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Funky Trees!

Dev WNP78  5.4 years ago

Andrew decided to call the new inputs system I cooked up "funky trees". Somehow escapes me why, but I'll roll with it. Here I'll describe what you can do in the land of funk.


Essentially what this means is that you can enter any mathematical expression (following this syntax) into an input field and it will be evaluated every frame. You can pull in data from a variety of sources, and process these how you like.

Inputs

What you can now do is use the normal input axes:

  • Pitch
  • Roll
  • Yaw
  • Throttle
  • Brake
  • Trim
  • VTOL
  • LandingGear
  • FireGuns
  • FireWeapons
  • LaunchCountermeasures
  • Activate1
  • Activate2
  • Activate3
  • Activate4
  • Activate5
  • Activate6
  • Activate7
  • Activate8

Flight data

In addition to this you can access some information from the aircraft:

  • Altitude - Aircraft's altitude in metres
  • AltitudeAgl - Aircraft's altitude above ground level in metres
  • GS - The speed relative to the ground (m/s)
  • IAS - The speed relative to the air, adjusted for the desnity of the air (m/s)
  • TAS - The speed relative to the air (m/s)
  • Fuel - The amount of fuel remaining as a proportion of capacity (0 to 1)
  • AngleOfAttack - The angle of attack (angle airflow vertically meets the boresight) in degrees
  • AngleOfSlip - The horizontal equivalent of angle of attack (degrees)
  • PitchAngle - The pitch of the aircraft (degrees)
  • RollAngle - The roll of the aircraft (degrees)
  • Heading - The heading of the aircraft (degrees)
  • Time - The time since the level loaded (seconds)
  • GForce - The acceleration and gravitational "force" acting on the cockpit in G. I know it's not a force. Shut up.
  • VerticalG - The signed vertical component of the "G Force".
  • SelectedWeaponName - The name of the selected weapon
  • Latitude - The North/South position of the craft (metres)
  • Longitude - The East/West position of the craft (metres)
  • PitchRate - The pitch angular velocity in degrees/second
  • YawRate - The yaw angular velocity in degrees/second
  • RollRate - The roll angular velocity in degrees/second (these 3 inputs are better than using rate(PitchAngle) etc, because they account for wrapping around the angle, as well as being in local space: rate(Heading) is different to YawRate)
  • TargetSelected - true if a target is selected, else false.
  • TargetHeading - the heading to the selected target in degrees.
  • TargetElevation - the vertical angle to the selected target in degrees.
  • TargetDistance - the distance to the selected target in metres.

Constants

Values that are always the same:

  • pi the mathematical constant pi (half a tau, if you will).
  • e the mathematical constant e.
  • true a true boolean value
  • false a false boolean value

Operators

These are useful for... maths or something.

  • Mathematical:

    • +, - addition and subtraction (- can be used as a unary operator, for instance -Pitch

    • *, / multiplication and division

  • Comparison:

    • <, > less than, greater than

    • <=, >= less than or equal to, greater than or equal to

    • ==, != equal to, not equal to

  • Boolean:

    • &, AND

    • |, OR

    • !, NOT (this is a unary operator)

    • Ternary operator: condition ? value_if_true : value_if_false - this chooses between two values based on the condition.

Functions

Finally, there's some helpful functions to do maths for you!

  • abs(x) - The absolute (positive) value of x.
  • ammo(name) - The amount of ammo of the weapon with name. Remember to put the name in " quotes.
  • ceil(x) - x rounded up to an integer.
  • clamp(x, min, max) - x clamped between min and max.
  • clamp01(x) - Equivalent to clamp(x, 0, 1).
  • deltaangle(a, b) - The shortest angle delta between angles a and b in degrees.
  • exp(x) - Returns e raised to the power of x.
  • floor(x) - x rounded down to an integer.
  • inverselerp(a, b, x) - Calculates the linear parameter t that produces the interpolant value within the range [a, b].
  • lerp(a, b, t) - Linearly interpolates between a and b, by a proportion of t.
  • lerpangle(a, b, t) - Similar to lerp, but interpolates correctly when values pass 360 degrees.
  • lerpunclamped(a, b, t) - Similar to lerp, but doesn't clamp the value between a and b.
  • log(x, p) - The logarithm of x in base p.
  • log10(x) - Equivalent to log(x, 10).
  • pingpong(x, l) - "Ping-pongs" the value x so it is never larger than l and never less than 0.
  • max(a, b) - The largest value between a and b.
  • min(a, b) - The smallest value between a and b.
  • pow(x, p) - x raised to the power of p.
  • repeat(x, l) - Loops the value x so it is never larger than l and never less than 0.
  • round(x) - Rounds x to the nearest integer.
  • sign(x) - The sign of x (1 if x positive, -1 if x negative)
  • smoothstep(a, b, t) - Similar to lerp, but with smoothing at the ends.
  • sqrt(x) - The square root of x.
  • sin(x) - The sine of x (degrees)
  • cos(x) - The cosine of x (degrees)
  • tan(x) - The tangent of x (degrees)
  • asin(x) - The arc-sine of x (degrees)
  • acos(x) - The arc-cosine of x (degrees)
  • atan(x) - The arc-tangent of x (degrees)
  • atan2(y, x) - The angle in degrees whose tangent is y/x. In other words the angle (argument) of a vector

Memory Functions

These are functions that are special because their output not only depends on inputs but their previous state.
- sum(x) - Returns the sum of all it's inputs over time (the integral of x)
- rate(x) - Returns the rate of change of x relative to its value last frame (the derivative of x)
- smooth(x, t) - When loaded, it's output is set to x. As x changes, the output tries to move to x, but at a rate of no greater than t. This is vaguely equivalent to changing the speed of a rotator.
- PID(target, current, p, i , d) - Evaluates a PID controller with the setpoint of "target", process variable "current" and the gains p, i, and d. Equivalent to: p * (target - current) + i * sum(target - current) - d * rate(current)

With all of these at your disposal, I'm excited to see what kind of contraptions you guys come up with, and I'm also open to some suggestions as to some things that could be added.

-WNP78, your funk master.

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  • Profile image

    @ChaseplaneKLWith1MG Idk how to funky but what ive been doing is just looking for builds with landing gear doors that actually open, especially ones with delay and kinda reverse engineer the code.

    +1 14 days ago
  • Profile image

    Does anyone know how to make a hinge open immediately but close after a delay? (Need to know for Landing Gear doors)

    17 days ago
  • Profile image

    @LitoMikeM1 or if a button can launch countermeasures and change a variable at the same time then maybe ja

    22 days ago
  • Profile image

    @vSoldierT sorta like how if a button is set up to do countermeasures it only does countermeasures once per like second unless if you spam the button

    22 days ago
  • Profile image
    1,717 vSoldierT

    @Flyinguy It doesn't seem to work, well you just need to put in the hook input, (AltitudeAgl < 60?1 * clamp01(GearDown):0)

    the multiplication is a check if GearDown is true or false, that is, if GearDown is 0, it will be 10=0, if GearDown is true, 11=1. And remember to use AltitudeAgl, which is more precise (I tested it on your f-26 and it worked).

    27 days ago
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    195 Flyinguy

    @vSoldierT It’s OK. I tried LandingGear & Altitude<60 & Activate8. But it was actually GearDown or something similar. But I dont think the * would work, isn’t that multiply? Anyways if you want to see the tail hook it is F-26 better.

    +1 27 days ago
  • Profile image
    3,140 TateNT34

    @VargasSoldierT Thx, it still doesn’t work tho. I’ll make a post about it later with the plane. :)

    27 days ago
  • Profile image
    1,717 vSoldierT

    @LitoMikeM1 I didn't understand very well, if you can explain better I can help

    28 days ago
  • Profile image
    1,717 vSoldierT

    @Flyinguy AltitudeAgl<60?1*clamp01(GearDown):0

    28 days ago
  • Profile image
    195 Flyinguy

    I need help with an auto tail hook, I need it to deploy below 60 meters AND when the gear is deployed

    +1 one month ago
  • Profile image
    210 G2027RR

    @LitoMikeM1 I already figure it out thanks

    one month ago
  • Profile image

    @G2027RR do you want it to not pitch up too drastically at high speeds?

    one month ago
  • Profile image

    how do I make a button instantly go up after being pressed? or at least make a bool that says true the moment the button is pressed, but stays false even when the finger is still on the button until pressed again?

    one month ago
  • Profile image
    210 G2027RR

    How do I make the pitch of my aircraft change based on the speed

    It's a fighter jet and the funky code for the mother of the back wings is (Pitch+Yaw-Brake)

    one month ago
  • Profile image
    2,885 ACEVIPER9710

    @LitoMikeM1 smooth(clamp01(group),x)

    one month ago
  • Profile image
    3,587 CDTX2011

    @LitoMikeM1 thx

    one month ago
  • Profile image
    165 TheTThek

    How to delay piston, like when I activate there's a 2 second delay, when I deactivate there's no delay
    I'm kinda new to this game to be honest.

    one month ago
  • Profile image

    @CDTX2011 (smooth(LandingGear, 0.875))*-1 or sign(smooth(LandingGear, 0.875))

    +1 one month ago
  • Profile image

    how do you make a rotator that's constantly rotating when firing weapons, but FREEZES (doesn't reset to zero) when you stop?

    one month ago
  • Profile image
    3,140 TateNT34

    Part of the code for the guns on the
    B-25J Mitchell: https://www.simpleplanes.com/a/hoGyGV/B-25J-Mitchell
    I’m trying to add the bombarder’s nose gun to the B-57B canberra: https://www.simpleplanes.com/a/9N4V17/B-57B-Canberra

    Distance/800) * sin((TargetElevation + 90 + rate(TargetElevation) * TargetDistance/800)) * cos((TargetHeading - Heading + rate(TargetHeading) * TargetDistance/800))) + sin(-PitchAngle) * ((TargetDistance + rate(TargetDistance) * TargetDistance/800) * cos((TargetElevation + 90 + rate(TargetElevation) * TargetDistance/800)))) < 0) ? (((sin(RollAngle) * sin(-PitchAngle) * ((TargetDistance + rate(TargetDistance) * TargetDistance/800) * sin((TargetElevation + 90 + rate(TargetElevation) * TargetDistance/800)) * cos((TargetHeading - Heading + rate(TargetHeading) * TargetDistance/800))) + cos(RollAngle) * ((TargetDistance + rate(TargetDistance) * TargetDistance/800) * sin((TargetElevation + 90 + rate(TargetElevation) * TargetDistance/800)) * sin((TargetHeading - Heading + rate(TargetHeading) * TargetDistance/800))) + cos(-PitchAngle) * (-sin(RollAngle)) * ((TargetDistance + rate(TargetDistance) * TargetDistance/800) * cos((TargetElevation + 90 + rate(TargetElevation) * TargetDistance/800))))>0) ? 180 : -180) : 0

    one month ago
  • Profile image
    1,717 vSoldierT

    @TateNT34 probably some parentheses out of place, if you can send the code, I can help

    one month ago
  • Profile image
    3,140 TateNT34

    @VargasSoldierT What does “ Variable error: Stack empty “ mean?

    one month ago
  • Profile image
    1,717 vSoldierT

    @LitoMikeM1 yes, using a variable for example, name Increment = Activate4?clamp(smooth(increment+0.01,0.01),0,1):
    clamp(smooth(increment-0.01, 0.01),0,1) smooth, keeps the increment rate at 0.01, and clamp, to keep it between 0 and 1

    one month ago
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    3,587 CDTX2011

    so uh how do you invert "smooth(LandingGear, 0.875)" cause i'm trying to use reszied airbrakes as landing gear doors(inverting normally make it deploy while the gear retracts and i want to make it so they both deploy at the same time)

    one month ago
  • Profile image

    is there a way to make a thingy go from 0 to 1 when an AG is activated (or from 1 to 0 when deactivated) in a linear curve instead of instantly going?

    2 months ago
  • Profile image

    @TheVizzyLucky ngl i didn't read your name and I was thinking “at this point, just get juno” lol

    2 months ago
  • Profile image

    @sennpai114 they tell you the distance between the target you are tracking what direction they are going in and how high they are.

    2 months ago
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    Does anyone know what do rate(TargetDistance),rate(TargetHeading) and rate(TargetElevation) actually mean? I only know they output signed numbers

    +1 2 months ago
  • Profile image
    2,392 Stephen22

    I'm trying to do a thing for radar try GPT isn't really helping me that much track DPT gave me this as a funky tree round(smooth(rand(100, 300), 0.5)) + " MPH" I'm trying to make my label go a random calculator speed between 100 mph to 300 mph randomly

    +1 2 months ago
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    @griges How can I do that? I can only cycle between Roll, Pitch and Yaw.
    Edit: Made it work using XML editing now, Thanks!

    +1 2 months ago
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    2,962 griges

    @TheVizzyLucky just use +
    put the Roll+calculatedValue in each wing's control surface

    2 months ago
  • Profile image
    2,962 griges

    @HordTechnicians idk how to activate camera
    i dont think theres a way

    2 months ago
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    How exactly can I use this to control aircrafts? I'm trying to automatically control the Roll with a dynamically calculated value. These calculations work fine, but I can't get them to do anything. So, if the value is calculatedValue and the Input I want to control is Roll, what do I have to use as Variable Name and what is the Expression (my first thought, Name = Roll and Expression = calculatedValue, didn't work)? This is probably a dumb question, but I'm coming from JNO where the programming system is... different.

    2 months ago
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    @griges I’ve been testing with trying to add input and playing with the variables but nothing worked

    +2 2 months ago
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    2,962 griges

    @LitoMikeM1 i tried using smooth(Activate1,0.1)
    but it delays only whaen turning off ag, not turning on

    +1 2 months ago
  • Profile image
    105 Hyandai

    I wanna make inlet that come out when engine start, thank you :)

    2 months ago
  • Profile image

    @HordTechnicians idk but maybe using a (heavily xml-edited) piston would do the job? (this probably isn't the best method but yeah)

    2 months ago
  • Profile image
    2,962 griges

    @HordTechnicians not that i know of
    try make new forum asking about it
    i wanna know too

    2 months ago
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    Is there a way to make a variable change a few seconds after an AG is activated?

    2 months ago
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    2,962 griges

    @Sumrandomdud np!

    2 months ago
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    Does anyone know how to make a camera automatically activate with a variable such as Activate1

    2 months ago
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    @griges oh alright tysm for helping us :D

    +1 2 months ago
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    2,962 griges

    @Sumrandomdud if max roll too
    wherever you put Roll controll
    example a turning wheel
    VTOL=1? 1 : 0
    The input will be 1, full turn to right

    edit;
    if you mean Roll disabled untill if VTOL at max
    just put VTOL=1 in the activation group

    2 months ago
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    im asking from here again, sorry
    But how do you make it so if the VTOL is at max,it enables roll?

    2 months ago
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    2,962 griges

    @Gerald19 my English is not good, but, you want activation group, but dont want to use Activate1-8?

    just use button or switch
    and change input to
    ex; i want to activate engine 1, i set switch input to eng1 and add custom variables, eng1 with value 0 or blank
    and change engine input from anything it was and add *(the switch variable you use) so originally Throttle to Throttle*eng1

    edit:
    if when turning on switch or buttons, cannot turning it off again
    edit button xml input ,interractionType set to Toggle

    3 months ago
  • Profile image
    551 Gerald19

    @griges I want to make a custom activation group so I don’t have to use the activation groups, and I want to make a custom activation group

    3 months ago
  • Profile image
    1,040 MSLITecnik

    @WNP78 can you add atan3?

    Description
    Calculate the angle between a vector and y-axis, not the x-axis as in atan2

    Usage
    atan3(x, y)
    Arguments
    x
    The x coordinate from the (x, y) locations.

    y
    The y coordinate from the (x, y) location for an organism.

    +1 3 months ago
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    2,962 griges

    @MSLITecnik methamphetamine?
    jk yeah i also kinda understand a little about theFT but the math, i need to learn more

    +1 3 months ago
  • Profile image
    1,040 MSLITecnik

    Somehow i don't understand the meth of FT

    +1 3 months ago
  • Profile image
    2,885 ACEVIPER9710

    @plenz4life If the Slats are moving up, use invert on the rotator/hinge rotator!

    clamp01(abs(AngleOfAttack/30))

    +1 3 months ago
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    @griges oh alright thx dude

    +1 3 months ago
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    2,962 griges

    @Gerald19 what custom input

    3 months ago
  • Profile image
    2,962 griges

    @Sumrandomdud if for flaps, clamping vtol down just
    clamp(VTOL,-1,0)

    3 months ago
  • Profile image
    551 Gerald19

    I’m trying to figure out how to make a custom input

    +1 3 months ago
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    guys how do i use clamp in a line of code?
    Like i wanna combine vtol and clamp

    +1 3 months ago
  • Profile image

    Can anyone explain how to make a rotator to move using the activate commands in the input variable?

    +3 4 months ago
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    can someone tell me how to do the leading edge slats

    4 months ago
  • Profile image
    141 NGC543

    Nvm but for infinite ammo for guns are
    ammoCount section
    Just type -1

    +1 4 months ago
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    @NGC543 ???

    4 months ago
  • Profile image
    141 NGC543

    @MobileBuilder21 it has look on Overload

    4 months ago
  • Profile image
    300 RNMD

    @Palash Throttle<=0.9?Throttle:0,If it doesn't work, delete"="

    4 months ago
  • Profile image
    0 Palash

    How to make the engine active at 0-90% throttle and inactive when more than 90%

    +1 4 months ago
  • Profile image
    127 Peterwrpl

    How can you display ias on text in kph?

    4 months ago
  • Profile image
    45 Kamera

    @BlackBanan наконец-то ру чел) Наведись на камеру, и нажми на кнопки справа, которая выше шестерёнки. Появятся дополнительные кнопки и среди них нажми на самую верхнюю. Тебе откроется менюшка и найди там пункты LookPitch и LookYaw. Дай им название (Пускай будет на LookPitch "LoPi", а на LookYaw "LoYa"). И впиши на ротор команду с названиями и подели число на градусы ротора

    5 months ago
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    0 Andros

    @ChaseRacliot Get a rotator with an angle max of 90
    Make it’s input “(TargetHeading-Heading)/90”

    5 months ago
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    hello, help me how to make sure that when I press a certain button, my plane does not rise above a certain height

    5 months ago
  • Profile image
    17.5k ChaseRacliot

    Is there any way to make the rotor turn it direction to the locked target?

    +2 5 months ago
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    yo im aking a mode on a plane to automatically stay lowand my throttle is stuck at what it was when i left the low to the ground mode outside of this mode. Can someone help? This is my code: (Throttle(Activate5>0.3 ? 0 : 1))+((1(Activate5>0.3 ? 1 : 0))/((AltitudeAgl/5)*(Activate5>0.3 ? 1 : 0))) I think it has something to do with the way engines work but still. I should be able to control the throttle. BTW im using the old simpleplanes prop engines so that might have something to do with it

    5 months ago
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    @laquatra5 hello

    5 months ago
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    I'm making a human (yeah...) and I need to make fully moving legs when you using the W A S D or pitch & yaw. How do I make the system, what when you moves pitch down, moving the top part of leg, under knee part and foot, and making the other body moving?

    Pls reply

    5 months ago
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    Hello

    5 months ago
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    @Wallaby

    5 months ago
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    @PlanerIndustries9

    5 months ago
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    @GeneralCorpInc create a variable that doesn't depend on LandingGear

    +2 5 months ago
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    tnx bod!

    6 months ago
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    anyone have any ideas how i could put some FT on a engine that limits its top speed intul something is then activated. I'm making a manual transmission car to go with my g29 wheel.

    +1 6 months ago
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    I got a variable named this:maxForwardThrustForce

    +2 6 months ago
  • Profile image
    450 SamuelC

    @ACEVIPER9710 I gave up on that old project, now i need a way to make it activate below a certain altitude, for my nuclear bomb’s Parachute on my Tu-95.

    7 months ago
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    2,885 ACEVIPER9710

    @SamuelC (AltitudeAgl/(value) * (activated group)

    +2 7 months ago
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    Как сделать так чтобы ротор или объекты с управлением "pitch" Поворачивали вслед за камерой игрока?

    +1 7 months ago
  • Profile image
    450 SamuelC

    How Would I Make Something Activate At A Certain Altitude

    +1 7 months ago
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    @SamuelC pitch+yaw or You can do pitch -yaw

    7 months ago
  • Profile image
    1,484 TheSPPlayer

    Is smoothstep(a b,t) equal to a+(b-a)(3clamp01(t)clamp01(t)-2clamp01(ttt)) ?

    8 months ago
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    13.5k Grob0s0VBRa

    How GForce and VerticalG is calculated in-game? Is it possible to calculate them for a local flight computer?

    +1 8 months ago
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    @djakaviation thanks mate

    8 months ago
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    @PlanerIndustries9 ;0.0 after value

    +2 8 months ago
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    What is the funky trees input to round an input to the nearest tenth?

    8 months ago
  • Profile image
    450 SamuelC

    Is there a specific funky trees input code to invert only one of the inputs?

    9 months ago
  • Profile image
    450 SamuelC

    How Would I Be Able To Make A Pitch Control Surface A Yaw Surface Aswell?

    9 months ago
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    @PlanerIndustries9 Wing gun doesn't have ammo only cannon

    9 months ago
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    What is the ammo input for the Wing Gun?

    +1 9 months ago
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    How can i make the gear get back in their bay over a certain speed?
    I tried the expression LandingGear|LandingGear * clamp01(IAS * 3.6<487)
    Didn't made any changes...

    +4 9 months ago
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    13.1k JA311M

    @WNP78 thanks, that's working now

    9 months ago
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    Dev WNP78

    @JA311M condition is any boolean (true/false) value. See the operators section - comparison operators produce a boolean value, and there are also boolean operators that can combine multiple

    9 months ago
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    13.1k JA311M

    is there a working condition list for [Ternary operator: condition ? valueiftrue : valueiffalse - this chooses between two values based on the condition.]?

