Angular differentials would be real nice. We already have a way to express vertical speed. I think @SnoWFLakE0s already hinted at it (though I think the trig function should be sine). I have a whole write-up about directional velocities in the description of a recent aircraft upload named “Corpus Ikran”, so feel free to check it out. Might save some time, as you won’t have to derive anything yourself.
Edit: Re-read the post. Looks like you already got those directional velocities. Nice work!
Airspeed can be divided into 3 components if you want. Also, angle of attack and angle of slip could be useful. Groundspeed, TAS, and IAS can be nice too.
As far as I know, there is no way to automate anything that is based on the flight data of another entity. So ground tracking wouldn’t be possible, either.
I can definitely give it a shot. Is this projectile or reference frame kinematics?
Edit: ignore the question. I read the forum and this is probably a projectile motion problem.
Very nice! The idea has been fairly popular among the SP community for a few weeks now. Optimization of the concept, though, is something that I do not think that the community has done too much.
@SnoWFLakE0s Ooh, I forgot about impulse. That would be quite nice, and a funky trees input could be used to apply a thrust as a function of speed. Ultimately, it seems like there are plenty of options to make a fast braking system.
The airbrake would have to have a very high inputMultiplier. Otherwise use a funky trees input on an engine such as clamp01(GS * sin(AngleOfAttack) - 400). The only problem with this input is that, if the engine is too strong, it may overshoot the amount of thrust needed to slow you down.
If the engine alone doesn't work too well, then combine it with airbrakes - that should do the trick.
@Jauntyccmbr Generally gyros get messed up when their stability is set to be too high. Turn down the stability on the gyro a bit, and see what happens.
Yes, using RCNs is definitely a different way to propel something. The nice thing is that RCNs work in space, too! You will use fuel, but you won't need any air from an intake.
@Noname918181 @Mysweetbologna @CSP27 Thanks for your interest in Corpus Ikran! I have uploaded the build - with an extra long lore section of the desc this time.
Oh my. It seems like, in this case, that the absurd code length is unavoidable. For organizational purposes, you could use a spreadsheet or another scripting language/text editor to display your outcomes. Personally, I used matlab a bit to get familiar with funky trees.
I have also found it very useful to document (and debug) my code in text files
@SnoWFLakE0s Perhaps apply a clamp01 (and maybe even a floor) to your expression.
Perhaps the expression would be something along the lines of floor(clamp01(x / a)) might work.
Otherwise I would tolerance it or use some spaghetti sign logic.
Leading a target would be difficult as there are no inputs that are directly related to its velocity. Perhaps some sort of estimation might have to happen.
@SnoWFLakE0s Thanks! My interpretation of GS is that it is the aircraft's speed while neglecting relative windspeed. Here's an example of GS = 0, with a nonzero airspeed. GS doesn't seem to have an implied direction - that's where trig comes in handy, I guess. So your expected behavior for GS might be from GS * cos(AngleOfAttack + PitchAngle).
Nice! Keep in mind that using 3-D printed parts may drastically change how you make your aircraft! For larger wings, I would recommend using ribs to reduce weight and save plastic. Not sure how large your plane is going to be, though. Obviously, plastic is heavier than foam.
@animations You can scale mass with XML. The specific attribute is called “massScale”! If you don’t know too much about XML, download the overload mod.
@animations Thanks! To make things weightless, you can either scale the mass of the aircraft, or increase the drag on the aircraft. In this case, I increased the drag by using an airbrakes with a very high inputMultiplier.
Angular differentials would be real nice. We already have a way to express vertical speed. I think @SnoWFLakE0s already hinted at it (though I think the trig function should be sine). I have a whole write-up about directional velocities in the description of a recent aircraft upload named “Corpus Ikran”, so feel free to check it out. Might save some time, as you won’t have to derive anything yourself.
Edit: Re-read the post. Looks like you already got those directional velocities. Nice work!
@Romanchik Thank you! A lot of trial-and-error with Funky Trees made this flight system possible.
@Ephwurd No problem! I knew you would like it.
@EternalDarkness Thanks for the spotlight! It means a lot to me.
@GTAPRO Thank you! I try my best ;)
@Treadmill103 Thanks! I hope I didn’t get too carried away on this one.
Rate of change would be nice. Thankfully, there are ways to find directional speeds.
Airspeed can be divided into 3 components if you want. Also, angle of attack and angle of slip could be useful. Groundspeed, TAS, and IAS can be nice too.
As far as I know, there is no way to automate anything that is based on the flight data of another entity. So ground tracking wouldn’t be possible, either.
Sounds like a fun challenge! I doubt I'll have the time to participate, but I'll bookmark this anyway.
