@SilverStar TargetHeading gives you world space bearing, but not relative to your nose. Instead, use deltaangle(Heading, TargetHeading) to get the angle from Heading to TargetHeading
+1@Blueshift it's possible to make a mod that replaces the file automatically after the game starts
+1I poked around the tanker spawn stuff
__aiRefuelTanker__.xml
is always refreshed when you start the game@TheTomatoLover ikr
+1Set firingDelay of all bombs to a suitable number
+1Thumbnail sussy
+1Add variables and an optional C# format specifier in { } like:
+1{Fuel ;P1} or {IAS ;F3}
You cannot have a space between the ; and format code. Also, the decimal and hex format codes don't work.
Delta time system (put at top of variable list)
+1DELTA_TIME
=Time - PREV_TIME
PREV_TIME
=Time
.
Fixed point integrator with clamp. The variable inside clamp(...) MUST match the setter name.
PITCH_IN
=clamp(PITCH_IN + Pitch * DELTA_TIME * MUL, MIN, MAX)
MUL
: change per second when Pitch=1MIN
,MAX
: clamp limits60 degrees vertical fov
+1No C# option smh
+1FT is good enough tho
Brake > 0.01 ? 1 : 0
+1@SimpleStudent a laptop or phone that's not too old can run it
+1@Brololxd @MAPA the website isn't by me, from the url i believe it's by 11qazxc
+1@Falkenwut ok, you can rebuild it
+1Usually, you don't have to ask unless you're using others' parts, or making a copy
Nice
+1densha de go but passengers won't fall over
yeah, they should give an option to remove it
+1@phrongus perhaps
+1Someday i will draw things using simpleplanes as 3d reference
No you can't
+1But if the gear design supports it, you may be able to fine nudge/rotate connected parts manually. Very few custom landing gear is built in a way that allows it.
I use a private discord server
+1Or if the picture is previously uploaded to social media, i take the image link from there
There's no real rotor brake other than using prop pitch/collective
+1@AltheimManufactorum try to toggle a label's visibility without animations first. Then add an animation timer and multiple levels of opacity. This should help you learn how it's made
+1@IceCraftGaming @32 i only (want to) draw anime gril so uhhh
+1Pitch + Roll + (IAS>0.3 ? AngleOfAttack/35 : 0)
+1if you have ground AI enabled, convoys will spawn on krakabloa and maywar
+1There is a tampermonkey userscript for it
+1If your browser has a builtin dark mode script, you can use it. You might also be able to find a dark mode browser addon.
@Sterben214
+1You can use
0.5,0.5
and0,0.5,0.5,0
Or use funky trees:
repeat(Time,1)<0.5 and repeat(Time,1)>0.5
I managed to make one
@Harder258 nice
+1Somehow I haven't really noticed it before but titanfall 2 mech anatomy is quite cartoonish (?)
@Birdman9301 you can't change wheel grip
+1@AegisOP lol
+1Wait until it loads, then click new aircraft
Multiply the engine input by some function of AngleOfSlip
+1If you just want a step increase:
Throttle * (abs(AngleOfSlip)>THRESHOLD ? MULTIPLIER : 1)
Use ternary operators ? and :
+1Activate3 ? (Roll*1.1) : Roll
For turret traverse rotators
+1- Make sure rotators on port and starboard sides have the same invert setting (both true or false)
- Don't invert min and max values, they should be the values required by your FT of choice
- The only difference should be the clamp values in the FT
I know it's B but i'm used to A
+1There is no FT function or variable for detecting a lock
+1.
Roll controller code from one of my builds, can be modified for pitch
clamp(deltaangle(TARGET_ROLLANGLE, RollAngle) / SENSITIVITY, -1, 1) * MULTIPLIER
TARGET_ROLLANGLE
: 0 degrees for wings level.SENSITIVITY
: The roll angle difference that causes the maximum input. In my build, it ranges from 15 to 30 degrees depending on speed.MULTIPLIER
: Optional value scale.Build it for the memes
+1The game resets the AI aircraft XML on startup, which will undo your changes
+1@CRAZYDENVER why would i [ __ ] on people who watch vtubers, im not a kid
+1You can add delay to detachers, but it only works if the detacher AG is used, not FireWeapons
+1Try adding
disableAircraftCollisions = true
to your missiles, which won't delay the launch, but will prevent exploding your plane@OrderlyHippo for fun and to experience the pain of assembly programming
+1@Harder258 somewhat yeah
+1You can reduce how much work you lose in the case of bad undos
Maybe increase the camera draw distance?
+1Edit: just noticed it's increased in 2nd gif