    9 months ago
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    So I'm trying to use ft for a tank gun because I don't want to us gyros so how would I do that so the turret is stable while it turn but the turret will still be facing north and gun angled at 2° @WNP78 or whoever can help

    10 months ago
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    @WNP78 i have a jet that i want to activate if IAS<130 and AltitudeAGL>0. Help me! Ive got it to work with just the IAS bit but not both help

    EDIT: nvm i got it i forgot that it was AltitudeAgl not AltitudeAGL

    10 months ago
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    @Guywhobuildsstuff go to XML ( must activate on the mod section) , change the input to "Activate1"

    10 months ago
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    @Realturtlecat I think the jundroo thinks us using phone in 2014 tho

    10 months ago
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    @WNP78 how do I even make a Anti Ship / Anti Ground Target Missile ( call it as P-700PM1 Bazalteer ) i cannot code the detacher. I use the example of P800 "Oniks" and I copy the code on Detacher on another ( original not modded ) detacher , after I done and click "✓" and I goes back to XML to see , it didn't work ( I mean at "Group" )

    +1 10 months ago
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    1,554 MyNameIsAXY

    @WNP78 Thanks!

    10 months ago
  • Profile image
    3,587 CDTX2011

    @WNP78 im trying to make a working reverse thrust variable for my ATR-42, smooth(Brake , 0.5)*clamp01(GS > 30) is what I have right now but how do I make it so it activates only under 100m agl? Do I add *clamp01 (AltitudeAgl >100) or is it something else?

    10 months ago
  • Profile image
    Dev WNP78

    @MyNameIsAXY it's in the "memory functions" section

    +1 10 months ago
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    1,554 MyNameIsAXY

    @WNP78 do you know what 'smooth()' means? I can't find it up there.

    +1 10 months ago
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    Dev WNP78

    @Jerba x was just a stand in for whatever you wanted to drive the sine based on. In the example below I set it as sin(sum(Throttle)), with no x. Of course you can multiply throttle by a constant to change the frequency of the wave and multiply the whole expression to change the amplitude

    +1 10 months ago
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    669 Jerba

    @WNP78 do you know what x is actually set to? Could I replace it with 1? Juno doesn’t seem to register x as a variable and I’m trying to do clamp01(x Throttlesin(sum(5Throttle) (I’m not sure what the exact format for clamp should be idk if it’s a separate statement like clamp01(x)Throttle or if it should be one statement

    10 months ago
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    Dev WNP78

    @Jerba for that, you'd want something like sin(sum(Throttle)) since you don't want it to go all the way down to zero when you throttle down, just stop where it is.

    10 months ago
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    669 Jerba

    @WNP78 Thanks man, so could I do sin(throttle*x) to do a wave that changes frequency based on throttle?

    10 months ago
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    @WNP78 hey so you are an dev so can you tell me can you add like in-game ANDROID only for you mods you would make custom weapons and other parts that could be cool

    10 months ago
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    Dev WNP78

    @Jerba just sin(x) is enough for a sine wave. And yes it's mostly the same in juno, but some of the data you can access is different, and there's support for vectors

    10 months ago
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    How to make a rotator have a delay time

    10 months ago
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    how to trigger a piece

    so i have put some smoke trailes and engines onto a custom missile but i want to set it so that the smoke and engines go off when i launch the missile but funky trees hurts my brain. any help?

    10 months ago
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    669 Jerba

    @WNP78 Did you port Funky trees into Simple Rockets 2 or did someone else do that? I’m not sure if it works the same or how it works there tbh. [Side question, if I wanted to make a sin wave, would it be Sin(Loop(x))]? (Or ping pong, not sure which)

    10 months ago
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    Those flight data IAS shows in M/S and Altitude shows in meter, can you tell how to convert them in to knots and Feet? Example SPD:{IAS;0000}

    +2 10 months ago
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    Can I bind a parking break button to Ag1?

    I did Activate1=Brake
    How would I have to change it to make it a toggle break?

    10 months ago
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    @UssrLENINGRAD me sirvió demasiado, muchas gracias... Si tienes otros ejemplos te agradecería si los puedes pasar

    +1 11 months ago
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    @SLSD11ph nah

    11 months ago
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    If you want to input funky,just read the body👍

    +1 11 months ago
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    Dev WNP78

    @Softballyesssss not sure what you mean by the old way, there should be backwards compatibility for all crafts, so you're free to just.. do things the however the "old way" is and it should still work.

    11 months ago
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    Can you revert it to the old way?

    11 months ago
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    Paste this:
    clamp01(AltitudeAgl<25)*sin(Time*250)
    .
    .
    This blinks under 25m (Ground level and not sea level).
    Change the altitude constant (25) to any alt u need.

    +1 11 months ago
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    @Legendarynoob123 hie again ,.
    I give you code you can paste directly for simple purpose.

    11 months ago
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    @UssrLENINGRAD hey, ummm it dose not seem to be working

    11 months ago
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    @UssrLENINGRAD Thank you for your help, I can now continue my plane with some safety and comfort things for the “virtual passengers”

    11 months ago
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    @Legendarynoob123
    AltitudeAgl<[whatever altitude]?sin(Time*250):0
    You can change the time multiplication to whatever number u like.
    More the number Faster blink , lower number slower blink.

    +2 11 months ago
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    And how to make a delay code, thank you.

    +4 11 months ago
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    Has anyone idea how to make a low altitude alert for the beacon light? I am just new to the XML code or what this is called.

    11 months ago
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    1,628 Eeoo

    @Iamsam if its a build variable just click the button beside finetuner, if its a part variable click the part, open rotate menu then click variable output

    one year ago
  • Profile image
    392 Iamsam

    @Eeoo is there a way to find the viable?

    one year ago
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    1,628 Eeoo

    @Iamsam that means there's a variable in the build or one of the part if there's not it means something is incorrect in the code

    one year ago
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    392 Iamsam

    When I copy funky trees code from a rotator on someone else's aircraft and paste in into the input on my aircraft, the rotator on my aircraft won't move at all. Any suggestions?

    one year ago
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    392 Iamsam

    @Eeoo the only flight computer is the primary one. I'm trying to take the stabs off the original jet and make them a sub assembly. Does that still apply?

    one year ago
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    1,628 Eeoo

    @Iamsam is there any flight computer/cockpit? if yes you must drag it separately and make it the EXACT relative position of the turret/rotator

    one year ago
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    392 Iamsam

    I'm trying to make a funky tree rotator from somebody else's build a sub assembly, but when I drag out the rotator onto my build, it doesn't work at all. Anybody have any suggestions?

    one year ago
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    2,139 SLSD11ph

    Hi I'm gonna ask some question
    It is possible to make auto dump flares??(Like on F-111 in War thunder)With Funky tree??

    +3 one year ago
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    @Stephen22 if you mean a ammo cap just set burst count to 1000 then set "TimeBetweenBursts" to 9E+37. If you mean 1000 rounds a second then put that in there if you mean 1000 per minute divide 1000 by 60 then put that number hope this helped good luck

    one year ago
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    @Stephen22 if you mean a ammo cap just set burst count to 1000 then set "TimeBetweenBursts" to 9E+37. If you mean 1000 rounds a second then put that in there if you mean 1000 per minute divide 1000 by 60 then put that number hope this helped good luck

    one year ago
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    2,392 Stephen22

    Can someone give me the thing to be able to have it so my machine gun has 1000 rounds. It's the machine gun so it doesn't have a name

    one year ago
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    @Kerbango Look at the code for the in game hornet aircraft you should be able to steal that.

    one year ago
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    How do I get a Hinge rotator to go back to the 0 position without having to decrease throttle? And then it goes back to the max position at a constantly repetitively (For an ornithopter)

    one year ago
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    1,624 mrxml

    @Magma1358 use AngleOfAttack. It outputs AOA

    one year ago
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    2,768 Wolfy26

    @SirMonzue Here post the plane I'll see what I can do idk much but I can try

    one year ago
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    Can someone help please. I've been working in this all day and can't figure it out.
    I have some doors that open for a Fuel Probe. However I need the doors to have a delay before when closing. It is set on Activate2. Can someone help please!

    +2 one year ago
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    How do I show the AOA on screen

    +1 one year ago
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    109k Kerbango

    Is there an Funky trees input that we can use to turn on an indicator (light input or label) when an enemy locks on?

    +1 one year ago
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    375 Miguel69

    this crap can fry my brain in under a second just by looking at a funky tree plane

    one year ago
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    @Speedhunter i just had to figure out how to get the mod function. never needed it before in my 7.5 years of playing this game. what a coincidence :0

    turns out the repeat() function does exactly that ^^

    +1 1.1 years ago
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    How much of this functionality and syntax for inputs is also usable from a funk block? Ideally it would be the same across both as made sense

    +1 1.1 years ago
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    @WNP78
    Actually, it might be easier just to show you what I mean on an unlisted post, if that's alright with you.

    1.2 years ago
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    @WNP78
    Thanks!
    Another question,
    I have:
    {GunRateButton != AcmCover?"<alpha=#FF><color=#FF0000>HI":"<alpha=#20><color=#000000>HI"}
    {GunRateButton != AcmCover?"<alpha=#20><color=#000000>LOW":"<alpha=#FF><color=#FF0000>LOW"}
    How can I make it so if AcmCover is turned on then GunRateButton is turned on, when AcmCover is turned off it still displays LOW?
    Sorry if this is difficult to understand, I didn’t explain it very well.
    ALSO, would you mind how I could use the same
    {value ? "" : ""}
    format with which weapon is selected… if you don’t mind? :)

    1.2 years ago
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    Dev WNP78

    @LoneSpaceGaming with boolean values, != is logically equivalent to XOR

    1.2 years ago
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    @AristocraticFeelings
    It should be:
    {(TAS < 270) & (AltitudeAgl > 0) ? "<alpha=#80>STALL" : ""}
    Make sure you are using "" and not “”
    I’ll go check that this works.

    Edit: It works. And if I were you I would personally use AoA instead of airspeed, but you do you. Also, I would suggest lowering the stall speed WAY down.

    1.2 years ago
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    Is there anyway to have XOR?

    1.2 years ago
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    @EJBoss97
    I don’t think you can change inputs on things like that.

    +1 1.2 years ago
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    434 EJBoss97

    is there a way to use variables to make a countermeasure pod fire off when the machine gun input is pressed?

    1.2 years ago
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    36.1k Speedhunter

    @WNP78 is there a modulus operator? (akin to % in other programming languages)

    Where I can say ((ammo(name)%2) == 1) ? FireWeapons : 0

    Basically the input FireWeapons only works when the number of ammo is an odd number

    1.2 years ago
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    Dev WNP78

    @darthgently in SP there is a menu you can open that allows you to create custom craft-level variables. You can enter the name of the variable, followed by a value it will be set to every frame. If you press the button to expand the full properties, you can also set an assignment priority that can change how it will act if the same variable is written to from multiple places, and also a condition which the variable will only update if said condition is true. In order to "set" a variable when something occurs, you can just make a setter with the condition set to only run that line when the condition is true.

    1.2 years ago
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    I was reading that wrong. That clarifies. But what is this "variables system" you refer to? Variables can be assigned within funk? As in not just assigning the result of funk in a set variable block?

    1.2 years ago
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    Dev WNP78

    @darthgently yeah, you can't really do it with PID directly. In the post it shows how you can deconstruct PID into sum and rate, so you'd use that NewSum in its place

    +1 1.2 years ago
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    @WNP78 From description of PID() it appears to rely on sum() for the integral so I was hoping to use PID() with some not yet documented way to reset sum(). I'll roll my own in funk and consider the solutions you describe, they all look promising. The last one does seem to leave sum() with its accumulated value though if I'm understanding how it works

    1.2 years ago
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    Dev WNP78

    @darthgently There are a few ways you could achieve that kind of behaviour.

    One is to use the smooth function, which would have a conditional expression in both arguments. In normal mode the target point would be something like sign(x) * a_big_number where x is the input that would have gone to sum, so that the smooth is always moving towards that very far away target in the direction you want it to go, and the max movement speed is abs(x), so the speed the input changes. When in reset mode, the target value would be zero, and the speed would be set to a really high number so it can reach zero in a single frame.

    The second way would be to use the variables system to keep a zero value used to "calibrate" the sum, kind of like how a digital scales calibrates. It would look something like
    RawSum : sum(x)
    SumZero : RawSum with the condition set to only run this line when you want to reset it
    NewSum: RawSum - SumZero

    +1 1.2 years ago
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    Is there a way to reset sum() to alleviate windup in PID()?

    1.2 years ago
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    @AristocraticFeelings
    Yes, why is the stall at 972 kmph😭??
    The tas unit used in these functions is in metres per second,not kmph
    So simply:
    {(TAS*3.6)<270 ? {(AltitudeAgl)>0 ? "<alpha#80>STALL" : "" : "" }

    +2 1.2 years ago
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    @Voidchaser
    smooth(clamp01(Landing gear),1/3)

    After the comma, 1/how much delay you want in seconds ,here I gave it 3 second delay.
    If u have further questions,mention me .

    1.2 years ago
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    105 Minn

    @Yish42 i mean how to make speed limit on engine or wheel some vehicle are very fast

    1.2 years ago
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    {(TAS)<270 ? {(AltitudeAgl)>0 ? "<alpha#80>STALL" : "" : "" } Can someone help to this goddamn stupid funky tree code

    1.2 years ago
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    How do I make a landing gear hinge rotator have a delay

    +2 1.2 years ago
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    6,608 Zuznik8

    Are you going to add some kind of variable which tells you whether the enemy has locked you or not?

    1.2 years ago
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    @theNoobCountry2 很好勇士,去闪击波兰吧

    +1 1.2 years ago
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    9,025 Yish42

    @Minn what is the problem?

    +1 1.3 years ago
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    105 Minn

    Someone please tell me how to edit ground engine speed i very bad at math

    +2 1.3 years ago
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    .

    1.3 years ago
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    1,315 Raptor77

    @AdValorems go into the missle's xml and create a maxSpeed argument, set it to a number (i forget what unit the speed of measured in)

    1.3 years ago
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    Hm

    How would one go about coding, say, missile speed/velocity? Say, for making a Kinzhal?

    1.3 years ago
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    5,567 IMCI

    Pitch

    1.3 years ago
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    1,315 Raptor77

    @Surkey OK, that's pretty easy to do. Just set the light's input as IAS=>343. That should make the light come on at and after Mach 1.

    1.4 years ago
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    0 Surkey

    @Raptor77 I want to have a light that turns on at and above mach 1, and turns off below mach 1

    1.4 years ago
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    1,315 Raptor77

    @Surkey What kind of light? Like, a light that turns on at a certain mach, or something different?

    1.4 years ago
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    0 Surkey

    hey can someone help me make a mach indicator light?

    1.4 years ago
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    608 carmon

    @WNP78 i realised that like 20 seconds after i posted that

    1.4 years ago
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    And is it possible to use this menu to make a properly working machine gun of Gatling system, even if the real one will be one gun, and the barrels will be 8?

    1.4 years ago
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    Dev WNP78

    @thatsjustmidofficial RollInput is just Roll

    1.4 years ago
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    608 carmon

    need to add RollInput YawInput and PitchInput so you can do RollRate*RollInput so you can make a system that removes all movment of the aircraft when an input is not present but will allow movement when an input is present (is possible with Rates but will stop movement if not divided even when there is an input), i know this wont exist because the game no longer gets updated but i still hope
    if anybody knows how please tell me :(

    1.4 years ago
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    Anyone know how to make a random number generator, that can generate numbers between 2 different numbers in funkytrees?

    +1 1.4 years ago
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    Immense skill issue. I like my tangents 2.

    1.4 years ago
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    Hello, does anyone know how to make a G-Force indicator? I'm trying to put it directly on my 737

    +1 1.4 years ago
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    After reading this is my brain too much off course like Adam Air 574💀

    1.4 years ago
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    @RGBuser you can try to see if any of the huds in the stock aircrafts or any downloadable content of an sign which shows if we have missile warning or is it been locked, and if you find the input for flares, you can put the code into it. I don't know what it is in FT but generally it would be like (if missilelock=locked, then=firecountermeasures) but as much as I remember, you would have to create these variables, functions and all, they don't pre-exist in the game

    1.4 years ago
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    105 RGBuser

    @WNP78 @windshifter1 Is it possible to detect objects approaching our aircraft?,Maybe that will help

    +2 1.4 years ago
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    105 RGBuser

    @windshifter1 my bad sorry

    1.4 years ago
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    18.0k windshifter1

    @RGBuser You're supposed to say what you are tagging for in the same comment... otherwise its confusing.

    1.4 years ago
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    18.0k windshifter1

    @RGBuser I did a quick search and no one has previously done something you have asked about before - though many have tried

    1.4 years ago
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    18.0k windshifter1

    @RGBuser I am not sure... You could tag WNP78, an approachable and active developer and the creator of funky trees himself, and ask him.

    +1 1.4 years ago
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    105 RGBuser

    @windshifter1 is it possible to create a new script Or variables for it?Or can it only be done with input sistem

    +1 1.4 years ago
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    18.0k windshifter1

    @RGBuser As far as I know, no. There arent any inputs for enemy missile fire, only player missile fire.

    1.4 years ago
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    105 RGBuser

    @Kerbango Hi I'm a beginner, Can we automatically launch flares when enemy missiles approach

    +1 1.4 years ago
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    109k Kerbango

    @Jemandx8 Ahh for that, 2 engine set to throttle, one with AG1 as input, back or front wheel connect to 1st engine, then other pair to the AG1 one. Change the HP in the second.

    +3 1.4 years ago
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    105 Jemandx8

    @Kerbango i meant car engines

    1.4 years ago
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    109k Kerbango

    @Jemandx8 have one engine set to throttle, using overload have second engine set to AG1 with throttle or VTOL as input, change exhaust color/size. Fine tuner it together. wrap fuselage around it, add intake. save to sub-assembly so you don't have to do this again next time, or at least have a starting point.

    1.4 years ago
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    105 Jemandx8

    I want an car engine to have more power if i activate for example ag1 but i dont understand this so can anyone help me pls

    1.4 years ago
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    @MasterPlanes101 you can use an if-function
    x=y? true:false
    x is your parameter and y the value it needs to be otherwise it wil output false

    +1 1.5 years ago
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    Is there a function that waits until a value is true, or a way to make one?

    1.5 years ago
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    18.0k windshifter1

    @v51Cobra You can cap it by changing the value "maxAngularVelocity" In all your wheels. I don't know the exact value - you have to fiddle around a bit - but you get the general idea. As for changing when ag 3 is active, idk.

    +1 1.5 years ago
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    315 v51Cobra

    How would I cap a car engines speed? I have a car engine that I’d like to be capped at 155 mph unless group 3 is active where it would be capped at 310 mph. I can cap it at 155 or 310 but I can’t figure out how to have the cap change when group 3 is active.

    +1 1.5 years ago
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    @All first thing you wanna know about that:
    *
    When you want to change anything about certain words or symbols on your label, whether it be its color, size, position, etc, you put those things in between <> brackets. For example: <color=#FF00FF> if you wanted to make purple.
    *
    All of the changes to a set of characters in a label that I know of go as follows: <color=#------> <alpha=#--> <pos=0px><voffset=0px><size=1><scale=1><rotate=0>
    *
    Hope this helps some!

    1.5 years ago
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    14.0k Guh

    So my brain is basically melting reading this but I'ma try soon to make a HUD

    +2 1.5 years ago
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    15.4k Randomplayer

    @WNP78 WOAH! Didn’t think you respond that fast! Anyways, cool!

    1.5 years ago
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    Dev WNP78

    @Randomplayer andrew did

    +1 1.5 years ago
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    15.4k Randomplayer

    Why’d you name it funky trees?

    1.5 years ago
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    210 amasoncik

    Как сделать идеальную земля -земля/земля-воздух но не более 45 градусов поворот грубил по горизонтали?

    1.5 years ago
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    how open\create LUA script in SP?

    +1 1.5 years ago
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    0 K3LP

    I'm just wondering how to put variables into stuff on mobile

    1.6 years ago
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    oh heck yeah, very lovely. I'm a few years late to the party but thank you my good sir

    +2 1.6 years ago
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    @VoidGuardian Пр

    1.7 years ago
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    1,373 VoidGuardian

    @UkrainianAviator np

    1.7 years ago
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    @VoidGuardian Thank You

    1.7 years ago
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    1,373 VoidGuardian

    @UkrainianAviator try WeaponSelected="weapon name" & ammo("weapon name")=5 ? 1 : 0

    The missile name is a string value so you need to put the name in quotations.

    1.7 years ago
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    What if I need to rotator open and missile activate when there is certain number of missiles left like 5 missiles left the 5th missile activating

    1.7 years ago
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    @windshifter1
    Well I know that ,but he said using that in FT , implying using {}in detacher,rocket etc. Where it dont have a purpose .........

    1.7 years ago
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    18.0k windshifter1

    @UssrLENIN {} is used for funky trees in places it would not normally be put. Such as text labels, it is expexting words but you want to put code so before and after your code you put {}

    1.7 years ago
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    @CAS6041
    No I think I know how brackets work 😕 but I don't use {} only (over(
    No damned bodmas like[{(

    1.7 years ago
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    2,025 CAS6041

    @UssrLENIN the reason that i would need that is if u fire the rocket, a detacher release the seat, then when it reaches its apex,
    a detacher releases the rocket, then the parachute opens.

    1.7 years ago
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    @CAS6041 that's .... For texts .... In .?nie
    WHAT?why would u need that ?
    "{}" ? I have NEVER thought it is any use in an EJECTION seat.!????!!!!!!!1!1!1!!1!1!11!!1

    1.7 years ago
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    @CAS6041 Bro ,some heads up ,u need to use "@" symbol before a guy's name to tage them making them get a notification that YOU have tagged HIM.