@SnoWFLakE0s Thanks! I wanted to give it an “alive” look. You might find the flight system somewhat interesting too.
I didn’t deliver my joke well. I was trying to get my name added to the list ;)
I think you might have forgot one!
I'm a little late, but yeah, it should work.
I can definitely give it a shot. Is this projectile or reference frame kinematics?
Edit: ignore the question. I read the forum and this is probably a projectile motion problem.
@MrClean666 The fast de-acceleration is caused by this aircraft’s low weight, and high drag.
Very nice! The idea has been fairly popular among the SP community for a few weeks now. Optimization of the concept, though, is something that I do not think that the community has done too much.
@SnoWFLakE0s Ooh, I forgot about impulse. That would be quite nice, and a funky trees input could be used to apply a thrust as a function of speed. Ultimately, it seems like there are plenty of options to make a fast braking system.
Not necessarily - if your powerMultiplier is large enough, the speed of your computer. instead of the engine, becomes the limiting factor.
The airbrake would have to have a very high inputMultiplier. Otherwise use a funky trees input on an engine such as
clamp01(GS * sin(AngleOfAttack) - 400)
. The only problem with this input is that, if the engine is too strong, it may overshoot the amount of thrust needed to slow you down.If the engine alone doesn't work too well, then combine it with airbrakes - that should do the trick.
Congrats!
Awesome! I knew it would be nice for a VTOL engine, but I’m assuming that you made it work for control surfaces too?
Very nice. I had a slightly different approach to comparison. The inclusion of the xor operator is really useful!
The article that I used to troubleshoot this problem is here.
What graphics card are you using? Is it made by NVIDIA?
@Jauntyccmbr Generally gyros get messed up when their stability is set to be too high. Turn down the stability on the gyro a bit, and see what happens.
Very nice. It’s great to see a build from you after such a long time!
Unfortunately RCNs don’t use a standard inputController, which means that they can only respond to pitch, roll, or yaw input.
Yes, using RCNs is definitely a different way to propel something. The nice thing is that RCNs work in space, too! You will use fuel, but you won't need any air from an intake.
@goboygo1 Thanks! Looks like we're still tied.
@thefalkenreich Thanks! I had that sort of role in mind when designing this.
@Noname918181 @Mysweetbologna @CSP27 Thanks for your interest in Corpus Ikran! I have uploaded the build - with an extra long lore section of the desc this time.
I forgot to mention that this is very impressive, too!
Oh my. It seems like, in this case, that the absurd code length is unavoidable. For organizational purposes, you could use a spreadsheet or another scripting language/text editor to display your outcomes. Personally, I used matlab a bit to get familiar with funky trees.
I have also found it very useful to document (and debug) my code in text files
@SnoWFLakE0s Yep! That should work.
@SnoWFLakE0s Perhaps apply a clamp01 (and maybe even a floor) to your expression.
Perhaps the expression would be something along the lines of floor(clamp01(x / a)) might work.
Otherwise I would tolerance it or use some spaghetti sign logic.
Ah. Makes sense. Well done!
I probably wouldn’t be able to follow the math, but I assume that some sort of trig is responsible?
Leading a target would be difficult as there are no inputs that are directly related to its velocity. Perhaps some sort of estimation might have to happen.
Very nice. Good use of projectile motion functions.
@ThePrototype Thank you!
@SnoWFLakE0s Thanks! My interpretation of GS is that it is the aircraft's speed while neglecting relative windspeed. Here's an example of GS = 0, with a nonzero airspeed. GS doesn't seem to have an implied direction - that's where trig comes in handy, I guess. So your expected behavior for GS might be from
GS * cos(AngleOfAttack + PitchAngle)
.Very nice. You beat me to it!
Nice! Keep in mind that using 3-D printed parts may drastically change how you make your aircraft! For larger wings, I would recommend using ribs to reduce weight and save plastic. Not sure how large your plane is going to be, though. Obviously, plastic is heavier than foam.
@AlexTheboi Yaw input will allow you to turn (yaw orientation).
@Abedooley This has been simply a hobby for me. As an aerospace engineering student, I guess it comes naturally. Thank you!
@Abedooley Thank you! Each backstory is my own. Worldbuilding is quite fun to do, especially while building fictional aircraft.
@animations You can scale mass with XML. The specific attribute is called “massScale”! If you don’t know too much about XML, download the overload mod.
@animations Thanks! To make things weightless, you can either scale the mass of the aircraft, or increase the drag on the aircraft. In this case, I increased the drag by using an airbrakes with a very high inputMultiplier.
Not sure, as my modding experience isn’t too extensive. I’ll upvote to boost visibility though.