    AND , wnp78 don't reply cause he's a main dev and as per I know , barely active in comments of this site

    1.7 years ago
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    18.0k windshifter1

    @CAS6041 Here is what my experiments brought forth. https://www.simpleplanes.com/a/bd5T8c/Aircraft-Rocket-Powered-Detacher-Seat

    1.7 years ago
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    2,025 CAS6041

    ill be online this afternoon

    1.7 years ago
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    2,025 CAS6041

    im good i just figured out u just need{} instead of ()

    1.7 years ago
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    18.0k windshifter1

    @CAS6041 Also to make someone aware you are asking them you write @ then the name

    1.7 years ago
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    18.0k windshifter1

    @CAS6041 I believe it is possible. There is a way to attach a detacher to a rocket so that when you fire the rocket, it stays connected. Attaching the seat as well. Then make the input of the detacher {FireWeapon}. I will experiment a bit and get back to you.

    1.7 years ago
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    2,025 CAS6041

    So WNP78, ive been building a ejection seat with rockets, could you make me a detacher that fires when you fire rocket?

    +2 1.7 years ago
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    @windshifter1 yeah do it it'll be better

    1.7 years ago
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    18.0k windshifter1

    @UssrLENIN I'll tag you if you agree.

    1.7 years ago
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    18.0k windshifter1

    @UssrLENIN Could you try actually testing it in the actual plane?

    1.7 years ago
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    18.0k windshifter1

    @UssrLENIN Sorry but it didn't work.

    1.7 years ago
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    @windshifter1
    Hmmm , give me sometime to think ,soo
    Given :
    {IDENT? (sin(Time-|asterisk or star symbol for multiply|-300)?hexa color code for yellow : hexa color code for green) : ""}
    TRY IT . I just came up with it ......
    No teste
    And ofc if u wanna use ident as a custom group change button
    _interactiontype_ to toggle and use IDENT instead of activate1 (these changes to be done in overload)
    Aske me if have any questions.

    1.7 years ago
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    @KtaAviation
    Question mark (?) Is basically used in all codes like Java and xml for 1 function:

    When the FT code inside the (?) Is true or outputs a value greater than 0 , the function 1 is executed,if not function 2 is executed.
    Example: let's say I want something to open with AG1 ONLY when VTOL=1 ,so
    VTOL=1? Activate1 : 0
    Here 2 signs are important --
    ( ? ) And ( : )
    Tell me if have any doubts or want specific code

    1.7 years ago
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    2,401 KtaAviation

    @UssrLENIN Bow do you use the ? function?

    1.7 years ago
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    18.0k windshifter1

    I need a button in the cockpit (IDENT) to make a text label with the ATC transponder code flash.
    1. How do I do this without an activation group used?
    2. How do I make text flash green to yellow to green and so on until IDENT button disabled?

    1.7 years ago
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    @1010HI1020
    If u want any particular help with codes ,then u can tag me in this post so I may be able to help u

    +1 1.7 years ago
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    @SkyJayTheFirst @ToeTips
    (GS * 2.2369)>100?1:-1

    Here multiply by 3.6 to get in kilometres per HR and 0.621371 to get (approximate) value in miles per hour .

    1.7 years ago
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    @ToeTips it's all good. I'm no expert, but I know a thing or 2.

    +2 1.7 years ago
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    @1010HI1020 I don't know how to convert the value to miles per hour, since it's automatically set to meters per second in the funky trees, but you would want:
    *
    GS>50 ? value if true : value if false

    +1 1.7 years ago
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    29.5k ToeTips

    @SkyJayTheFirst
    Thanks for this, helped me build some decent stuff, sorry to reply so late

    +2 1.7 years ago
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    How do I have something happed only when I’m over 100 mph

    +2 1.7 years ago
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    @ToeTips the format you want is as follows: condition ? value if true : value if false
    *
    For example: let's say I set something to do a thing when I activate 1. Therefore, I would put: Activate1 ? 1 : 0

    +2 1.8 years ago
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    @ART384 well when we name ammo variable as cammo ,then it's outputting a value ,Which value is number of countermeasures left in THAT particular part

    1.8 years ago
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    135 ART384

    @UssrLENIN but how is that supposed to work? we havent named that particular countermeasure part as "cammo"

    1.8 years ago
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    29.5k ToeTips

    How can I have multiple codes running?
    Like if this happens do this . If that happens do that, etc?

    1.8 years ago
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    1,484 TheSPPlayer

    @LAGDragon Here is a demonstration https://www.simpleplanes.com/a/DIx660/Test-Car

    1.8 years ago
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    19.3k klm747klm747

    @linxiaofeng2339 just use Pitch and Angle Of Attack lol

    1.8 years ago
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    2,081 LAGDragon

    How can I measure wheel speed?

    1.9 years ago
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    1,484 TheSPPlayer

    @PPLLAANNEE Yes, first you can calculate the longitude, latitude and altitude of the target, and then calculate the corresponding angle through the Inverse trigonometric functions (these flight computers are required to return the longitude, latitude and altitude).

    1.9 years ago
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    1,484 TheSPPlayer

    @ThatItalianDude You are wrong. The PitchAngle value only describes the nose pitch angle, not the Flight Path Angle (FPA), and you can only measure horizontal ground speed (measuring air horizontal speed is almost unrealistic unless you have written wind direction detection). There are two ways to measure the horizontal speed of the Aircraft relative to the ground:
    1:GS > 0.001 ? (GS*cos(asin(rate(Altitude)/GS))) : 0
    2:sqrt(pow(rate(Latitude),2)+pow(rate(Longitude),2))

    1.9 years ago
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    18.0k windshifter1

    @IzzyIA Ill probably use that thanks, but what Leehopard had was just a rotating ^. Points you in the direction you need to go to reach the selected airport. distance was in a seperate panel

    1.9 years ago
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    40.3k IzzyIA

    @windshifter1 My GPS sounds like what you're looking for and uses no custom variables. Just copy the label to your craft :)

    +1 1.9 years ago
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    18.0k windshifter1

    @UssrLENIN Well then lets ask @Leehopard how he managed to get a rotator to point in the direction of an airport, switching locations with buttons!?

    1.9 years ago
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    @windshifter1 I'd suggest asking @IzzyIA .

    1.9 years ago
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    @windshifter1 Make the damned locator ,yes but like it's a analog thing coz in lat/long-itude u can't use tgtposlocal and other stuff to make fancy digital pointers.
    But I am not sure about buttons to switch between them.maybe .... Just maybe it can happen if we use custom commands.

    1.9 years ago
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    @UssrLENIN tis is okay, thank you very much!

    1.9 years ago
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    18.0k windshifter1

    Is there a way to make a navigation system? I saw in one airplane where the is a ^ symbol that rotates on the panel to show the direction the selected airport is in. Using buttons to switch to different locations. I tried to copy and analyse the code but it used to many custom variables.

    1.9 years ago
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    @ImTheNewGuy You can reply me on this comment if u want a dedicated post on this for clearer explanation

    1.9 years ago
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    @ImTheNewGuy yes , hello .
    So select your desired countermeasures part,then on left of ur screen on upper portion there is an x inside of a block.Now click on it and then u will be shown list.here only one.name the variable as u wish for this case let's use cammo (note that capitals or lowercase spelling matters).now use normal code which being ==
    ---- ammo(cammo) ---

    1.9 years ago
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    @KtaAviation Question not clear.

    1.9 years ago
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    2,401 KtaAviation

    @Neruneten21 that involves activation groups

    1.9 years ago
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    2,401 KtaAviation

    @Neruneten21 i cant because there already is code

    1.9 years ago
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    26.2k Neruneten21

    @KtaAviation Just go to the part settings and change the activation group enabled, input and invert if its reversed.

    1.9 years ago
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    2,401 KtaAviation

    @WNP78 Im trying to make an 2 engined vtol plane that rolls by increasing/decreasing
    throttle while AG1 is pressed. Could you give me some code Please?

    1.9 years ago
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    7,004 Skykid028

    @windshifter1 ok thanks for the tips

    1.9 years ago
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    18.0k windshifter1

    @Skykid028 You can disconnect alls cockpit blocks from the main fuselage, and then all other parts will act as one. You can right click and drag to make a clone. If that does not work or you want it to be more permanent that you can use again later, drag the entire plane to the top left bin for sub assemblies. You can go to the parts menu, then click on sub assemblies to find it again.

    2.0 years ago
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    7,004 Skykid028

    Is there a way to just copy and paste everything at once instead of having to go through to copy and paste everything one at a time

    2.0 years ago
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    can you make it display how many Countermeasures you have left? because I tried how you would do it for weapons and its not working.

    2.0 years ago
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    @windshifter1 Nice! Thank you very much

    2.0 years ago
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    18.0k windshifter1

    @titaniciceberg3 Hope this helps customise your missile

    2.0 years ago
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    18.0k windshifter1

    @titaniciceberg3 Indeed. Select the missile. Open the overload in-game XML editor (In my prev comment right below, the last paragraph shows how to acces the XML editor). Click on the dropdown menu at the top. Select Missile. Then, instead of editing and existing value, go to the bottom and click the + sign. Put the name as maxRange (Must be exact, with the capital letter correctly) and put the value as whatever you wish. 10 000 is a decent missile range and 20 000 is a long range missile, but feel free to experiment with what suits best.


    Here you can also edit the name of the missile, from the boring existing name to a fancier custom missile name like Sidewinder AIM-9. Simply add a new value with the name as 'name' (minus qoutation marks) and the value as the name you wish.


    In this spot as well you can edit the power of the missile. Find an existing value with the name as explosionScale, then edit the value beside it. 5 is large, 20 is a small nuke, 50 hell get outa there, 100 I hope you sent the expendable guy.

    +1 2.0 years ago
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    Is there any way to increase missile range?

    2.0 years ago
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    18.0k windshifter1

    @KORKMAZ If it is a jet engine, open the Overload Mod (XML editor), go to the dropdown menu at the top, select 'Engine', then in the list of names and values that come up, change the value of 'PowerMultiplier' by whatever number you wish.


    If it is a propeller engine, go to the part settings and use the slider to set the HP. If the slider reaches it limit, but the HP is not at the desired amount, go to the Overload XML editor, in the dropdown menu select 'PropEngineAdvanced', the in the list of names and values that appear, change 'Power' to whatever value you wish. Please note that 1000 HP is equal to the value 2000 'Power' in the XML editor. (its x2)


    2 more things to note: Changing the HP will change the speed of acceleration, not the max speed. The max speed will stay the same. If that is what you wish to change, use a different engine.


    The other thing: To access the OverLoad XML editor, go to the very first main menu with the play button. Click on MODS, then click on OverLoad. Then click the new button that appears to "Enable" the mod. This mod is pre-loaded when you downlaod the game. Now on the bottom right, beside the play button in the designer, there should be a button with: </> and then a plane symbol below it.

    2.0 years ago
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    How can I increase the power of the engine from 600 HP I want to make 1000 HP

    2.0 years ago
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    @UltraLight Thank you and yes i was just looking for it to turn on momentarily in the cockpit to indicate countermeasures launch, like an afterburner light

    2.0 years ago
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    38.8k UltraLight

    Funky Trees Question: I just noticed that all the cockpit blocks and the flight computer have position / attitude data and a few more points — can’t believe I never thought to check that before. But how come they don’t have ALL the normal flight data like altitude agl and all the target heading/elevation/distance data? Is there a way to access that for the non-primary cockpits?

    2.0 years ago
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    38.8k UltraLight

    @planeplane1212 it’s “LaunchCountermeasures”

    That’s just going to be on for a moment though so if you wanted to make a light that shows when your flares are still live then that’s another challenge

    2.0 years ago
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    does anyone know whats the input of the countermeasures
    i want to make a light that turns on when you release countermeasures

    2.0 years ago
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    Dev WNP78

    @Mueheheh23 for the nth root of x you can do pow(x, 1/n)

    2.0 years ago
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    Ya got square root but where's the other roots?

    2.0 years ago
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    @windshifter1 That seems ok to me

    2.0 years ago
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    18.0k windshifter1

    @UssrLENIN Dont do anything yet tho, Ill link you in an unlisted post of the aircrafts in construction, then you can fiddle around and touch it up if you decide you want to help

    2.0 years ago
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    18.0k windshifter1

    @UssrLENIN It would be a big help if I could have those radar codes, and for the static arts, I need shark teeth for a Fairchild AU-23 Peacemaker

    2.0 years ago
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    @windshifter1 I do have some text codes for radars but i don't own them and are downloaded. If you want ,i can give them here.
    As per of static arts , i am in middle of learning how to do it 😅

    +2 2.0 years ago
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    18.0k windshifter1

    @UssrLENIN Wow thanks! I have a question - You seam pretty good at this FT coding, do you know how to make data screens like radars or nav systems? Or static fuselage art? If you are, id love to do collabs on builds, sharing the credit. I have a modern fighter jet, my masterpiece, id like help to code the interior. I know some FT and did a few data screens, but I still need the complex data screens. if you can help and are interested please reply.

    2.0 years ago
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    @windshifter1 hey hey hey , UssrLENIN here again and i just resolved your code of missile firing .(https://www.simpleplanes.com/a/6Vs09W/M115A1-160mm-Howitzer is the code of the ammo loader which i modified to be shorter)
    String:----
    rate(smooth(ammo("Sui 25"),1/1))=0&rate(smooth(ammo("Sui 25"),1/(2.5)))!=0
    Please note that put name of ur missile (here my test missile name was *Sui 25*). This code has a delay in lighting up .
    Just use this in XML overload in input section of the beacon light

    2.0 years ago
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    @CaptEarle591 maybe he wants the rotator to only rotate between pitch 0% and 30% instead of pitch 1- 100%. That could be the case.

    2.0 years ago
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    @UssrLENIN I guess so, I understand my interpretation of the question. Did you interpret it different?

    2.0 years ago
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    2,208 Watsmyu

    If I wanted to get an ai to face the player without the use of gyro, what would I have to put in?

    2.0 years ago
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    4,505 MrPanzer

    @UssrLENIN little late for the competition but I certainly will include it into my updated version. Thank you!

    2.0 years ago
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    @windshifter1
    fireGuns and fireWeapons I believe.

    2.0 years ago
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    18.0k windshifter1

    @UssrLENIN Thanks for the help, I shall try it now

    2.0 years ago
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    @CaptEarle591 Don't you think it's a wierd question to ask ,seeing it's so easy.... I think he wasn't able to express his question in the right way

    2.0 years ago
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    @UkrainianAviator this is pretty simple. First you change the inputs with the settings button click it. Then you change the “Range of Motion” slider to 30 and the input to Pitch.

    2.0 years ago
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    @windshifter1 uhhh missile fired cannot have a specific command . Only fireWeapons and it will hold for given time that button is triggered.
    Though MAYBE ,just MAYBE you may be able to get a missile fired signal using the [rate()] feature .

    2.0 years ago
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    @windshifter1 Sir , that's only for labels .

    2.0 years ago
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    @SkyJayTheFirst No , that would be very complex to make it fade out smoothly.
    But if u want I can tell you how it will appear AT ONCE if a condition is satisfied

    +1 2.0 years ago
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    @MrPanzer entire string of inputs for when to light up when a target is within 2 km ONLY
    Modifie the conditional operators OR the range number to change the range etc ..

    String :
    TargetDistance<2000?TargetSelected : 0

    2.0 years ago
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    @UkrainianAviator I didn't quite understand that?if u clear it i may be able to help you

    2.0 years ago
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    What if I need to open my rotator by the pitch (negative and positive) But only to 30 degrees?

    2.1 years ago
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    4,505 MrPanzer

    okay so I made it so it can lock on with the input as SelectedTarget, but I can't seem to figure out how to limit it to lighting up at a specific distance. any ideas?

    2.1 years ago
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    4,505 MrPanzer

    What command would you use if you wanted to have a light turn on when you have a target lock. Specifically a target lock on another aircraft or ground vehicle that you're attacking.

    +1 2.1 years ago
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    1,210 Miata

    Is there a way to have a rotator spin faster as pitch is applied, but doesn't return to its original position when at idle?

    2.1 years ago
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    @windshifter1 Make the input for the light "FireGuns"

    2.1 years ago
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    18.0k windshifter1

    Is there any code that would turn on a beacon light whenever a weapon is fired? Like: Guns firing, red light turns on and holds for however long you are firing. And for missiles, light flashed when missile fired?

    2.1 years ago
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    What equation would I use on a label that would allow letters to smoothly fade in or out, depending on the throttle?

    2.1 years ago
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    @UssrLENIN uwooooghhh thanks for that comrade

    2.1 years ago
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    @UkrainianAviator paste this in ur rotator;
    SelectedWeapon="missilename"? FireWeapons : 0

    2.1 years ago
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    @SpetzavodHeavyIndustries unfortunately,no.but u can get output when a particular weapon is fired only.

    +1 2.1 years ago
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    are there any funky trees that triggered when the bomb explodes?

    2.1 years ago
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    @windshifter1 you can also use <> and put your code in between those, such as color, pos, voffset, etc.

    +1 2.1 years ago
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    18.0k windshifter1

    @windshifter1 Also, I believe you failed to mention that all lines of code must be written in between these brackets: {} Anthing written outside of the brackets will just add on as normal text.

    2.1 years ago
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    18.0k windshifter1

    Very helpful guide, but there is one error. To access the name of the selected weapon, the code is {SelectedWeapon}, not {SelectedWeaponName} as mentioned in the Inputs section.

    +2 2.1 years ago
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    92 Hiku06

    @UkrainianAviator i think you can do that if you set the rotator to "fireMissile" control, and giving the missile the delay that the rotator needs to open

    +1 2.1 years ago
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    What if I need my rotator to open only when I fire missile?

    2.1 years ago
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    Anyone here know how to make something point at the target no matter the orientation? I'm putting a pilot and RIO into my tomcat and I need the RIO to look at the target, even when rolled to the side, etc. I have (Heading / 180) - (TargetHeading / 180) and TargetElevation in it, but it doesn't work unless it's perfectly upright. I have a rotator with a hinge rotator on top.

    2.1 years ago
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    @LoneSpaceGaming Here take some code from this I am working on it a little bit more It takes some features from the F14 but it is not an f14.
    Well I worked out some of the problems that you have been having so yeah here you go. https://www.simpleplanes.com/a/d1k9U7/FB-14

    2.1 years ago
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    @LoneSpaceGaming On it

    2.1 years ago
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    Help 'we'? come on me get your spelling together it's meant to be ME.

    2.1 years ago
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    @F14FANATIC Since you're, well... an F-14 fanatic, could you help we with my F-14? It's not rolling well. At low speeds (roughly 200-450 kts) it rolls like an airliner, maybe even worse. Only the horizontal stabs are rolling the aircraft not the spoilers. I don't have the spoiled roll it because when the wings are back, it also pitches the aircraft up. Any ideas to make it roll better? I've tried xml shrunk wings that I manually enlarged (shrink using overload or finetuner or whatever, then used the 'edit wing shape' button to make it larger) and put them in the fuselage and I've tried in the wings too. (Both were like 90% aileron and 10% wing lol)
    Sorry for the long comment, and anyone else who has any ideas feel free to tell me.
    Your Mediocre Pilot,
    Lone Space Gaming (Callsign Gizmo)

    P.S. Yes I had to add the closing thingy at the end `cuz why not. And that was a lot of parenthesis.

    +1 2.1 years ago
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    @F14FANATIC VTOL>0 ? 0 : 1
    *
    With that basic control, if you pull the VTOL stick up above the middle, it'll set whatever is binded to it to 0. Hope this helps!

    +1 2.2 years ago
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    How do you restrict the output of something say using VTOL?

    +2 2.2 years ago
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    4,246 Quercon

    @DerKommandant unfortunately you cannot, as cannons cannot take input from funky trees (at least for now)

    2.2 years ago
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    @SkyJayTheFirst Yeah, that's what I figured. It's too bad though :(

    +1 2.2 years ago
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    @LoneSpaceGaming I asked the same question months ago, since I also wanted to make a radar warning receiver. As far as I know, there's no way to do it, which kinda sucks.

    2.2 years ago
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    I could have sworn there was a way to tell if an aircraft was locking on to you, but I can't see it here (not the beeping sound and the flashing text I mean for funky trees).
    If anyone can help me with that I would greatly appreciate it, I'm making an RWR for my XV-5

    +4 2.2 years ago
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    @Promike Use the gauge and change the setting to what you want. Also use text an put for example {ceil(fuel)} this rounds your fuel percentage to an integer or a whole number

    +1 2.2 years ago
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    42.7k Graingy

    THis may be the single most destructive thing anyone at Judroo has ever done to SimplePlanes' status as "airplane game".
    I just saw an interactive 3d shape on a text square.
    This is unholy and truly I am jealous of the power it grants.

    +1 2.2 years ago
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    is it possible to make a cannon fire using the throttle? im trying to make a cannon propelled aircraft but I dont want to hold down the fire button for long

    2.2 years ago
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    How do I display things such as Fuel or Altitude?

    2.2 years ago
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    2,885 ACEVIPER9710

    @Tyusha try use a clamp value like this clamp01(sum(Pitch)1, 1))

    2.2 years ago
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    0 Tyusha

    I wanna control the rotator using pitch,but i don't want it keep coming back to it's default position, I've tried using sum(Pitch) it kinda work but i wanna set it's min and max degree so it's not keep spinning,how can i set the max value for sum or something similar to that

    +1 2.2 years ago
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    First you can go to pause then go to the airplane button with the 8 pointed star and click on it. Then click on spawn tanker the you got the rest

    2.2 years ago
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    @CaptEarle591 in game beacuse there is a probe i can use but idk where is the tanker

    2.2 years ago
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    In game the only way is to air refuel

    +2 2.2 years ago
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    @aeaeaeaeae What do you mean? In game or in the builder

    2.2 years ago
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    idk how to add more fuel

    2.2 years ago
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    2,885 ACEVIPER9710

    @mitsuki or just go to the xml add a new slide and put throttleResponse l 0.05

    2.3 years ago
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    @GKYGG of course you can!!
    pls note i missed one closing parenthesis in my comment

    2.3 years ago
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    9,330 GKYGG

    @GorillaGuerrilla Can I use it?

    2.3 years ago
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    Can AltitudeAgl input be put into a secondary cockpit, pitch input? And if so how? (need info on it for a project)

    2.3 years ago
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    @Khanhlam It was an aerobatic aircraft that I was working on.

    2.3 years ago
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    2,386 Khanhlam

    @F14FANATIC Is that an F-14? Yeah flat spin is normal in that plane.

    2.3 years ago
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    Dev WNP78

    @temporaryplanetester FT is only an expressions language, and if/else blocks typically group statements (instructions). What you can do if you want is to use the Activator field on a variable setter (click the downwards arrow to expand it) to only set a variable when a condition is met, and then have another setter for the same variable with the opposite condition. Or, if you want to format your code nicer, you could edit it in an external editor and split your ternary operators across multiple lines, like

    condition
        ? value_if_true
        : value_if_false
    
    +3 2.3 years ago
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    Idea: Add an if else statement.

    The ternary operator is cool and all, but it can make your code hard to understand if you chain a bunch of them together, so a multi-line if else would be nice to have.

    2.3 years ago
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    @GorillaGuerrilla Thanks, man. THe roll reversal is more manageable now with the fixed thrust vectoring but it's still there. I'm about to go put this into my aircraft right now. Thanks again.

    2.3 years ago
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    @LoneSpaceGaming heres the code for the hinge on my ailerons.
    RollInput/1.25 * sign(90 - abs(AngleOfSlip)) - smooth(clamp(clamp01(AltitudeAgl > 2.85)*
    (RYawOut*AngleOfSlip*2.2), -0.23,0.23),0.11)

    note i actually made the roll reversal when the plane is flying backwards at angleofslip > 90. so lets say if u want the roll to behave the opposite when aoa is above 45 u might want to change that part right after rollinput to * sign(45 - abs(AngleOfAttack)

    it doesnt matter how u messed up ur design, this will eventually help u one day if u are making psm planes

    2.3 years ago
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    I'm stupid, my thrust vectoring was going opposite to my afterburner, so even with afterburners on it did roll very well in PSM. So I guess when I hit around 15 degrees of AoA the thrust vectoring of the normal engine was enough to roll the aircraft in the opposite direction.

    2.3 years ago
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    Anyone know how to invert the ailerons when above a certain AOA? My plane 5/6th gen fighter has roll reversals and I want to get rid of it, it just doesn't fit with a 5/6th gen aircraft.

    2.3 years ago
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    @Misterrobertinho from my understanding, yes it is :)

    2.3 years ago
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    @CaptEarle591 I just saw this and I've been Wondering how to do that thank you Sincerely - F14FANATIC

    +2 2.3 years ago
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    I made a plane that can identify if it's in a flat spin or not and which direction the flat spin is. I will eventually post that plane but in the mean time it's still in the making.
    But if anybody Has any questions or wants to do this for themselves contact me at my discord (read my bio)

    +1 2.3 years ago
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    1,368 mitsuki

    @CaptEarle591 Thanks, I'll test this on my build asap

    +1 2.3 years ago
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    @mitsuki smooth(Throttle, X)
    Replace the X with a number
    The smaller the slower the start
    EX
    smooth(Throttle, 0.05)
    This is what I use

    +2 2.3 years ago
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    1,368 mitsuki

    anyone know how to delay a engine startup? I want my VTOL nozzles slowly start up instead of going from 0-100 whenever I activate my afterburners

    +1 2.4 years ago
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    @Havonec ooooooohhh I thought you needed some complicated XML for it

    2.4 years ago
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    3,073 Havonec

    @CatMasterLuke but for the cannon

    2.4 years ago
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    3,073 Havonec

    @CatMasterLuke like where you press to edit fuselages

    2.4 years ago
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    3,073 Havonec

    @CatMasterLuke btw you8 can make it mutirole in the non-mod settings

    2.4 years ago
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    @GorillaGuerrilla I need context

    2.4 years ago
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    3,073 Havonec

    *put

    2.4 years ago
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    3,073 Havonec

    @GorillaGuerrilla when i out in the code nothing is happening

    2.4 years ago
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    @Havonec i actually stumbled upon this to learn how to do it.
    u can change the code so that its time sensitive to blink.
    my rate of climb reading is rate based. just change it to sin(Time * Anynumber) > 0

    2.4 years ago
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    @Havonec i am pretty sure u have seen the hud on my plane to say it didnt u? to make things simpler heres the code involved in the presentation

    <color=#ff0808>
    <size=1.5><voffset=2.1px>{(AltitudeAgl > 10) & (rate(Altitude) < 100) & (0-(PitchAngle+5)/(2abs(PitchAngle+5))+1/2)(0-(AltitudeAgl-300)/(2abs(AltitudeAgl-300))+1/2) ? "Δ":""}</size>
    <size=0.5><voffset=2.35px>{(AltitudeAgl > 10) & (rate(Altitude) < 100) & (0-(PitchAngle+5)/(2
    abs(PitchAngle+5))+1/2)(0-(AltitudeAgl-300)/(2abs(AltitudeAgl-300))+1/2) ? "!":""}</size>
    <size=0.4><voffset=1.73px>{(AltitudeAgl > 10) & (rate(Altitude) < 100) & (0-(PitchAngle+5)/(2abs(PitchAngle+5))+1/2)(0-(AltitudeAgl-300)/(2abs(AltitudeAgl-300))+1/2) ? "TERRAIN":""}</size>
    <size=0.4><voffset=1.3px>{(AltitudeAgl > 10) & (rate(Altitude) < 100) & (0-(PitchAngle+5)/(2
    abs(PitchAngle+5))+1/2)(0-(AltitudeAgl-300)/(2abs(AltitudeAgl-300))+1/2) ? "WARNING":""}</size>
    </color>

    <size=0.35>
    <color=#22221111>{rate(Altitude) > 0 ? "<color=#08ff08>" : ""}<pos=4.45px><voffset=0.82px><mspace=0.15>{rate(Altitude)60;[00,000.]}
    </size></color>
    <color={rate(Altitude) > 0 ? "#08ff08" : "#ff0808"}><size=0.8px><pos=4px><voffset=0.48px><alpha=#FF>─
    </color>
    <size=0.35>
    <color=#22221111>{rate(Altitude) > 0 ? "" : "<color=#ff0808>"}<pos=4.45px><voffset=0.42px><mspace=0.15>{rate(Altitude)
    60;[00,000.]}
    </size></color>
    </mspace>

    </color></color>

    2.4 years ago
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    3,073 Havonec

    @GorillaGuerrilla yeah like a Terrain warning

    2.4 years ago
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    @MasterPlanes101 i just had this thought/design over my head that it may work haven't tried it yet but pls remind me later

    2.4 years ago
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    @CatMasterLuke multirole

    2.4 years ago
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    @Havonec do u mean quickly or slowly
    Sounds like u want it to blink

    2.4 years ago
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    Can I make a cannon that is compatible for both air to ground and air to air? I remember there being a way to do this but I can’t find the page

    +1 2.4 years ago
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    150 JuanR

    anyone know how to make a motor works immediately?
    something like the rocket engines mod
    no wait... i discovered how is so doesn't matter
    you put in the engine (engine):
    throttleResponse / 100

    2.4 years ago
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    @ThatMG393 if you want it to stabilize then copy these and put them in the hinge Rotator make sure min is -4 and the max is 4 also make sure the range is 90

    1. PitchAngle/360
    2. RollAngle/360

    Yaw is no need

    2.4 years ago
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    1,112 Grimi

    @ThatMG393 use a RollAngle or PitchAngle depending on its location and divide by the degree measure of the rotor

    2.4 years ago
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    @Brandon182003 repeat(Throttle, 0.96)

    2.4 years ago
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    3,073 Havonec

    anyone know how to make a text appear and reappear?

    2.4 years ago
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    @Brandon182003 (Throttle > 0.95) ? 0 : 1 also change zeroOnDeactivate to true

    2.4 years ago
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    Anyone know how to make a rotator always face up no matter if its sideways? Basically stabilizing.

    +1 2.4 years ago
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    Anyone know the code to make an engine deactivate above 95% throttle?

    2.4 years ago
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    Nvm, try the same thing but in {} instead of [], sorry for the mix-up. @Sense2

    +1 2.4 years ago
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    Try [(Altitude)*”whatever the conversion rate is between metres and whatever you want the display to show”] @Sense2

    2.4 years ago
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    I like your funny words magic man

    +2 2.4 years ago
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    6,563 Sense2

    how the heck do i make a working altitude indicator on my text

    2.4 years ago
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    @MasterPlanes101
    sadly no because the brakes for the wheels have no input field. you can only the change the input for the turning of wheels but not for the braking.
    i tried to do the same as you wanted it but it doesnt work

    +1 2.4 years ago
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    So What Im Understanding Here...Is I Cant Make A Lever Control The Landing Gears...Or Can Someone Show Me How To..?

    2.4 years ago
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    How do you have a gear hinge slow when it’s being closed and fast when it’s opening?

    +1 2.4 years ago
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    is it possible to make a wheel brake only at a certain speed?

    +3 2.4 years ago
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    Is there an input to show that you’re being locked up

    2.4 years ago
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    @11qazxc with "holding shift" i meant like "while throttling up" btw.
    is there maybe a way that when throttle is above 99, the throttle automaticly goes back to 99? or is there something that while my throttle is going up, it will output something but when my throttle is still, it output is 0?
    thanks for the help :D

    2.4 years ago
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    7,071 11qazxc

    @DenizLion You can't use state of real hardware and you can't change user's inputs with FT.
    max(0,rate(Throttle)) or rate(Throttle)?1:0 will work while Throttle's rising.
    Throttle=1?1:0 will work if Throttle's 100%

    +1 2.4 years ago
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    @DenizLion or how can it automaticly throttle down to 99% after i release shift?
    so the engine will only be active if the throttle is 100% but when i release shift the throttle automaticly goes to 99% so the engine will turn off

    2.4 years ago
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    how do i make an engine / a beaconlight activate when i hold the throttle button (shift)?
    i want to make an afterburner which should only be on while i hold shift

    +1 2.4 years ago
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    7,728 TrueNoMan

    @Danidude88 Fill SelectedWeapon=(THE NAME OF THE WEAPON HERE with a pair of double quotation marks) into the activation group section (you may need to navigate in the pop-up menu atop the Overload window) of the rotator's Overload interface

    +1 2.5 years ago
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    How do I make a hinge only activate when a certain weapon type is selected, and the speed is low enough?

    2.5 years ago
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    4,688 Lake

    @BasicHam yes you can by basically replacing the input (via overload) to LandingGear

    +2 2.5 years ago
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    Can I set a hinge to act as a landing gear?

    2.5 years ago
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    @Mondayhater just tested it, it doesn't work

    2.5 years ago
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    @Mondayhater on the input settings, I think you need to set it as "IAS,TAS,GS=speed value in meters per second" I think. The IAS, TAS, GS, is for your preference, you need 1 of them, I'll test this out and get back to ya if it works

    2.5 years ago
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    gente alguien sabe como puedo hacer que un rotor gire al estar a cierta altura?

    2.5 years ago
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    How do you make an engine work only at a certain air speed

    +1 2.5 years ago
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    @WNP78 thank you. Abandoned the project in the meantime (didn't work), but I'll keep this in mind

    2.6 years ago
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    Dev WNP78

    @UPTOSPACE345 that's the max function - max(a,b) is the greater of a and b

    2.6 years ago
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    Hey, does anybody know how to make something that outputs the greater of 2 inputs? This would be immensely helpful

    +1 2.6 years ago
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    10.1k StinkyRice

    can activate1 + fireguns work?

    +5 2.6 years ago
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    4,477 KSA

    @PersonOfTheUniverse9YT Thanks

    +1 2.6 years ago
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    @KdogUSA Altitude <= 5

    +1 2.6 years ago
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    9,677 SAINAKAJIMA

    How to combine fireweapon with selected weapon

    +6 2.6 years ago
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    270th Upvote! And this is really helpful, so thanks.

    2.7 years ago
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    4,477 KSA

    Can I make a Gyro work only if i am under 15 ft or 5m

    2.7 years ago
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    4,788 Hannyboy

    @gghelllll sadly. You need to use green lights. Or use a mod but if your in mobile then green lights.

    2.7 years ago
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    12.9k poenix

    Can we get ways to affect VTOL and TRIM with buttons. Probably with a step or slow increase kind of function

    It would be really handy for electronic trims and other gear that use buttons instead of a lever

    2.7 years ago
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    @Mueheheh23 nvm its ((insert GS, IAS, TAS) * cos(PitchAngle)) * (conversion rate in the unit you are currently using). If you do not convert it it will show in m/s

    2.7 years ago
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    @Mueheheh23 i believe it is ((insert GS, IAS or TAS, whichever you want) / cos(PitchAngle)) i might be wrong tho

    2.7 years ago
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    Can i somehow detect horizontal speed (Flight data)

    2.7 years ago
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    2,416 AlexMty

    Is there a kind of random code? The kind that randomly create a value between two numbers.

    +3 2.7 years ago
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    4,688 Lake

    Eyyy that could work on Flaks @NaRtA169

    +2 2.7 years ago
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    Can you make a value (like speed) delay between updates (I want to make a digital speedo for a car but I want the speed to delay between updates like a real car)

    +1 2.7 years ago
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    Is there a way to have a rotator only work if “ground” is the target?

    2.7 years ago
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    can anyine here help me make a nightvision camera FULL BRIGHTNESS not just green lights

    2.7 years ago
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    3,538 spaREZ3Lf

    @WNP78 Do we have a code for incoming missile warning ?

    +6 2.7 years ago
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    Tôi ước gì đó cập nhật thêm tính năng ngôn ngữ và chơi online trực tuyến Hai người hoặc hơn

    2.7 years ago
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    Can someone make an funky about bomb that can explode by itself at certain altitude?

    +1 2.8 years ago
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    1,246 Star54ilor

    @AAAA7 "selfDestructTimer" then set the amount of time you'd like the rocket to have before it explodes, I think it's counted in seconds. You can also set it to 0 if you want to make a rocket for a remote detonating bomb or something of that sort, just a neat little idea I thought would help

    +2 2.8 years ago
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    @WNP78 how can i change the lifetime of the rockets when activated?

    +1 2.8 years ago
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    @WNP78 may I request that you put in a way for things to activate when there's an incoming missile?

    +1 2.8 years ago
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    Dev WNP78

    @Weirdoguymajig there's two ways really, if you just want a simple conversion just multiply the value by the conversion factor (ie {Altitude * 3.28084} would express altitude in feet. The label formatting also has a feature built in that hooks into the game's built in units system and formats units in the user's currently selected unit system. For that, there must be 3 sections in the {}, each separated by semicolons. The first is your expression, the second is the format specifier, which is just a string that controls how the number is formatted (how many decimal places, leading and trailing zeros, commas etc). Putting N there will give a fairly standard format but there is more info here. Then the 3rd section indicates what type of units to use. The options are:
    LongDistance - takes input in m, shows mi/km/nm
    ShortDistance - takes m, shows ft/m - use this for altitude
    TinyDistance - takes m, shows mm/inches
    Speed - takes m/s, shows mph/kmh/kts
    Mass - takes kg, shows kg/lbs
    Force - takes N, shows N/lbf
    Volume - takes L, shows L/gal (US gallons)
    Area - takes m^2, shows m^2/ft^2
    WingLoading - takes kg/m^2, shows kg/m^2 or lbs/ft^2.

    For instance for altitude, {Altitude;N0;ShortDistance} would make an altitude readout.

    +2 2.8 years ago
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    How can i change the altitude from meters to feet and ias from m/s to Mph on a label

    2.8 years ago
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    405 AAAA7

    ok but what is the input so I can have a rocket last a long time before blowing up?

    +1 2.8 years ago
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    2,059 hackk

    @GorillaGuerrilla thanks for the suggestion man, I appreciate it

    +1 2.8 years ago
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    @hackk i used vtol nozzles as substitutes

    2.8 years ago
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    Very Helpful! This should be a pinned Forum.

    +1 2.8 years ago
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    2,059 hackk

    Apparently RCS can not use Funky Trees as I am making an auto stabilizer system

    2.8 years ago
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    4,688 Lake

    Can someone make an altitude indicator using Funky Trees? Am making it for my upcoming torpedo bomber.
    The altitude is 20 feet (6 m).

    2.8 years ago
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    287 sharpclaw

    @Hyper7439 ok thanks

    2.8 years ago
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    @sharpclaw you cant

    2.8 years ago
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    @GorillaGuerrilla what does that mean? im sorry but i didnt understand qnything that u said its too complex:)

    2.8 years ago
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    @Darg12e it looks like u want to use something similar to clamp01 instead, your original code is a complete syntax error, u have to give pitch a condition, while pitch itself cant be a condition.

    2.8 years ago
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    can someone fix this ft code? Pitch ? 1:0 i need it to do minimum cause if u pitch down if does it fully not the exact inputbim giving it. idk how to fix it uts my first time trying codes.

    2.8 years ago
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    287 sharpclaw

    How do you convert rotor rpm to a prop RPM

    +1 2.8 years ago
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    What is the syntax for ternary operators, I couldn’t get it to work

    2.8 years ago
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    @WNP78 will you make a code in Funky Trees that allows things to focus on incoming hostile missiles? I wanna make a working Radar Warning Receiver.

    +4 2.8 years ago
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    4,688 Lake

    How to i add limited ammo in wing guns and miniguns using the ammo funky tree?

    2.8 years ago
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    @SkyJayTheFirst exactly the most wanted answer for sp for many years.

    +2 2.8 years ago
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    Is there something responsible for pointing the missile at you?

    2.9 years ago
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    How would I set something to target an incoming missile? I wanna be able to make a working Radar Warning Receiver.

    +2 2.9 years ago
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    @JackRaiden already fixed and its not colliding

    2.9 years ago
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    @Darg12e maybe they're colliding and you don't use "true" on aircraftcollision I 5
    think

    +1 2.9 years ago
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    11.8k Artutu

    How to make a tachometer on an airplane and on cars?

    2.9 years ago
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    How Do I Make Door Guns Like The Ones In Gator 2

    2.9 years ago
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    785 OldBomber

    How do i make a light the blinks when the ammo is low or basically no ammo left...

    +6 2.9 years ago
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    @LobsterBisque128 i am wondering so I am able to make it a gear now but I cant make it stop in a vertical position and come back to a 95 degree angle

    2.9 years ago
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    Thanks@LobsterBisque128

    2.9 years ago
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    2,386 Khanhlam

    @WNP78 Do you think about a system that detects error with funky tree? I kinda messed up alot and had to write the code again.

    2.9 years ago
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    0 Xbacon

    Does anyone know how to make a piston look like shock?

    2.9 years ago
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    0 lizhei

    @Darg12e@Darg12e

    2.9 years ago
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    can someone fix this code?
    its for my su 27 i need this to only go halfway on a rotator(its good) but the problem is its unstable for my su27 it does unnecessary adjustment when u pitch up it does not counter it it stays theyre before countering it i need it to counter it. its like a flyby wire idk

    (Pitch) * (Activate1 ? 2 : 1) + clamp(PitchRate/100 ,-1,1) * (abs(AngleOfSlip) > 90 ? -1 : 1) + Roll

    +4 2.9 years ago
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    4,688 Lake

    @WNP78 sorry to interrupt buy what does quote do?

    2.9 years ago
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    4,688 Lake

    @WNP78 thanks I was going to make a wing gun with limited ammo.

    2.9 years ago
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    Dev WNP78

    @Lake that's just the website formatting glitching. if you put " inside code block it shows as &quot;. I changed the text to be bold so it doesn't do that

    +1 2.9 years ago
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    4,688 Lake

    Someone please explain the &quot

    2.9 years ago
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    clamp(-1+smooth(Brake*3,1),0,1)
    This will delay action by one second before Actuating, the same will happen with retraction. It’s scrappy but I hope it suits your purpose.

    +2 2.9 years ago
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    @SkyJayTheFirst do you mean a one second delay before it begins to move or takes one second to fully actuate?

    +1 2.9 years ago
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    @Darg12e I'm wondering the same thing, but nobody has answered my question.

    +1 2.9 years ago
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    is there a way to add a delay to an airbreak part?

    like the input is Activate1 but it will have a 1 second delay

    +1 2.9 years ago
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    @WNP78 that is pretty cool

    2.9 years ago
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    @WNP78 is there a formula I can use in an aircraft for mixture that essentially the lower it goes lowers the ma rpm, while still being at full throttle, like for example if the mixture was open (high) it would use 100% of the engines power, but if it was closed or lower, it would use less than 100%?

    2.9 years ago
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    @WoodPlaneBuilder GeE, i WoUlDn'T hAvE gUeSsEd! I mean how would I do it with Overload.

    2.9 years ago
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    I need help with the labels with funky tree

    +1 2.9 years ago
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    How would I set a delay to something when I activate it?

    2.9 years ago
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    25.7k toorbokkot

    I want to make two working modes for the rotator: automatic and manual, how can I do it?

    2.9 years ago
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    1,355 Kestrel990

    Use the input LandingGear
    @HugoMunchkaroo

    2.9 years ago
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    How can I make a hinge rotator activate when I press the gear symbol on mobile

    2.9 years ago
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    @Louisianaboy2021024 that looks like an interesting command to me what r u trying to do with that lol?

    3.0 years ago
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    @WNP78 oh

    3.0 years ago
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    Dev WNP78

    @Louisianaboy2021024 that looks like part of a dev console command, not an FT variable.

    3.0 years ago
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    Where do I put the variable MissileLauncherLeft>MissileLauncherScript>set. enabled false at?

    +2 3.0 years ago
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    @Khanhlam okies

    3.0 years ago
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    @Khanhlam clamp returns outputs with user specified range,
    clamp01 is an equivalent of clamp with an output min of 0 and max 1

    +1 3.0 years ago
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    2,386 Khanhlam

    @WNP78 Does Clamp and Clamp01 any different?

    3.0 years ago
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    @GorillaGuerrilla it workss!! thank you so much!

    +1 3.0 years ago
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    @GorillaGuerrilla sorry cause i dont know how to ft i only know the basics but ill try that

    3.0 years ago
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    @Darg12e of cos it doesnt lol
    first i dont see the logic of that
    second even the parentheses are not properly paired

    by multiplier + boolean
    u could do something like that
    (whatever function u wanted to control) * (Activate1 ? 2 : 1)

    3.0 years ago
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    @GorillaGuerrilla i have this one
    clamp01(1-Activate1)*75)
    but it dont work:7

    3.0 years ago
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    @Darg12e u might wanna try putting the Activate1 in a boolean multilplier, or clamp condition

    3.0 years ago
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    is there a ft for a rotator to not go full until you activate a certain group?

    like the max angle is 20* but only goes 10* and goes 20* when you activate a group for example group 1

    3.0 years ago
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    @WNP78 i totally think any additional cockpit should have all variables listed in the flight data section as output. i am working on a cheapskate version of a decoy (with a winch and a "primary cockpit"), but i also need a regular cockpit that does all the original cockpit's jobs otherwise my plane is gonna flip and dash from the data provided by the decoy. if u know how cheap that sounds for a decoy. ;) so far theres only about 10 variables of flight data i can extract from the secondary

    +1 3.0 years ago
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    Dev WNP78

    @Mrdumb9l191 most of the maths functions could be constructed from simpler functions, but that doesn't mean they're not useful. They allow people to write simpler, cleaner and probably faster expressions. Also, your expression will return NaN in the case x = 0, which is not desired behaviour for sign

    +2 3.0 years ago
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    You don’t need sign() because you could do x/abs(x)

    3.0 years ago
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    @4 this is the code on my bay hinge

    FireWeapons * (SelectedWeapon = "30mm Fused UHE Cannon" ? 0 : 1) * (SelectedWeapon = "TPD" ? 0 : 1)

    so the bay door will open on all occasions except when u select the 30mm and the TPD

    +1 3.0 years ago
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    What input should I make when creating prop plane that has variable speed at certain altitude, or making the plane slower when it reaches at that specific altitude?

    +1 3.0 years ago
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    @4 make a name for your missile first, input this on your rotator= (SelectedWeapon = "(insert missile name here)") and there you go

    +1 3.0 years ago
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    1,246 Star54ilor

    So I have this sort of car that has a jet engine that turns on when you pitch (Press "W") for an extra boost, but the thing is that when I pitch in the opposite way(Press "S"), (use reverse on the car) the jet engine still turns on, not allowing me to use reverse on the car. So I'm just wondering whether I could only allow my jet engine to activate when I pitch forward (Press "W") only and not if I pitch backwards (Again, Press "S")

    3.0 years ago
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    is there a variable for the situation of the landing gear?

    +2 3.1 years ago
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    @Quakinking1 ahh, so its is evolved with JAVASCRIPT?

    +1 3.1 years ago
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    @HowlingCooter how you can understand it?

    3.1 years ago
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    @HowlingCooter como que ce conseguiu entender alguma coisa disso?

    3.1 years ago
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    I have an idea for a cool weapons system. It would be cool to have an automatic targeting system for a cannon that will aim at the selected target

    +3 3.1 years ago
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    69.3k PPLLAANNEE

    is there anyway to use TargetElevation for 2 flight computers
    i want to have 2 variables that are TargetElevation for 2 different flight computers and their heights, is it possible?

    3.1 years ago
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    53.8k PlaneFlightX

    Random thing, but the link to the PID controller information isn't defined. It just links back here, like the url wasn't pasted in.

    +1 3.1 years ago
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    tu160

    3.1 years ago
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    So I’m working on a military airbus, I have all the fuselage done, but I want to make automated turrets. I have some experience with html, JavaScript, and syntax. I’m just looking for a variable to turn my turrets towards air-ground, and air-air, automatically, but I don’t want 100% accuracy. Thank you for your help sincerely Quak.

    +3 3.1 years ago
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    Never mind I figured it out I hadn’t considered that GS is in m/s instead of mph. Also do you @LobsterBisque128 know how to make a override system with the new levers in cockpit interior?

    3.1 years ago
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    Oh okay Thank you. What does X correlate to? I changed X to -1 and that didn’t do anything.

    3.1 years ago
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    1,355 Kestrel990

    You can use the equation
    GS > Mach1 ? X : 0
    You will need to change Mach1 for the actual speed and X for the amount of moment @Spaceboy3000

    3.1 years ago
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    Hey I’m making a F-14 and I noticed the wings should fold back at Mach 1 automatically and I don’t know how to make a Funky tree for this could anyone help? Context Im using vtol for the folding back of the wings.

    +1 3.1 years ago
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    How would I set a delay to something when I activate it?

    +2 3.1 years ago
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    I need help with a missile bay that is going to open when you select the missile. Can someone help me?

    +2 3.1 years ago
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    120 CB76565

    Came here for variables, Learnt almost all ft codes ever. don't regret it.

    +1 3.1 years ago
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    Dev WNP78

    @Ohmyus it is a shame they aren't consistent however as was said below I wouldn't want to change things and potentially break existing designs. To simplify working with them, the deltaangle(a, b) function will probably be useful to you.

    +2 3.1 years ago
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    1,355 Kestrel990

    I know I am not a dev, but at this point it would be a mistake to change it, it would mess up a ton of code people have already written @Ohmyus

    3.1 years ago
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    1,732 Ohmyus

    Hey, devs! It would be nice to have Heading and Target Heading measured the same way, either from 0 (north) to 360 or from -180 (south) to +180, but could you please make it so that they work the same way?
    It's just going to simplify a tonne of FT codes, and it isn't really that hard to change, is it?

    3.1 years ago
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    434 Tauzios

    Funky sum(Throttle*20) / clamp(Throttle, 0.02, 1)

    +1 3.1 years ago
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    so i am making a fused bomb, but the bomb just gets destroyed if it hits the ground above a certain speed. It uses a detacher to arm and drop the bomb, but if i only want the bomb able to be dropped below a certain speed what would be the command and where do i put said command?

    3.1 years ago
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    12.5k Thecoltster1

    Is there anywhere to see an example of some code or project. I just want to write some variables and if then statements. Coming from Python and some C#.

    3.1 years ago
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    1,355 Kestrel990

    You can use the floor operator, it won’t round it but it will get it pretty close to the number you want, you can do
    floor(thing*100)/100
    @Maroon

    3.1 years ago
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    Anyone know if there's a way to round a number to a decimal place? I'm working with a label, but I'm using a ternary operator so it doesn't work right if I go (thing) ? (input/number;0.00) : (other value)

    3.1 years ago
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    @LobsterBisque128 ok, thanks. That'll come in real handy.

    3.2 years ago
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    1,355 Kestrel990

    You can link there inputs to 2 different variables, you then use the variables as outputs for the cockpit parts @SkyJayTheFirst

    +2 3.2 years ago
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    If my aircraft has 2 or more engines, is there a way I can bind the throttle controls inside the cockpit to an individual engine? You know, like seperate engine controls?

    +1 3.2 years ago
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    1,355 Kestrel990

    GS > x ? 1 : 0 would activate the detractor when your speed is greater than x @JustLookingForFriends

    +1 3.2 years ago
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    9,336 Jaspy190

    How exactly do I make a Detacher activate by Speed?

    3.2 years ago
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    2,761 apfj

    i have no idea what 90% of this means but i do know that i need to make something using this

    +5 3.2 years ago
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    1,371 BigBen108

    Who the hell made all of this stuff, this is amazing!

    3.2 years ago
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    @LobsterBisque128 I found it much thanks for the help :)

    3.2 years ago
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    1,355 Kestrel990

    @Cy3berOdyssey to enable overload you go to the start page of simple planes and go into to thing under play that says mods. From there you just click overload and enable. When you do that there will be another icon near the bottom, you hover over the cannon, them you tap the new icon and it will open up a window that covers the whole screen, there will be a lot of general caricristics for parts that you can change if you want but for what you want it to there will be a small drop down near the top of the window, you select cannon, and change the flash scale to 0. (if you are completely confused by this I can post a cannon with 0 flash and give you the link)

    +1 3.2 years ago
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    @LobsterBisque128 thanks for the weclome. So how does one get that on android? I just get a blank window asking me to add stuff to it?

    +1 3.2 years ago
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    Ho

    3.2 years ago
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    1,355 Kestrel990

    Actually I think there is, I do not have access to the game right now but I think there is a Overload thing on the cannon called flash scale, if you put it to 0 it should get rid of the flash, by the way it is always good to have new members of this community @Cy3berOdyssey

    3.2 years ago
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    Building my first tureted aircraft and I was wondering if there was a way to use this to remove the cannon barell "flash" when it fires?

    3.2 years ago
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    @LobsterBisque128 Thanks.. I found a more part efficient way though.. I used a wing gun instead of cannon, and used the fireGuns code., building a tank rn, and working on the machine gun and needed the belt on it to wobble when firing

    +1 3.2 years ago
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    1,355 Kestrel990

    You could use something like this
    Sum(abs(rate(ammo(WeaponName))) != 0
    It would return 1 once the weapon is fired
    @L3thalPredator

    3.2 years ago
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    So I want a piston to start cycling when I fire a cannon, but I have a custom name for the cannon, anyone know what I could put?

    +1 3.2 years ago
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    36.5k Icey21

    @SkyJayTheFirst yeah...

    or we're just rly active

    +2 3.3 years ago
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    @IceCraftGaming small website, eh?

    +1 3.3 years ago
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    36.5k Icey21

    I know its not a force, Shut up

    I will always remember that lmao

    +2 3.3 years ago
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    @BittyJupiter360 first off, no spaces with Activate2 when you put that in the input. Also, set minimum input to whatever number you need (ie 0, or -1), and your max output higher. If you need to invert it, then do so.

    3.3 years ago
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    @SkyJayTheFirst Ok, so when Activate 2 is deactivated the hinges stay in their open position, how do I make the hinge revert back to its starting position when I turn off Activate 2?

    +2 3.3 years ago
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    me who was almost solving the problem myself by using XML to change the canards inputs to RollRate (or something like that,i don't know,my iq expanded so much i ended up in the hospital) @SkyJayTheFirst

    +1 3.3 years ago
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    @FlyingSheeper I'm not sure how to work with canards, but I would recommend you go to GuyFolk and watch some of his videos on making supermaneuverable fighters. He actually goes over how to properly tune canards.

    3.3 years ago
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    hey y'all, it's me again,and something kinda funny is how I'm making a eletronically controlled canard which tries to stabilize itself,of course,i'm not that stupid,so it's working,but it always resets back to zero when it tries to stabilize the craft,anywho knows why this is the case?and even,how should i deal with it?

    3.3 years ago
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    No problem! i may actually post the prototype of the COFFIN plane too,that is,if doesn't stink too hard being a prototype. @LobsterBisque128

    3.3 years ago
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    1,355 Kestrel990

    I will get the equation written up probably by tomorrow because I don’t have access to the game right now @FlyingSheeper

    3.3 years ago
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    which could come in handy considering i'm horribly allergic to helicopters and equations,so,well @LobsterBisque128

    3.3 years ago
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    1,355 Kestrel990

    A syntax error means you have written something that the computer doesn’t know what to do with, it is usually a typo in the code, you can fix it my going through and checking for any typos you may have @CatMasterLuke

    3.3 years ago
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    1,355 Kestrel990

    Your welcome, if you don’t know how to do it I can write out a equation @FlyingSheeper

    +1 3.3 years ago
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    I sometimes get a message in the variables screen saying “syntax error” what does this mean and how can I fix it?

    3.3 years ago
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    @LobsterBisque128 oh neat!thanks mister sea lobster!

    3.3 years ago
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    1,355 Kestrel990

    I am not exactly sure what heading corilates to north and whatnot but you could use a series of if statements like checking if the heading north and if not you check if it is west and continue entil you have covered all of the possibilities @FlyingSheeper

    +1 3.3 years ago
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    Currently i'm trying to make a fully non-mechanical improvised "COFFIN" cockpit (in short, basically ball of glass that have lots of numbers and letters that stay inside plane),and i'm trying to make a fancy advanced heading counter,that instead of giving out numbers,would simply give a "North/south" ect output,i am just too ambitious,dumb or both?

    3.3 years ago
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    @BittyJupiter360 With the hinge rotator set to the range you want (example: 90°), on overload mod, set your minimum output to 0, and keep maximum output as 1, or -1, depending on which direction you want it to go. For input, type in Activate2.

    +1 3.3 years ago
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    I want to make a hinger rotator move to its maximum degree of travel when I activate group 2, and move back to its original position when I deactivate group 2. How would I do this. I am not too familiar with Funky trees.

    3.3 years ago
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    7,071 11qazxc

    @linxiaofeng2339 @huiyuanzhang
    Air pressure in SP is exp(-Altitude/7640) or pow(IAS/TAS,2). IIRC these two is equivalent (i.e. difference is less than 1e-6), but you should check it.

    3.3 years ago
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    Dev WNP78

    @huiyuanzhang it doesn't quite apply. SP's atmosphere was already long built when I made the IAS readout and I didn't want to change it and affect the way people's aircraft fly. I decided to make IAS match how the aircraft would be flying, rather than what IAS would be at that altitude in real life. This also means it doesn't include calculation for compressibility effects etc. I also never added a Mach readout because the concept of Mach simply doesn't exist in SP's aerodynamics, so the number is only really of value for aesthetics or realism. You could probably just assume vague standard temperature of 15C surface and the 2 degrees per thousand feet rule (or 3.5C per km) for lapse rate. The formula used for the mach readout in the stock Wasp jet is TAS/(340-clamp((Altitude*0.003937),0,43)) which was made by someone else

    +1 3.3 years ago
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    @linxiaofeng2339 is IAS divided by TAS really the pressure ratio?
    Bernoulli's equation suggests a difference of 1/2rhov^2 between pitot and static pressure, however rho and pressure are not completely linked (as temperature is different at different altitudes).
    Even if the temperature was constant, then it should be p(current)/p(sea level) = (IAS/TAS) squared, not just (IAS/TAS).
    I don't think we have verified whether the ISA (International Standard Atmosphere) model applies to SimplePlanes, which would allow us to deduce the pressure and temperature at different altitudes.
    (I was trying to calculate Mach Number, and as we know the speed of sound changes with air temperature, so I ran into a similar problem)

    3.3 years ago
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    @WNP78 thanks!

    3.3 years ago
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    Dev WNP78

    @SkyJayTheFirst Activate1 & Activate2

    3.3 years ago
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    @WNP78 what funky tree layout would I need to make something activate, but only if both AG1 and AG2 are activated?

    3.3 years ago
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    Dev WNP78

    @PPLLAANNEE SelectedWeaponName = "weapon1"

    3.3 years ago
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    69.3k PPLLAANNEE

    would SelectedWeaponName==weapon1 be a valid input?
    i want it to output a 1 when i select the weapon named weapon1
    is it possible to do this?

    3.3 years ago
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    1,484 TheSPPlayer

    I know that IAS divided by TAS can get the air pressure, but I want to calculate the air pressure according to the altitude.
    @LobsterBisque128

    3.3 years ago
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    1,355 Kestrel990

    If you wanted to display the selected weapon and the ammo you would need to have the weapon name and the ammo in 2 different bracket thingys
    {SelectedWeaponName}: {ammo(SelectedWeaponName)}@ZilithyneYT

    3.3 years ago
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    can I use a {SelectedWeaponName} within an {ammo(x)} ? For example on a label where I want to display the selected weapon name and the ammo count (e.g Inferno 4 on a screen) could I use {SelectedWeaponName} {ammo(SelectedWeaponName)}
    Also, does the {ammo(x)} apply to missiles or just guns and cannons?

    3.3 years ago
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    1,355 Kestrel990

    You may be able to compare IAS and TAS to get air pressure @linxiaofeng2339

    3.3 years ago
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    @LobsterBisque128 Thanks, I'll have to try it in my next plane!

    3.3 years ago
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    1,355 Kestrel990

    You add curly brackets around it like this {TargetDistance+Altitude}@ZilithyneYT

    3.3 years ago
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    How do I make a label display flight information, such as TargetDistance and TargetSelected ?

    +1 3.3 years ago
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    1,484 TheSPPlayer

    @WNP78 How do you calculate the air pressure in the game?

    3.3 years ago
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    69.3k PPLLAANNEE

    @LobsterBisque128 thx

    3.3 years ago
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    1,355 Kestrel990

    Yes it would output a 1 if the statement is true and -1 if the statement is false, though I normally use a space in between the things @PPLLAANNEE

    3.3 years ago
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    69.3k PPLLAANNEE

    i am slightly confused on how > and < work
    if I put in PitchAngle>5
    does it give a 1 if pitch angle is over 5? and a -1 if pitch angle is under 5?
    if not what does it do

    +1 3.3 years ago
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    1,355 Kestrel990

    It would if you increased the health of the entire aircraft rather than just the outside layer, but you would probably go flying if a missle did hit you@ANOMC0

    3.3 years ago
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    2,416 AlexMty

    @PDX01 but increasing the health doesn't protect you from missiles or other exploding stuff, only from the guns(not including the cannon, only the minigun, wing gun etc, )

    3.3 years ago
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    1,355 Kestrel990

    You could increase the health of your aircraft with XLM @PDX01

    3.3 years ago
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    29.8k xNotDumb

    Format and examples pls

    +1 3.3 years ago
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    15 PDX01

    Any ideas or link that can inspire me to get armor from rockets or projectiles?

    3.3 years ago
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    @LobsterBisque128 thx

    3.4 years ago
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    1,355 Kestrel990

    Then the equation would be
    GForce > 2 ? (TAS > 500 ? 1 : 0) : 0
    Keep in mind that you will probably need to adjust the 500 mph into whatever TAS measures in @Ummmhelli

    3.4 years ago
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    @LobsterBisque128 go over 500mph TAS while manouvering that gives atleast 2gs or however many is it for a wasp pulling the stick full back

    3.4 years ago
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    1,355 Kestrel990

    This would turn the engine all the way on when throttle is over 90%
    Throttle > 0.9
    This would put input X instead in case you wanted it not to be All the way on or use a variable
    Throttle > 0.9 ? X : 0
    @sharpclaw

    3.4 years ago
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    287 sharpclaw

    can I make an input that says an engine activates (x) at 90% throttle or greater, like throttle>90=x ?

    3.4 years ago
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    1,355 Kestrel990

    What do you want it to go 500 over, this is a basic equation
    PitchRate > number ? (Trait > 500 ? 1 : alternativeInput1) : alternativeInput2
    In this if the pitch rate goes over a spicific point (number) it will check if whatever it is that you want is over 500 (trait) if so it will output 1. Else it will output alternateInput1 ( you need to choose it) if the pitch rate is not over number it will output alternateInput2. Keep in mind you need to supply values for number, trait, alternateInput1 and alternateInput2 @Ummmhelli

    3.4 years ago
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    Question. I am making an aircraft that goes supersonic. I wanted it so if it pitches up fast enough if going over 500 it sends a signal of 1 output to the engine. Take the time you have 2 months to reply

    3.4 years ago
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    1,355 Kestrel990

    What is modulo? Is it this % usually. @GeminiTitan

    3.4 years ago
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    1,102 GeminiTitan

    No modulo function?

    3.4 years ago
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    1,355 Kestrel990

    How come this is not working as the input for an vtol port

    3.4 years ago
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    5,501 epicfard

    how can i make a realistic landing gear (the LG i want to use here is a f-86 sabre) cus im lazy

    3.4 years ago
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    1,355 Kestrel990

    Well that great that it worked, I was not completely sure it would because I originally used the equation for an auto turret @AgentFox123

    3.4 years ago
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    1,355 Kestrel990

    You could use the equation
    (((TargetHeading - Heading) + (rate(TargetHeading) * (TargetDistance / 1500)))+ (TargetElevation + (rate(TargetElevation) * (TargetDistance / 1500)))) < 5 ? 1 : 0
    This should work in theory but it is untested so put to much hope in it, but if it dose work it will set the light off if you get within 5 degrees of the target and the 1500 is the bullet speed so you can change that if you need to @AgentFox123

    3.4 years ago
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    1,355 Kestrel990

    Just to confirm, do you want to know how to make a light go off when you are correctly aimed at a target @AgentFox123

    3.4 years ago
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    1,355 Kestrel990

    You could use the input
    -Activate8
    This would activate the engines when it is deactivated @Rocky5050

    3.4 years ago
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    Is there a way I can use deactivation groups as inputs? like for example ac8 is my engines and when i turn off ac8 I want it to turn off my engines as it normally does but i also want it to activate another engine that i am using for reverse.

    +1 3.4 years ago
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    Dev WNP78

    @Yoloooooo yes

    3.4 years ago
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    11.7k Goshka

    @LobsterBisque128 Thanks It worked verry well!

    3.4 years ago
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    1,355 Kestrel990

    You could set it to
    floor(Time) @Goshka

    3.4 years ago
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    11.7k Goshka

    anny one know of a way to set the input gauge so it will constistantly tick like a clock?

    3.4 years ago
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    69.3k PPLLAANNEE

    @NangongMaimai thank you so much it worked

    3.4 years ago
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    @PPLLAANNEE well... maybe multiply your speed by sin(AngleOfSlip)

    3.4 years ago
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    69.3k PPLLAANNEE

    is there a way to know the sideways speed of a flight computer?

    3.4 years ago
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    150 Airgeek

    @NangongMaimai don't know either

    3.4 years ago
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    1,355 Kestrel990

    @KipSqueaks you could use this
    Pitch*(LandingGear+X)
    X being the intensity that you want it to increase by, Must be a positive number

    3.4 years ago
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    6,540 PattyMilk6

    How can i make a hinge rotor be able to rotate to a higher degree when landing gear is down/activated, using pitch as the main control and landing gear as the “booster” or enable the ability to rotate the rotor more

    +1 3.4 years ago
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    any idea what's ; used for?

    3.4 years ago
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    1,355 Kestrel990

    Ok thanks @WNP78

    3.4 years ago
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    Is there any way to change weapon with funk?

    3.4 years ago
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    Dev WNP78

    @LobsterBisque128 & (and) is only true when both conditions are met, | (or) is true when either condition is met.

    3.4 years ago
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    1,355 Kestrel990

    Dose and only include the overlap between the conditions or dose it output true when either condition is met

    3.4 years ago
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    11.7k JesusChrist

    @NangongMaimai There's also Continuous

    3.4 years ago
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    by the way, how many interaction types does a button have? I only know toggle and once

    3.4 years ago
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    is there any way to know if I'm locked by enemy?

    3.4 years ago
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    1,336 MrVocab

    Orbit camera?

    3.4 years ago
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    1,355 Kestrel990

    You can use a the funky trees look pitch, look yaw, and look roll from a camera or orbit cam to see what way you are looking but only if you are using the camera @Shootlegger

    3.4 years ago
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    1,336 MrVocab

    I am wanting to make a tank, so anywhere you look, the turret will follow. What funky tree should I use in order to do this?

    3.4 years ago
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    @LobsterBisque128 for a complicated math problem lol

    3.4 years ago
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    1,355 Kestrel990

    Well, even if my way did not work I’m glad you figured it out @PPLLAANNEE

    3.5 years ago
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    69.3k PPLLAANNEE

    @LobsterBisque128 it didnt work but i figured out another way to do it

    3.5 years ago
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    45 Sorhli

    Is there a way to set up a speed governor using this for the car engine?

    3.5 years ago
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    1,355 Kestrel990

    I am not sure when anyone would use e period, I know it is the natural root or something but I am not sure what you can use it for @NangongMaimai

    3.5 years ago
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    I can't imagine what geek will use e in his funk

    3.5 years ago
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    1,355 Kestrel990

    To get the heading from one part to another using something like this
    atan((Latitude1-Latitude2)/(longitude1-Longitude2))
    This will give you the angle of the line intersecting both points but you may need to switch latitude and longitude @PPLLAANNEE

    +1 3.5 years ago
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    69.3k PPLLAANNEE

    @LobsterBisque128 i dont know a bit of trigonometry lol help me

    3.5 years ago
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    1,355 Kestrel990

    You can get latitude, longitude, and altitude for both the main and non main cockpits and from there you just need to do a bit of trigonometry to find out what one is in front of the other @PPLLAANNEE

    3.5 years ago
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    69.3k PPLLAANNEE

    is there ANY way to know if one flight computer is behind another flight computer with the variables.
    or something like TargetHeading but for your own parts?

    3.5 years ago
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    Dev WNP78

    @LobsterBisque128 everything is converted into degrees for you for funky trees.

    3.5 years ago
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    1,355 Kestrel990

    Is sin cos and tan in degrees or radins

    3.5 years ago
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    1,705 FalcoOne

    Thanks for this. I have some experience in C++ so it shouln't be too hard to get around

    3.5 years ago
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    Is there any way to do things like automatically activate active groups or the gear or selecting weapons?

    3.5 years ago
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    1,355 Kestrel990

    Well what do you want to make, I’m not an expert but I would like to think I am better at it than most @Nightmaster

    3.5 years ago
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    So I had an idea but I don't have the slightest clue about what to do or where to start with coding in game with tools provided( i.e these funky trees, variables, and Overload) however I would really like to be able to do so. If I could request some pointers or links that could be helpful to me that would be much appreciated.

    +1 3.5 years ago
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    @HyperSonicPlane never mind! i figured it out

    3.5 years ago
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    I’m confused does this work on text? because on the upgraded “wasp” plane, there is a text panel that displays the current altitude and i cannot find a variable that was created for this. can you explain please?

    +4 3.5 years ago
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    1,716 PigeonBagle

    Thx this helps a lot :D

    3.5 years ago
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    @LotusCarsSub oh, I'm not really knowledgeable on funky trees, still learning

    3.5 years ago
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    18.1k FlirBlitz

    I learned this today yes TODAY and I have no idea what im eveen doing

    +1 3.5 years ago
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    192 mineblue5

    Lmao imagine if they made it so you could execute C# code in the next update

    +1 3.5 years ago
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    1,355 Kestrel990

    Anyone know any ways to do alternate inputs for weapons or guns

    3.5 years ago
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    143 AlexRu

    @Atrocitum Thanks for the answer, but that's the problem. I am already familiar with these functions and I am not bad at direct and not complex control commands, but I do not know where to find complex codes and how to use the new menu (not from mods, but added with an update)

    3.5 years ago
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    10.6k LowtusF139

    @L3thalPredator ur not, it's FireGuns for miniguns/wing guns and FireWeapon for all sorts of bombs/missile/cannons

    3.5 years ago
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    52.6k Ahtzee

    I STILL HAVE NO CLUE HOW TO SET UP FUNKY TREES TO MY BUILDS T_T

    +1 3.5 years ago
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    @LobsterBisque128 oh, I don't think that's possible

    3.5 years ago
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    1,355 Kestrel990

    Yes those are the default inputs but what if you wanted the guns to fire whenever you hit activator 1 or reached a speed of 300 mph @L3thalPredator

    3.5 years ago
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    @LobsterBisque128 if I'm correct a minigun/wing gun is FireWeapons , and a cannon is FireCannons

    3.5 years ago
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    1,355 Kestrel990

    How do you control when guns and weapons fire with funky trees

    3.5 years ago
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    20.4k MAINE

    @ELGATOGAMEPLAYS
    RollRate The rate at which the aircraft rolls (deg/s) (-inf~inf)
    https://snowflake0s.github.io/funkyguide/
    Use this. It's an updated and complete guide

    3.5 years ago
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    How i know the turn rate of my plane?

    3.5 years ago
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    300 Mashu

    Can you guys tell me the input funky for making a rotator for Bomber aircraft's bay?

    +2 3.5 years ago
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    36.5k Icey21

    ya know... if you read this enough times you will eventually understand it..

    most of it

    +2 3.5 years ago
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    How do you make it work as a rpm indicator? Yall made this so confusing

    3.5 years ago
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    1,355 Kestrel990

    Ok that was helpful @WNP78

    3.5 years ago
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    Dev WNP78

    @24terrycast there are some outputs from cockpit parts (even non main ones), accessible with the variable outputs button which is in the rotation sub-menu

    3.5 years ago
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    1,355 Kestrel990

    Can you take measurements at different locations other than your cockpit

    3.5 years ago
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    My head

    3.5 years ago
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    164 Aidenp621

    @Nagmeister Im also wondering about dis

    3.5 years ago
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    Puedes configurar que un avión se acerque y conecte con el avión cisterna automáticamente?

    3.5 years ago
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    Is it possible to read the current RPM of a regular propeller engine with this?

    +5 3.6 years ago
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    6,866 Nitsu

    @Awalters38 same

    +1 3.6 years ago
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    4,392 Formula350

    @KyaRL People who make LUA scripts ("recipes" in the game) for the science game Fold.it use this to calculate a "Random" number ("seed").
    .
    Granted, it doesn't translate over to SP, it seems easily able to be SOMEWHAT replicated from what I see available (and I suck at FT and "recipe" coding!).

    seed=os.time()
    seed=1/seed
    while seed&lt;10000000 do seed=seed*10 end
    seed=seed-seed%1
    math.randomseed(seed)
    math.random(100)

    .
    Perhaps something that does like...
    pingpong(Latitude, Longitude) * Time / log(Altitude, Fuel)
    Again, I am not a coder, or good at math, so I don't know if that will resolve into a number -- or how to even get the number, for that matter -- but it feels like it should be able to produce a fairly random as hell number... provided you aren't immediately checking for it at the time whatever you built spawns in.
    .
    Though, while I feel the key there is using pingpong, I get the impression that using Longitude and/or Latitude might not work directly, without some further nested math, to ensure it is always a positive value. Just seems like pingpong will always be a fairly random result on its own, and then when factored with everything else, ensures that you end up with a random value. But again, getting that equation to not error AND THEN getting the value it spits out, is where you're on your own... :}

    +2 3.6 years ago
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    1,355 Kestrel990

    What do you do when you need to store a value, say the aircraft’s heading when the level begins

    3.6 years ago
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    so i need help what variable i have to use to make the engines start slower but still have the same speed?

    3.6 years ago
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    Dev WNP78

    @KyaRL there's no built in random number generator, you'll have to find a way to get random values from the environment or the craft, probably by taking some very precise measurement.

    3.6 years ago
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    3,616 Kya

    I feel like I'm missing something, but is there any way to generate a random number?
    for example, if you put something like "random(a,b)" then it would generate a random number between the values of a and b. for example, random(1,10), would output a random number between 1 and 10. Perhaps also a way to be able to set a certain amount of decimal points for the random number to be generated as well, so say with the same input of random(1,10), you could get 5.555, 5.5, or 5 depending on the number of decimal points you choose to round to.
    Is there a way to do this already? because I feel like I've missed something reading through this that could provide a way to do so...

    +1 3.6 years ago
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    Dev WNP78

    @elia The pigpen has a built-in fly-by-wire system that uses the new variables system to keep the plane stable. The acro switch just makes the plane less stable and able to do more acrobatics.

    3.6 years ago
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    90 elia

    The official plane wasp has an acro function on it, it's something or a function that can i activate with funkytree or even by adding some hardware to every plane?

    3.6 years ago
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    12.9k poenix

    Hmm that would go pretty well with the smooth function. Now if only I can figure out how to make it work in increments @Dima0012m

    3.6 years ago
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    @poenix if you want the flaps to be used per button, here's the code:max(Activate2,0). if you want the flaps to be adjusted, add sliders there VTOL or roll etc.

    3.6 years ago
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    @poenix if you want the flaps to be used per button, here's the code:max(Activate2,0). if you want the flaps to be adjusted, add sliders there VTOL or roll etc.

    3.6 years ago
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    2,084 QinQianWen

    完了,这下真的跟简单没关系了。

    3.6 years ago
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    12.9k poenix

    Any ideas how I can set flaps to a button and have them cycle through the settings? I’m replicating a German design and the flaps are on push buttons that cycle between the different flap settings.
    +0.10 VTOL maybe?

    3.6 years ago
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    150 SirButter

    @Dima0012m Care to elaborate?

    3.6 years ago
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    @SirButter Well, at least there is something ... I make mechanisms even with such capabilities, and they are experimental.

    3.6 years ago
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    @SirButter Well, at least there is something ... I make mechanisms even with such capabilities, and they are experimental.

    +1 3.6 years ago
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    150 SirButter

    Hey all, I'm trying to get some inputs from some cockpit buttons and I was wondering how to get them to activate custom variables (trying to build a simple autopilot, buttons used to select altitude and heading). I can set a button to something like FireGuns and that works fine, but I don't want to use an existing variable (because they need to be available for their regular uses). Is it possible to do this? If not then that's a shame, that's really limiting on what inputs one can have with funky trees. Any advice appreciated!

    +2 3.6 years ago
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    @RYAviation yes, Its possible, Very Possible. Put * Activate [number] here like Throttle * Activate1

    +1 3.6 years ago
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    152 NATCH

    Hello guys i need some help, so i can put input on overload? Then things work magically?, i mean I'm not good any any fields about science and math but i wnat to learn this kind of things, if any one know someone who make or post a list of examples for beginners to do overloads can you please mention them, that will be very helpful

    3.6 years ago
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    375 AuraTech

    So like I’m trying to get a two engine to turn on only if activation 1&2 , 1&3 are on is that even possible with funky

    3.6 years ago
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    Errr... could you please update the codes for the 1.11 update? Like, the missile lock codes or something like that?

    +2 3.6 years ago
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    25.4k Atrocitum

    @AlexRu да легко ими пользоваться. Для начала установи моды Overload и Fine tuner (есть в меню во вкладке mods). У тебя в редакторе появится кнопка, на которой изображен самолет, а над ним знак </>. При выборе любой детали самолета и нажатии на кнопку ты сможешь редактировать параметры этой детали и добавлять новые (например, масштаб, хп, влияние сопротивления воздуха, сила тяги для двигателей, время наведения, маневренность и угол захвата цели для самонаводящихся ракет и т.д.). Теперь переходим, собственно, к функциям. Разберем на примере ротатора. Открываешь меню overload, выбрав ротатор, заходишь во вкладку Input Controller и видишь параметр Input. Это условие для работы ротатора. Например,если Input = Pitch,то ротатор будет работать при команде с джойстика на отклонение руля высоты. Функции позволяют задать кастомное условие. Например, если условие на ротаторе GearDown, то он сработает, когда шасси будут полностью убраны. Это можно использовать, например, для создания кастомных створок шасси. А еще с помощью различных функций и их комбинаций можно заставить снаряд пушки взрываться рядом с целью. Или сделать автопилот, который наводить нос самолета на цель. Или потсроить турель с автонаведением. В общем, потннциал фактически огромен. Понятно, что сложные вещи требуют сложных функций, но сделать, допустим, отсеки с самонаводящимися ракетами , открывающиеся только если ракеты захватили цель, или кастомные шасси со створками не составит никакого труда, зато будет офигенно выглядеть и поможет набрать апвоутов.

    3.6 years ago
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    Are you able to use something like this random<5

    3.6 years ago
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    143 AlexRu

    Класс, так и не понял как пользоваться, но выглядит круто. Правда есть один вопрос— а с хрена ли записе два года? :/

    3.6 years ago
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    12.9k poenix

    @WNP78 oh! That’s interesting to know!

    3.6 years ago
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    Dev WNP78

    @poenix you could rename your cannons, too

    3.6 years ago
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    12.9k poenix

    A new rpm function dedicated to jets would also be nice to have for cockpit building.

    +1 3.6 years ago
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    12.9k poenix

    How hard would it be if implement the ability differentiate ammo on different cannons. This is mostly so I could make a fancy ammo counter in the new update

    Maybe it could be something like CannonAmmo1
    CannonAmmo2 or something like that. It could probably go up to six.

    +3 3.6 years ago
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    @WNP78 thanks alot! Didnt really notice that. That makes things alot easier. :)

    3.6 years ago
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    Dev WNP78

    @Justarandomuser2009 just use the very top toggle button in the gauge options, it will cycle through presets that will set it up for you.

    3.6 years ago
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    Cuz when i do IAS for funky when i speed up it just goes like sonic, i also try to play with the multiplier it doesnt match the speed help pls

    3.6 years ago
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    Im dumb how do you do the speed gauge properly?? (And if you can, please simplify it)

    3.6 years ago
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    Thank you

    3.6 years ago
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    3,368 FishbedFive

    I love how 1.11 redirects you

    3.6 years ago
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    67.4k SnoWFLakE0s

    @jacephysicsboss @EverettStormy
    .
    Check this...
    How does quantum physics apply here????

    3.7 years ago
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    @jacephysicsboss quantum physics. also i would join this discord for help
    yeet

    3.7 years ago
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    1,050 vidzforlyf

    help, I want a thing that activates after a certain amount of the same input, so like a missile that fires after I click fire 4 times. can anybody figure this out because I cant. been sitting here with a stupid face for 5 hours.

    3.7 years ago
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    10.5k MacgravelLTD

    can anybody tell me how to program the strobe light to when i fire the tank gun to turn off and to turn on wen the gun is ready to fire again

    3.7 years ago
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    1,257 An2k

    @Liito at last!.. THANK YOU very much I will give you credit for the code on the craft description during submission...this is awesome ..It worked perfectly..code worked even if i edited it to activate in 3 secs.

    +1 3.7 years ago
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    15 Liito

    @An2k try this.
    floor(smooth(Brake*1.15 ,1))

    if it's too fast, you can reduce the number after the comma.

    +1 3.7 years ago
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    11.0k Dpdfuzz

    @ZeroWithSlashedO try this..... As if it's on your dash

    TargetSelected & TargetDistance<1828 & (TargetElevation-PitchAngle)<30 & (TargetElevation-PitchAngle)>-30 & (TargetHeading - ((sign(Heading)<0)?(360+Heading):Heading))<30 & (TargetHeading - ((sign(Heading)<0)?(360+Heading):Heading))>-30

    3.7 years ago
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    13.9k brians1209

    @LieutenantSOT
    @ZeroWithSlashedO
    The closest thing you can get in SP is SelectedTarget.
    Not exactly a missile lock, but you can make stuff work when you select a target.

    3.7 years ago
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    1,257 An2k

    this Request STATUS:(EDIT) answered/solution found
    Provided by Liito---> floor(smooth(Brake*1.15 ,1))


    Guys can you help me..need a FT code to only activate when BRAKE button is held/hold for >= 1.5 seconds. Im building something with a 2 part brake that onepart activate on Brake on >= 0.1 & <= 0.98 brake power and another whenbrake held on 1.5 secs so i wont hit it accidentaly.I Tried on debugger something like Brake >= 0.99 to detect brake is held but i dont no what to put on if brake button is held 1.5 seconds part..idk I tried using something like sum(Brake) ..cant make it work

    3.7 years ago
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    11.2k Birdman9301

    Not possible as of rn. @SimpleUser1938

    3.7 years ago
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    Oh ok. Thanks for the info though, @LieutenantSOT. I know how to get it working when I fire a missile, but it's just underwhelming.

    3.7 years ago
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    @ZeroWithSlashedO it is plausible, but I forgot the exact input
    .
    I know how to get it to work if you fire a missile, but not how to if it locks. Sorry m8

    3.7 years ago
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    I'm trying to make a beacon light that turns on when you lock something, can anybody tell me how? Or is it not available currently?

    3.8 years ago
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    I’m dumb and dunno how to get into funky trees

    +9 3.8 years ago
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    Uh

    3.8 years ago
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    36.5k Icey21

    Very useful

    3.8 years ago
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    uhhh wow. m a t h s . . .

    m a t h s . . .

    +3 3.8 years ago
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    285 Guangle

    @Huax 我动不动就做真实的汽车,到时候发出来让大家玩玩,不过会卡,太多零件了,光一个驾驶室给我整了5000多个,我就是不知道咋做自定义轮毂(可以跟轮胎动的那种)现在有的代码不行,太容易飞天了

    3.8 years ago
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    1,443 Huax

    @Guangle
    自制车轮的话,带个无碰撞空心圆筒做内外圆。但是中间的装饰要去找外观大神,我外观是渣。最后直接改链接到转轴上,并且位置改好就完事了。
    系统车轮。。。直接做个无碰撞装饰让他转速略高于真车轮就完了。

    3.8 years ago
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    how do i change the weapon's input?

    3.8 years ago
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    285 Guangle

    @Huax 那么咋做自定义轮毂呢?能跟车轮动和停的

    3.8 years ago
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    285 Guangle

    @Huax 知道啦,已经做出来了😂

    3.8 years ago
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    1,443 Huax

    @Guangle 用
    sum(你的控制键)*速度倍数

    3.8 years ago
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    285 Guangle

    我在想如何才能制作出一个可以想转动想停止或反转的传动轴,可是我不太理解这些xml的含义,对此我很无奈

    +1 3.8 years ago
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    1,443 Huax

    @Jachal68 Since your wing turned 90 degree to become your sail, maybe you should try AoA instead of AoS

    +1 3.8 years ago
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    @WNP78 I really love this control system but on a recent project for a sailboat, I've been having trouble calculating the ground-relative wind angle/wind speed using the flight data. I know that it's avaliable in the wind menu, but that data is not avaliable in the flight data. I tried calculating it using some basic trig and it only works on the condition that the boat is tracking perfectly straight in the water (not sliding sideways at all). This becomes a problem when doing maneuvers and such where the boat slides sideways. The current calculation I have is: atan(sin(AngleOfSlip)IAS/(cos(AngleOfSlip)TAS-GS))
    This should output the angle of the objective wind relative to the bow, but it only works when the boat is tracking straight.
    I hope all that made sense.

    +1 3.9 years ago
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    1,443 Huax

    How can I make a list of element such that when the result is part of the list, the output is x and otherwise output is y?

    +2 3.9 years ago
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    1,443 Huax

    @AtlasSP clamp01(tan(sum(desiredInput))) may work
    In the 1st period, tanx<0 thus 0
    In the 2nd, tanx>1 thus 1 and rest a bit

    3.9 years ago
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    5,349 FireDrake

    Is there any chance I could check an object's health by its id? I'm working on a damage indicator and I have realized that it might not be possible.

    +1 3.9 years ago
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    18.0k AtlasSP

    is there any way to let the piston go half a turn then rest a bit and then continue working (open stop then close stop and repeat)?

    +1 3.9 years ago
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    6,318 Bababooey1

    How do you make a input that turns on a pitch rate when you don’t use pitch

    3.9 years ago
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    Is there a Value for if a lock is detected on your aircraft, if so is there one for if you have a enemy aircraft locked up?

    3.9 years ago
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    1,484 TheSPPlayer

    @L0RR3B0RR3 It can be changed to ((Altitude * 3.28084) > 55000? 1:0).

    3.9 years ago
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    hmm, can someone write a code where the plane will always try to make the pitchrate as 0

    3.9 years ago
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    53.9k ShinyGemsBro

    @11qazxc Yeah, I got it working now. VTOL engine and nozzle made it look like an A-10 gun's smoke trail, so I used a stretched beacon light with custom blink program instead. Thanks for the reply.

    4.0 years ago
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    7,071 11qazxc

    @ShinyGemsBro
    I knew that humans can be stupid, but comments under this post is breaking records.
    It's, like, basic statements that kids know from at least 5 year of life
    Variable>=Constant Variable is any input, constant is any number.
    In your case you will need VerticalG, because you need vapor on horizontal surface.
    About speed, i don't think you can calculate temperature and pressure of vapor at specific conditions, so IAS will be okay.
    To join two comparsions you can use boolean mult (a&b) (boolean and real mult isn't same thing)

    4.0 years ago
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    53.9k ShinyGemsBro

    I'm planning to make that vapor effect cloud that happens when a plane does a turn at high speed and Gs. How do I code the VTOL engine and nozzle into firing when a certain G or speed is reached?

    4.0 years ago
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    1,250 mishSE

    @Mikey101234 using this as input of something means that if condition is true then first part of expression(between ? and : is used); otherwise, expression after : is used. In general this is the same as if(condition) {code if condition=true} else {code if condition=false}

    +2 4.0 years ago
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    4,899 Mikey101234

    Remember, all units are in meters for altitude or distance and speed is measured in meters per second@BurkeAircraft1

    4.0 years ago
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    4,899 Mikey101234

    How do I use the value if true and value if false code?

    4.0 years ago
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    4,580 L0RR3B0RR3

    @BurkeAircraft1 Here you go: Altitude>16764

    4.0 years ago
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    6,318 Bababooey1

    What would be a input that activates a airbrake at 55000 feet not gradually just when it hits 55000 feet

    4.0 years ago
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    4,580 L0RR3B0RR3

    @PvtJok3r oh, nice

    4.1 years ago
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    508 PvtJok3r

    @L0RR3B0RR3 thought you might but if someone else stumbles upon this thread looking for the same answer at least it’s there lol.

    4.1 years ago
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    4,580 L0RR3B0RR3

    @PvtJok3r thanks for the replie but i have a hang of it now

    4.1 years ago
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    508 PvtJok3r

    @L0RR3B0RR3 on the rotator for the wheel type - ceil(smooth(clamp01(LandingGear),0.75))
    On the rotator for the door type - floor(smooth(clamp01(LandingGear),0.75))

    +1 4.1 years ago
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    Thank you very much

    4.1 years ago
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    hey, i need some code that tells a rotator where a target is relative to the aircraft. for an example on a radar, a rotator would point towards where the target is.

    4.2 years ago
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    Noice

    4.2 years ago
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    4,580 L0RR3B0RR3

    So, recently I just caught word of Funky Trees, I'm having a hard time learning how to use it and how to begin writing scripts that I can use on my aircraft. For instance, a lot of aircraft have a special way of retracting their landing gear, in which the tire first gets retracted and then comes the cover. Plz, help?

    +1 4.2 years ago
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    55.5k Beefy

    After I built the Falcon's code i realized there's a better way to write stuff lmao

    4.2 years ago
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    52.1k JoshuaW

    @BurkeAircraft1 smooth((GForce>30),1+clamp01(GForce<=30)*99)=1
    This will trigger when G has been over 30 for 2 seconds

    4.2 years ago
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    52.1k JoshuaW

    @ProjectVideoGame GS * cos(AngleOfSlip) * abs(cos(AngleOfAttack)) should do that

    4.2 years ago
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    45.9k sakkijarven

    @AeroForta I recommend this work powered by @JoshuaW

    +1 4.2 years ago
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    Help, im making auto targeting turret. It uses two rotators, 1 horizontal rotator with uses TargetSelected and TargetHeading(i think) then 1 vertical rotator with uses TargetSelected and Target Elevation. The Problem is i don't know how to apply this in both rotators input, so i really appreciate it if you help me.

    4.2 years ago
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    45.9k sakkijarven

    @WNP78 then I fixed problem like this:The real "Sign(x)" is:
    (sign(x)-clamp01(x=0)) .

    XD

    4.2 years ago
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    45.9k sakkijarven

    @WNP78 I still feel confused about function: sign(x), when the "x" is "zero", the output of sign(x) still is "1", not "0".

    4.2 years ago
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    6,318 Bababooey1

    I need help can someone make funky tree code that makes a detacher detach when a g limit is broken for a couple seconds

    4.2 years ago
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    @OPaiTaOn there you go
    TargetSelected ? TargetDistance / (1250 -
    rate(TargetDistance)) : 60

    4.2 years ago
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    Hi! Faced the problem of high frequency noise in the control system at low speeds (about 0-20 kmh). I should make a low pass filter, but I have no idea how to make it. Or is it possible to solve the problem differently? This noise does not really interfere, but rather just annoys with constant twitching of surfaces. Thank you!

    4.2 years ago
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    @linxiaofeng2339
    not what I am looking for,
    I want it to be specific (negative and positive vectors), but all speed data can't go in the negatives, only calculates the speed, not vector

    (Z+ is forward, Z- is Backward)
    I was planning to use latitude and longitude and heading the get precise Z vectors for all directions

    4.3 years ago
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    1,484 TheSPPlayer

    @ProjectVideoGame Input:
    x*(IAS(or TAS or GS)>----?1:0)

    4.3 years ago
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    1,484 TheSPPlayer

    @nicolascolissi14 Input:
    (Throttle/0.9)*(Throttle<0.9?1:0)

    4.3 years ago
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    1,484 TheSPPlayer

    @Junkers87 No .

    4.3 years ago
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    1,250 mishSE

    @Dimassas9988 так это и есть страница с документацией. если хочешь понять, что написано, то учи английский

    4.3 years ago
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    Помогите дайте команды синтаксис и слова для программирования деталей моего самолета

    4.3 years ago
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    4,899 Mikey101234

    I don’t know how to but you can change the lifespan of said projectile, the time is in seconds, the way I find out the “lifetime” (range) of a weapon is by looking up how fast said ammo is, set that to the weapon(don’t forget to convert measurements),divide the answer by the range of the irl weapon, and then divide it by 60(or something like that) to get the realistic range of a weapon, I did it and I got a lifespan of 17.6904755 seconds at a velocity of 840 m/s@OPaiTaOn

    4.3 years ago
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    6,511 Creativit

    I'm not sure if this is still open to suggestions, but it says so in the post so here goes: what about a "sensor" part that can collect additional flight data similar to a cockpit block, and have an ID of some sort, then a function to retrieve the data, something like: flightdata(x, y) where x is the flight data you want from the sensor with ID of y. This could open up a variety of new things not possible before, and even create the ability to make user-defined variables.

    +4 4.3 years ago
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    46.6k OPaiTaOn

    how can i make a cannon projectile detonate by proximity? I want to make a flak 88

    +1 4.4 years ago
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    @Urocyon (Time = (Wanted time in seconds)) would probably do it.

    Dunno about the actual time of day though

    +1 4.4 years ago
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    13.7k Urocyon

    Is there a way to make lights activate due to time of day?

    +1 4.4 years ago
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    1,807 TheBababooey

    is there any way to make countermeasure dispensers fire on the fireGuns input?
    if not is there any way to put the guns on the launchCountermeasures input?

    +2 4.4 years ago
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    1,740 onyx63

    Honestly after playing around quite a bit with your "Funky trees" xml scripting language, i find that it adds a lot to the game. It's possible to create things that are much more advanced than ye old days of putting throttle as a rotor's input.

    As FT stands now it's a really useful tool to calculate trajectories or for very simple condition logic. But i think the one thing it lacks is a reliable way to store information. I have been able to overcome this limit by using canons and other weapons as input and memory devices (by reading their ammo count).

    It would be incredible if you could add a method to store a numerical value somewhere. Either that or some way to use the fire command and select a weapon from FT (that would enable the code to lower values by itself, by shooting multiple times).

    That or some kind of sound block would be an amazing add to this game.

    Anyways thanks for reading and for giving us FT :)

    +11 4.4 years ago
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    3,579 RPC3503

    As I know Pi Is Equivalent To 3.14159265359 Or simply 3.14.

    +5 4.4 years ago
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    How do I get the Z(Front and Back) Vector? I wanna make my flying rover very stable during flight, my rover has an x(Anti side Slip) and y(Altitude Hold) vector stabilizers, but I don't have z

    4.4 years ago
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    Dev WNP78

    @onyx63 sadly that's not a thing at the moment. But if you want to model the spooling of an engine you could try using the smooth(Throttle, function with a time that is an estimate for how long the engine takes to spool. Another approach could be to measure the rate of fuel depletion: rate(-Fuel)however this doesn't seem to provide a very precise result since the fuel depletes in very small steps.

    4.4 years ago
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    1,740 onyx63

    Is it possible to get information from a component of the plane? Like in the input of an engine i have a specific smoothing function, and a light that reflect the state of the engine (warmup, on, off).
    Something along the lines of :
    (partID.Input) as the value of the function that's inside the input of the part, here a smoothing function.
    with the value of the input of this part?

    4.4 years ago
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    1,740 onyx63

    WNP78 incredible, a quick response from the dev himself :)
    Thanks for directing me to this doc, it'll come in handy.

    4.4 years ago
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    Dev WNP78

    @onyx63 it's a language I made from scratch. It doesn't really support code like a scripting language, only "single-line" expressions. There is a nice community made guide here if this post isn't enough.

    4.4 years ago
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    1,740 onyx63

    sorry to bother you guys, i'm trying to automate parts of my craft and i was wondering if there was a more complete documentation about scripting in SP?

    Like, how i can setup logic in my input (if that do this)...?

    Edit: what scripting langage is this? Is it something that exists outside of SP or did you make it yourselves? Looks like AS3 but i wanna be sure

    4.4 years ago
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    3,689 Itzarock

    when i lock on to a target the rotators move to target, but i switch target it goes the away from it. And I realized that the way the cockpit is facing affect where the rotators target. how do I fix this.

    4.5 years ago
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    So, is there a way to make countermeasures fire as soon as anything gets a lock on you?

    4.5 years ago
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    1,250 mishSE

    @Grey1 https://www.simpleplanes.com/Mods/View/524146/Overload

    +1 4.5 years ago
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    513 Grey1

    @Delightedman oh? How so?

    4.5 years ago
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    19.6k P1T1KU

    my brain AAAAA

    4.5 years ago
  • Profile image
    513 Grey1

    Well I have a question, how do I even access it and is it doable in mobile

    4.5 years ago
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    6,511 Creativit

    Could there please be added a function which can directly tell you a previous value? Something like: time(x, y) which displays the value of "x" y seconds ago? Or if there is already a way to do this someone please tell me.

    4.5 years ago
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    It's BIG BRAIN time!!! ☝️🧠👆 ==> 🤯

    4.5 years ago
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    2,790 oan124

    @JED im also new to this stuff but i think you can work with what you have on this page, because thats basically just math. You can probably start by writing things from this list in various combinations and seeing what works and what doesent. Also, what i do is i download a walker or something like that and then i dissect it.

    4.6 years ago
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    Is it planned to add the InputController to guns? @WNP78

    4.6 years ago
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    5,449 CDRxavier

    Clearly I am late to this game

    It's almost equivalent to programming, except when I can't add variables.


    Is there a way to get the current value of the input?

    4.6 years ago
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    2,871 Oukarine

    i still less understand how Funky Trees work, I tried to make the rotator rotate continuously but don't know how to make it spin faster, any suggestion... .?

    4.6 years ago
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    180 ABOUSRWAL

    My name is jennie, is there anyone out there who teach me funky trees

    4.6 years ago
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    11.6k TDevil36

    I am 100% new to this funky trees business but want to learn how to do it, how can I start off? Is there like a program that teaches You how to use this stuff and maybe a cheat sheet or link to how I can start learning?

    4.6 years ago
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    this are all xml command?

    Geforce(doge)

    4.6 years ago
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    45.2k rexzion

    okay nice

    4.6 years ago
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    57.5k bjac0

    @AlienbeefyTheCheekiBreeki op i'm dumb

    4.6 years ago
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    55.5k Beefy

    @bjac0 that already exists

    ammo(&quot;Cannon&quot;)

    +2 4.6 years ago
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    57.5k bjac0

    we def need an ammo output, something along the lines of selected weapon, so like if your cannon has an ammo count of 100 then (ammoOf = Cannon) = 100 it could open up possibilities for ammo counters & firing sequences by using something like rate(ammoOf = Cannon) and then modifying the downline

    +1 4.6 years ago
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    3,211 bruhmoment99

    how do you guys understand this stuff?

    +1 4.6 years ago
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    Im sorta noob I can mod but I need mods for mobile idk what the red means :(

    4.7 years ago
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    152 Winsen544

    how do i make an AoA limiter?

    4.7 years ago
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    2,654 switdog08

    @Junkers87
    No problem

    4.7 years ago
  • Profile image
    1,807 TheBababooey

    @switdog08 Ok thank you for the reply

    4.7 years ago
  • Profile image
    2,654 switdog08

    @Junkers87
    Its automatically in the game. You need the Overload mod to use it though.
    Since your on Android, Overload is automatically in the game too.

    4.7 years ago
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    1,807 TheBababooey

    how do i install funky trees

    +1 4.7 years ago
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    How do I make something increase to full power with speed and below a certain altitude

    4.7 years ago
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    Can some please make this easier to understand

    4.7 years ago
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    53.8k PlaneFlightX

    Hi, I would appreciate it if you could read this forum and follow the instructions.

    Thanks!

    4.7 years ago
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    1,250 mishSE

    @WNP78 let me guess, delay lines?

    4.7 years ago
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    106k Hedero

    Ight actually that's fine. I just look more forward to it lol.@WNP78

    4.7 years ago
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    2,709 Random04

    I hope i can use these things properly but im too dumb

    4.7 years ago
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    Dev WNP78

    @Hedero secret, but cool :P

    4.7 years ago
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    106k Hedero

    Oh ok, no problemo dude. I was wondering why the airbrakes wasn't working. Could you maybe give a little info on what the next update will include?@WNP78

    4.7 years ago
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    Dev WNP78

    @Hedero I remember now there's a bug with using rate(IAS), which I've already got fixed for the next update but for now, I'd suggest just lowering the power of the engine to decrease the acceleration, and then lowering the drag on the aircraft to bring the top speed back up to where it was.

    +2 4.7 years ago
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    106k Hedero

    Ok, so I used your exact line of code for the engines and I messed around with the numbers. I changed the 10s to 100s and to 5s and I didn't notice an deviation in the speed or acceleration. So, what would they be for then?@WNP78

    4.7 years ago
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    Dev WNP78

    @Hedero well the normal way I'd do this isn't by FT, it's by removing and reducing drag on most of the aircraft, and then decreasing the power of the engines to keep the top speed down. If that isn't enough, I suppose you could try something along the lines of using Throttle * 10 / clamp01(rate(IAS) + 10). But given the spool up times of prop engines, I wouldn't be surprised if this causes an oscillation. You could also try using a hidden airbrake part with it's input set to some function of rate(IAS) (make sure you don't put negatives in there though).

    4.7 years ago
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    106k Hedero

    I'm not good at all with ft so I'm just curious if you would know a simple code that would allow my aircraft to have a realistic, slow acceleration yet have a decent top speed. My aircraft has two prop engines and needs to get to around 460 mph.@WNP78

    4.7 years ago
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    @Egorka2001 thank you

    4.7 years ago
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    1,250 mishSE

    @ProjectVideoGame try
    (Brake=clamp(Brake,0.5,1)&TAS>your_speed)?value_you_need:else_value

    4.7 years ago
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    How to activate something with brakes on and above a certain speed

    4.7 years ago
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    1,250 mishSE

    is there any way of storing values? e.g. variables, delay lines, etc.

    4.8 years ago
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    1,250 mishSE

    @WNP78 thanks!

    4.8 years ago
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    Dev WNP78

    @Egorka2001 yes

    4.8 years ago
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    1,250 mishSE

    @WNP78, does it mean that if I use rate(GS), it returns an acceleration value of my vehicle's ground speed?

    4.8 years ago
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    4,057 Selakii

    Inputs that activate based of weapon selected/name

    4.8 years ago
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    @WNP78 Can I ask is it possible to make the magnet turns on and off more rapidly?
    thx

    4.8 years ago
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    1,332 Harder258

    How to do landing gear w/doors (with explaining to can use it more than 4 times (Im good at xml modding) )

    4.8 years ago
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    @MossySasquatch SelectedWeapons = "Boom 25"
    hope it works on mobile

    +1 4.8 years ago
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    45.2k rexzion

    how does the SelectedWeaponName input work?

    +7 4.8 years ago
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    3,306 JPluman

    @rexzion abs(x) * -1

    4.9 years ago
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    45.2k rexzion

    Is there a way to get the "abs" function to get the negative value instead of the positive?

    4.9 years ago
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    Is there any way to get azimuth and elevation angles from my aircraft to my target? I want to make self-operating turrets for my bombers

    +1 4.9 years ago
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    @WNP78 Thanks so much! I couldn’t figure out what to do as pingpong wasn’t working for me. I guess I needed the time variable in there

    4.9 years ago
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    Dev WNP78

    @PETG I suppose something like
    (Fuel < 0.1) & (pingpong(Time, 1) < 0.5)
    would work for that.

    4.9 years ago
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    Okay, thanks

    4.9 years ago
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    Dev WNP78

    @MossySasquatch if you're on mobile, there's a known bug, yes. When we get round to releasing a new version it should work.

    +1 4.9 years ago
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    Hey WNP78, I’m trying to learn some Funk of the Trees, but I can’t figure out how to make something alternate between 0 and 1 once a second. I have the code to activate the loop, just not the loop code. Anyway you could help?

    It’s for a magnet that turns on and off to make noise when your fuel is low.

    4.9 years ago
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    @WNP78, I tried putting the weapon name in quotes and still nothing. Suspect I may have come across a bug.

    4.9 years ago
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    Dev WNP78

    @MossySasquatch The weapon name indeed must be in quotes (")

    4.9 years ago
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    Anyone have any idea how to use SelectedWeaponName? I'm trying to make a jet with deployable weapon bays, and I've tried clamp01(SelectedWeaponName=Boom 25) but it doesnt do anything. Do I need to have the weapon name in quotes or parentheses or something? Any help is appreciated. Thanks

    4.9 years ago
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    315 kokickss

    How to make a beacon light activate when an activation group is off? I'm trying to figure it out for maybe 20 minutes, no luck..

    edit: nvm found it out, i did "Activate8 - 1" in the input.

    +1 4.9 years ago
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    Dev WNP78

    @Panthers4741 for that, you could simply do -VTOL + Roll, or Roll - VTOL.

    4.9 years ago
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    Dev WNP78

    @Panthers4741 yes, you can input any expression like this into say, the input field of an InputController, if you're on mobile with overload, but you seem to know how to use XML. It'll also go in any activationGroup field if you make an expression with a boolean output

    4.9 years ago
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    6,449 DreamsPilot

    Where i can inter or write those input??
    Xml??

    4.9 years ago
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    9,177 ZWLenning

    @WNP78 sorry for tag, but I have tried almost everyone else and either the person i'm asking has no clue, or I've been completely ignored. So I'm trying to make a set of landing gear that breaks (basically bends out of shape) when the plane gets above a certain speed. the code I'm using at the moment is LandingGear=0 &amp; IAS>950 ? clamp01(sum(IAS)) : ((sum(IAS))>950 ? 1 : 0) (ignoring the 'amp;' bit). obviously this could be slimmed down more, but it works fine except for the fact I seem to have created a device that activates semi-randomly. I think the problem is with the sum() function, as it provides the total sum of values, but I can't find a way to retain the highest IAS reached. Is this possible, and if so, any chance you could show me how to do it?
    tanksss

    +1 4.9 years ago
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    Ok

    4.9 years ago
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    9,177 ZWLenning

    @PieroKH2B should still work, try doubling horsepower instead of power

    4.9 years ago
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    @Zoowarp too much thanks but it's for a Ta 152H

    4.9 years ago
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    9,177 ZWLenning

    @PieroKH2B what you could do is clamp(Throttle,0,(Altitude/10000)+0.5), and also set the max engine power to 2. this will result in double power at 5000m i think. however this will mean that (if you are using afterburning engine) afterburners will only engage at about 4500m and sounds are off. for a better one you will need if statements (a?b:c basically if a then b else c) but i cant help you with those because i am yet to experiment with them myself.

    +1 4.9 years ago
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    @Zoowarp Yes

    4.9 years ago
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    9,177 ZWLenning

    @PieroKH2B do you want it to have throttle input too?

    4.9 years ago
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    @WNP78 Is there a code for Make the engine get More power at a certain altitude

    +1 4.9 years ago
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    1,250 mishSE

    @WNP78 thank you! have a nice day

    4.9 years ago
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    Dev WNP78

    @Egorka2001 yes, sorry, I realised this page was outdated. See the operators section now.

    4.9 years ago
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    1,250 mishSE

    @WNP78 ok, thanks! btw, are there any boolean operators?

    4.9 years ago
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    So Funky Trees are that i use for xml modding? (ex to gun: tracerColor)?

    4.9 years ago
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    32.0k VenusLancer

    @WNP78 thanks !

    4.9 years ago
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    Dev WNP78

    @ZHUAREVONI for limiting the range of an output you can use the clamp function. ie, clamp(Pitch, -0.5, 0.5) would limit the value to between -0.5 and 0.5

    4.9 years ago
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    Dev WNP78

    @Egorka2001 Bitwise operators wouldn't make sense since FT only uses float, bool and string types.

    4.9 years ago
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    32.0k VenusLancer

    @LuftWaffleHansIsAwful yes, it works, but with some problems

    4.9 years ago
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    @ZHUAREVONI have you tried to adjust the min and max in the inputController?

    4.9 years ago
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    1,250 mishSE

    @WNP78 will bitwise operators(such as |, &, ^, left and right bit shift) be added?

    4.9 years ago
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    32.0k VenusLancer

    @WNP78 hello again, i need your help...
    i'm just working in a fighter with automatic canards, i just adjusted the angle off attack input, but exist a little problem. i dont know that command put to limit the maximun movement angle of this canard, because in stall (90°vertical fall) the canard reaches 180 degrees, here its the method that i use in the rotator:
    inputController:
    min -1
    max 1
    input: AngleOfAttack/0.5 - 1 + Roll/-0.08 + Pitch/-0.05

    JointRotator:
    range 1
    speed 1

    4.9 years ago
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    Dev WNP78

    @Aerofy yes, that is possible.

    5.0 years ago
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    6,376 Aeromotive

    Are conditional operators possible? As in x > y ? 1 : 0

    5.0 years ago
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    9,177 ZWLenning

    @switdog08 there are already posts up asking the same question - they have very good answers but i cant rmember any

    5.0 years ago
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    2,654 switdog08

    @WNP78 @SnoWFLakE0s
    I have a question.
    I need to know how to make an input with a range.
    For example, I need to make a control surface that is only active when pitch is between certain values. How would I do such a thing?

    5.0 years ago
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    2,654 switdog08

    @ItzP1N3APPLZ
    No problem
    If you need any help, just ask me

    5.0 years ago
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    3,211 bruhmoment99

    Ok thanks@switdog08

    5.0 years ago
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    2,654 switdog08

    @ItzP1N3APPLZ
    You just set the input to IAS/x
    With x being whatever your stall speed (mph) is divided by 2.237.
    .
    However, this would cause your light to be on whenever you are stopped or taxiing. To make it more realistic, you need to add another conditional. To do this, you need to put this in your input row:
    (IAS/9x) * (AltitudeAgl/y)
    With x being your stall speed (mph) divided by 2.237, and y being the height of your design times 3.281. I hope this solves your problem. If it doesn't, I can upload an unlisted light with whatever stall speed and stuff you want.
    .
    Sadly, Funk'd stall lights don't work (they are always on) on the aircraft carriers and buildings, this is because the AltitudeAgl command assumes height off the ground, not height off whatever is directly below you.

    5.0 years ago
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    25.7k lemoose

    @BadFreed lights are either full on or full off, so you wouldnt be able to do 50% brightness if thats what youre asking

    5.0 years ago
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    1,126 BadFreed

    Hello how can i set the beaconlight to react in throttle but gradually

    5.0 years ago
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    154 Siux

    @WNP78 Im trying the same thing ZHUAREVONI was doing, but in my case the missile won't be listed as weapon. If I however set function to AirToAir or AirToSurface they get listed and work properly.

    5.0 years ago
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    Dev WNP78

    @ZHUAREVONI yes, function should be set to MultiRole on the Missile modifier.

    +2 5.0 years ago
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    1,899 ObliviousCed

    @ZHUAREVONI So you're saying how to make a custom guided rocket or change the name or something else

    5.0 years ago
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    32.0k VenusLancer

    first of all.. hello, it exist any way to blend the guided weapons objetive type? because i want to make a Guardian variant that can lock on ground and air targets

    5.0 years ago
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    1,362 goutboy411

    @WNP78 wait how do I access it though?

    5.1 years ago
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    Is it possible to get the direction of motion horizontally? I am thinking along the lines of an automatic stop moving for hovercraft.

    5.1 years ago
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    Dev WNP78

    @goutboy411 it's exactly the same

    5.1 years ago
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    1,362 goutboy411

    What about the android version?

    5.1 years ago
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    67.4k SnoWFLakE0s

    @cedblox332
    .
    Here

    5.1 years ago
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    1,899 ObliviousCed

    How do you arrange these inputs in order to work?

    5.1 years ago
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    3,211 bruhmoment99

    Is there a way to make a stall warning light with funky trees? I’ve tried experimenting with some funkytrees code but it doesn’t really work.

    5.1 years ago
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    106k Hedero

    I really would need this for my landing gear. I need the landing gear doors to have a delay as to when they should close or open. I literally don't understand any of this stuff. I'm not that smart sorry lol. But I'm trying to use other people's landing gear rotators but they don't work exactly as I need them too. If anyone could simplify this then thanks. But I don't really expect a simple explanation for how to work this funkyness.

    5.1 years ago
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    8,141 Jauntyccmbr

    Would love to watch a video that show how all this things can work in an actual build

    +1 5.1 years ago
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    Hi, man! Will you update XML Properties file?

    +4 5.1 years ago
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    23.4k Scratchoza

    It would be nice if they would add sensors, like (id of the sensor(AltitudeAgl)), it would be like a cockpit.

    5.2 years ago
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    Hello guys, first of all, I really hope that all of your families are okay. Now, my question is, where to find funky trees ?

    +1 5.2 years ago
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    why not add something like when the suspension moves up or down by 1 or -1 then the part will do whatever I need it to like roll right or left or pitch up or down why not something like this? it would be nice if you did have this because it makes offroad vehicles way much easier to build and handle with

    +2 5.2 years ago
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    9,376 Zanedavid

    It’s quite complicated...but not at the same time. first off if your on android I don’t think it works I’m not sure, but iOS has it. so you can edit size, weight, and a lot of other stuff via activation groups and other listings above. @Dragons103

    5.2 years ago
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    43.3k phrongus

    I don't get how it works. Does it work for all devices? And on what do I edit inputs?

    +1 5.2 years ago
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    105 Jayo

    can someone explain how the repeat command work?

    +1 5.2 years ago
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    Is it available on my platform

    5.2 years ago
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    How do I download update for my samsung galexy tab-A

    5.2 years ago
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    11.3k LiamW

    @Tessemi From my understanding, it seems like we can make a custom autopilot that can perform standard airliner maneuvers with full PID stabilisation but we won't be able to easily stabilise flips and rolls

    5.2 years ago
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    11.3k LiamW

    @WNP78 Yeah, that makes sense. I should really try these things myself a little more lol. Guess I'll have to wait a bit longer to have a PID rate-stabilised aircraft.

    It'd be great to have RollRate, PitchRate and YawRate functions that simulate a rate gyro as opposed to a horizon gyro

    5.2 years ago
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    Dev WNP78

    @Tessemi Pitch should be, but still would do the -180 to +180 thing. I'll add some more functions next update hopefully.

    +2 5.2 years ago
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    Dev WNP78

    @LiamW @Tessemi rate(RollAngle) seems to work well for roll rate. But it's not 100% accurate because of just rotations... Rotations are rotations and rotations are weird. Your roll angle can change without actually rolling. Say you're banked 15 degrees to the left, with the nose pointing at the horizon. Then pitch up through a full loop without touching the roll, watching your artificial horizon on the panel rotate as your roll angle changes. Also, rate(RollAngle) will give very high values when the roll angle goes from -180 to +180 (when doing a full roll).

    +2 5.2 years ago
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    11.3k LiamW

    @Tessemi Angular velocity is defined as "the rate of change of angular position of a rotating body."
    That's what rate(PitchAngle) means. PitchAngle (or RollAngle, etc) is your 'angular position' and rate measures how that changes over time.
    And yes, the units are degrees per second

    5.2 years ago
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    11.3k LiamW

    @Tessemi I wouldn't say PitchAngle and RollAngle are fixed. As the aircraft rotates, its PitchAngle, RollAngle, etc will change. By measuring the rate at which this angle changes with rate(PitchAngle) you should obtain the angular velocity.
    But again, I haven't tested this yet

    5.2 years ago
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    15.4k Reuben201103

    I’m trying to make something which has a rotator which alternates from 1 to -1 every second, the way to do this is by raising -1 to the power of n ( in this case Time) but for some reason it doesn’t work, the function I am using is pow(-1, Time) if anyone has any advice or ways of fixing this please can you reply, thank you.

    EDIT: fixed by putting floor(Time)

    5.2 years ago
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    11.3k LiamW

    @Tessemi I understand that would be expressed by rate(PitchAngle) and rate(RollAngle) but I haven't tested it yet

    5.2 years ago
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    9,376 Zanedavid

    New functions are for weapons like wing deploy speed for cleavers right? @jamesPLANESii

    5.2 years ago
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    I’m so happy there’s some new functions! 🤩
    Reckon you could update this for reference plz? :)

    5.2 years ago
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    @SnoWFLakE0s ok, nice. but why do our statements not work? Did you fix yours?

    5.2 years ago
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    67.4k SnoWFLakE0s

    @MethaManAircraft
    .
    A funky trees input will override inputController attributes.

    5.2 years ago
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    Also how do the min/max attributes in the input controller work? is it like clamp(input, min, max) or lerp(min, max, input) ?

    5.2 years ago
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    Problem for reheat:
    floor(Throttle) * clamp(log(TAS / 340, e) + 1, 1, 1.5)
    does not through an error but just doesn't work... I checked 5 times...
    Think it's the same problem as @SnoWFLakE0s ...
    Would be nice to get at least error messages similar to py in the console possible in the next patch... (if not already in the works)

    5.2 years ago
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    12.1k dINE

    @AwesomeCronk cool can't wait to see it

    5.2 years ago
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    With pi, do I just type in pi to get pi? Or do I have to type in the actual pi key?

    Edit: nvm I worked it out lol

    5.2 years ago
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    Oh yeah lol I didn’t know arc-sine was the same as inverse sine @WNP78

    5.2 years ago
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    Dev WNP78

    @jamesPLANESii presumably you're talking about an inverse sine. Also known as an arc-sine. Have another look near the trig functions.

    5.2 years ago
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    How do you do sin^-1 etc?

    5.2 years ago
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    Great for custom landing gear!!

    5.3 years ago
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    505 NAGO

    Will the next update fix the mods on mobile to be fixed because I made a plane with a lot of mods but when I was going to use it with out knowing the mods weren't working and my game crashed and my simple planes files were corrupted and I had to buy the game again because it said that I didn't download it before can you help please?

    5.3 years ago
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    Math

    5.3 years ago
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    Dev WNP78

    @DPSAircraft it's the time in seconds since the start of the level.

    +2 5.3 years ago
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    67.4k SnoWFLakE0s

    @WNP78
    .
    No, it just doesn't want to function. Manipulating any of the variables should result in some change at least, so that's confusing me.

    5.3 years ago
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    1,432 lfox02

    Hey @WNP78 my question is not about Funky Trees but you did write the guide. I'm having an issue where I can't get Overload to accept my custom missile functions. All the other options I'm trying to customize on the Cleaver work, but it's not taking "AirToAir" with or without quotes.

    Edit: never mind, got it to work. I think I just typed it in with the first A being lowercase and then it worked. It even corrected it for it to be all first letters to be uppercase.

    5.3 years ago
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    Dev WNP78

    @SnoWFLakE0s no plans for variables to be added, though I can see how useful it'd be... There shouldn't be any limits as such though, is that giving any errors in the console?

    5.3 years ago
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    67.4k SnoWFLakE0s

    @WNP78
    .
    Will we potentially get variable assignment features? Also- is there a limit to the number of functions the system can process? This statement isn't evaluating properly, even when I manipulate the included inputs:
    ((((Trim*10000*cos(Pitch*90)) - sqrt(pow((Trim*10000*cos(Pitch*90)), 2) - ((96.177249*pow((Trim*10000*cos(Pitch*90)), 4)+19614000* (Trim*10000*sin(Pitch*90))*pow((Trim*10000*cos(Pitch*90)), 2))/1000000000000)))*1000000)/(9.807*pow((Trim*10000*cos(Pitch*90)), 2)))

    +4 5.3 years ago
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    @WNP78 if you find any other way of doing more or adding things like the kraken in iOS please.

    5.3 years ago
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    @Zanedavid
    Oof. Oh well.

    5.3 years ago
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    9,376 Zanedavid

    Dang, well thank you, this has given me more to mess with :D @WNP78

    5.3 years ago
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    9,376 Zanedavid

    Not likely, I looked into that and fuel is just a number and weight, not really an entity per fuselage, it’d be cool to implement that @JohnnyBoythePilot

    5.3 years ago
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    Is it possible to use funky trees to make an engine drink fuel from a certain fuselage block before using fuel from other fuselage blocks? (i.e. fuel drop tanks)

    5.3 years ago
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    Dev WNP78

    @Zanedavid yes, I did write the parser/compiler myself.

    5.3 years ago
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    1,432 lfox02

    @DPSAircraft Helmet Mounted Cueing System. You use it to slave your IR missile and radar lock to where you're looking. Skim through this: https://www.youtube.com/watch?v=OoWOGsER29Q
    If we had access to view angles, we could make gimballing guns (so no black magic with activation groups and flight controls), we could expand the capabilities of dogfights... At what point does SP become too serious? Maybe I'm setting my expectations a bit too high.

    5.3 years ago
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    15.9k Stormfur

    @Zanedavid ok i was thinking about it because i was trying to simulate airbrakes on a truck

    5.3 years ago
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    9,376 Zanedavid

    Did you have to code the whole funky trees on your own? @WNP78

    5.3 years ago
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    9,376 Zanedavid

    Your best bet on acceleration is VTOL engines, they get to top speed quick @Stormfur

    5.3 years ago
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    9,376 Zanedavid

    Not that I know of going extremely quick, but just put input as Activate# and then there’s ZeroOnDeactivate, make that true. , Ide also suggest putting in brakes if you want your speed to drop fast upon de activating @Stormfur

    5.3 years ago
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    15.9k Stormfur

    Is there a way where you can modify a jet engine to by the press of an AG, throttle to max extremely quickly and shut off?

    5.3 years ago
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    1,432 lfox02

    It would be pretty cool if we had some way to get data from the view. Like an HMCS sort of thing. Love your stuff!

    5.3 years ago
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    8,428 phd614871

    @ArcturusAerospace (sign (Altitude- 6096)+ 1)/2*Brake

    5.3 years ago
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    @phd614871 It doesn't work for some reason. I'm copy & pasting the formula, but it still doesn't work. I changed "Input" to brake.

    5.3 years ago
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    8,428 phd614871

    @ArcturusAerospace Like Roll, Pitch, Yaw,Throttle

    5.3 years ago
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    @phd614871 What do I plug in for "input?"

    5.3 years ago
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    9,376 Zanedavid

    Can you invert a magnet so it’s pushing away?

    5.3 years ago
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    8,428 phd614871

    @ArcturusAerospace (sign (Altitude-6096)+ 1)/2*input

    5.3 years ago
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    @phd614871 Could you please give me the input for some thing I want to activate above 20,000 feet? I'm making an air-dropped tank.

    5.3 years ago
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    8,428 phd614871

    @Person05 (sign (300-AltitudeAgl)+ 1)/2*input

    5.3 years ago
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    9,376 Zanedavid

    fire cannon and a bomb shooter at the same time using the “fire cannon” button? Is it possible?

    5.3 years ago
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    873 Person05

    I’m trying to make a thing to activate when it’s below 300 meters but it doesn’t work I put in AltitudeAgl<300

    5.3 years ago
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    @EngineerOtaku change the speed.

    5.3 years ago
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    49.0k EngieWeeb

    @Brields95 That's what I do currently. It doesn't respond like the stock control surfaces (It's SO SLOW...)

    5.3 years ago
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    @Zanedavid that just causes the plane to yaw.

    +1 5.3 years ago
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    @EngineerOtaku try putting a wing on a rotator

    +2 5.3 years ago
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    Dev WNP78

    @EngineerOtaku currently it's not supported on control surfaces, sorry

    +1 5.3 years ago
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    9,376 Zanedavid

    @EngineerOtaku your using ailerons from wings? Not sure if you can change that, but you can use brakes on custom made wings, attatch a rotator and set min to 0 and make the brake have 0 mass too, that is all I can think of

    +2 5.3 years ago
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    49.0k EngieWeeb

    I could use some help with figuring this out;

    So I'm building a jet that uses Spoilerons for roll control. I want to test using the built-in ailerons as a substitute (since custom control surfaces can be iffy in terms of response in-flight from my experience). I want the Ailerons to ONLY move in one direction. How can I do that?

    I tested abs(Roll) in the input ID and it locked the aileron in place.

    5.3 years ago
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    67.4k SnoWFLakE0s

    @DPSAircraft
    .

    Log10(x, 1)

    This is an invalid statement. Also, what are you trying to say? It's not making any sense.

    +1 5.3 years ago
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    Dev WNP78

    @SnoWFLakE0s yes, but just horizontal. It's like the horizontal equivalent of AngleOfAttack. Relative to airflow, not ground.

    5.3 years ago
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    67.4k SnoWFLakE0s

    @WNP78
    .
    Would AngleOfSlip be the angle between the aircraft's current direction and the direction of its velocity vector (assuming no wind)?

    5.4 years ago
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    Dev WNP78

    @robloxweponco something along those lines is on my personal list.

    5.4 years ago
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    38.3k V

    Are if/or statements planned to be added?

    5.4 years ago
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    9,376 Zanedavid

    Reeeeee ok darn @Armyguy1534 @MossySasquatch

    5.4 years ago
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    28.2k Armyguy1534

    @Zanedavid if it says input, then put LandingGear. If not then you cant

    5.4 years ago
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    @Zanedavid,
    Been wondering the same thing. I dont think it's possible because the hook is looking for an activation group, whereas landing gear is an input controller. One possible idea is to place the hook on a hinge rotator set up to lower with gears and skip the activation group altogether, but I dont know if that would work or not without testing. I fear that the hook doesnt "operate" unless its group is active. Worth a shot though

    5.4 years ago
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    9,376 Zanedavid

    Do you know how to make it go down upon activating Landing gear ? @Armyguy1534

    5.4 years ago
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    28.2k Armyguy1534

    @Zanedavid ok

    5.4 years ago
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    9,376 Zanedavid

    @Armyguy1534 WAIT! I figured out I needed to put activateGroup as 0 but now it stays down...

    5.4 years ago
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    9,376 Zanedavid

    @Armyguy1534 so the arresting hooks activationGroup will not save when I put its activation as LandingGear, do I need to input something else?

    5.4 years ago
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    67.4k SnoWFLakE0s

    @MossySasquatch
    .
    Use trigonometry.

    5.4 years ago
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    21.7k Thorne

    @WNP78 Awesome, Thanks!

    5.4 years ago
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    Dev WNP78

    @Thorne not at the moment, but planned.

    +2 5.4 years ago
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    21.7k Thorne

    I’m not very mathematically literate, is there any way to calculate the rate of change of a variable with these at the moment?

    +2 5.4 years ago
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    Dev WNP78

    @FlipposMC Pretty sure it's the same units as AoA, ie -180 to 180

    +1 5.4 years ago
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    12.6k Flippos

    Question:
    AngleOfSlip goes from 0 to what angle?
    Is it negative in one direction and positive in the other?

    Suppose I fly heading 000 with the airflow dead on (000). If I use left 1 degree would the input be 1, 359 or -1?

    5.4 years ago
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    9,376 Zanedavid

    Lol WNP78 is probably on break, when he comes back he’s gonna be loaded with questions, feels bad man

    5.4 years ago
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    so, how i can use this whole math thing ? any tutorials ?

    +1 5.4 years ago
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    18.1k typeZERO

    Hello WNP78... In the New Update, There's the "weapon naming and multirole weapons." What does that Mean, and how do you do it?

    5.4 years ago
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    Is it possible to be able to get the speed of an aircraft along its xyz axises? I want to make a helicopter that can neutralize drift to make flight easier

    5.4 years ago
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    18.0k AtlasSP

    I need a specific guide for those frequently used inputs?

    +1 5.4 years ago
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    @DPSAircraft okay happy new year, I'm 10 minutes late because I was recording fireworks

    +1 5.4 years ago
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    @DPSAircraft you better wait 6 minutes, ain't no new year for me yet ;)

    +1 5.4 years ago
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    @DPSAircraft I kinda like yo try and mess around with things, I cant make things if I cant visualize and test it. So I can kinda only get help with stuff I'm working on and cant figure out how to fix, and I havent started on anything with the funky trees. Bht if there was something like Vizzy then I'd probably do it because it's just so much simpler.

    +1 5.4 years ago
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    @DPSAircraft I understand logic a bit, but I dont understand how to write it in code like this, I haven't learnt that. And writing code with "blocks" like Vizzy is much easier but still let's you do basically the same thing.

    +1 5.4 years ago
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    @WNP78 Any plans to make this visual? Similar to Vizzy in SR2, it would be easier to use this then (at least for people who aren't very good at this, like me)

    5.4 years ago
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    @WNP78 hello I speak for the trees

    5.4 years ago
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    45.9k sakkijarven

    Here are so many funcs , but why don't have logical functions such as "if", "while", "for".etc, the most basical funcs of programming ? QAQ
    I heard SR2 have it ? QAQ
    Just rename those basical logic-funcs in case some errors of identification, seems very easy !

    +1 5.4 years ago
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    Is there a way to make something activate when your aircraft touch the ground? (any ground altitude)

    +3 5.4 years ago
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    11.0k VChart

    where to use these math calculations?

    5.4 years ago
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    113 Mudkip204

    How would you make a rotator that rotates infinitely? Or a rotator that loops -1 to 1?
    I thought it would be simple to use "repeat" function but.... Well, any help would be greatly appreciated

    +2 5.4 years ago
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    16.9k YourWife

    FD inputs for pitch, roll and yaw rates would make for better stabilization using RCS

    5.4 years ago
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    9,376 Zanedavid

    Is there a way to overload the cannons to fire salvos in a timed interval? Like a battleship? @WNP78

    5.4 years ago
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    ok, i get it now.
    It's not obvious at first but it does have it's uses...
    and for the flight data?

    5.4 years ago
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    Dev WNP78

    @MethaManAircraft lerp(a, b, t) is a linear interpolation. It gives the value between a and b at a proportion of t
    So if t was 0, the output would be a,
    if t was 1, the output would be b.
    Between these values, it scales linearly between a and b - for instance if t was 0.5, then the output value would be half way between a and b.

    +4 5.4 years ago
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    9,376 Zanedavid

    More than Half of this stuff is too big brain for me lol

    5.4 years ago
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    Could we also please get the x,y,z angular momentum of the aircraft as inputs?

    +1 5.4 years ago
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    I'd never heqrd of lerp or inverselerp before...
    What would be their uses?

    5.4 years ago
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    Dev WNP78

    @RamboJutter To do pitch and trim you do.. Pitch + (Trim / 8). This will make the trim travel an 8th of the pitch travel. Undercarriage doors, that's a bit more complex and I'm not sure it's doable in this version, but maybe with some upcoming features I have.

    5.4 years ago
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    @WNP78 this stuff is great but really makes my head hurt, how about posting a few common formulas i.e. stick this in your rotator input and it lets it do pitch and trim, or use this on your undercarriage doors so they shut slower than they open etc. Im honestly lost on this stuff and its really demotivating.

    5.4 years ago
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    15.4k Reuben201103

    @WNP78 I’m using PitchAngle

    5.4 years ago
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    Dev WNP78

    @Reuben201103 that looks like it'd be fine in itself, what are you using for x?

    5.4 years ago
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    15.4k Reuben201103

    If I want to clamp a negative value e.g:
    clamp(x, -180, 0)

    It doesn’t seem to work, is there any way to work around this so that I can make the input work only when the value of x is negative?

    @WNP78

    5.4 years ago
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    Dev WNP78

    @jamesPLANESii what attitude?

    5.4 years ago
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    45.1k DerekSP

    @WNP78 it all makes sense now, thanks

    5.4 years ago
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    139 Williamah

    And could you set it to randomly choose some time between 3 and 100

    5.4 years ago
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    139 Williamah

    Or make it Changeable via trim or vtol

    5.4 years ago
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    139 Williamah

    Like to make flak from one cannon with proximity Attractive like the ww2 ships

    5.4 years ago
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    139 Williamah

    Can you set like 3 to 100 life time of shells from the new Cannon

    5.4 years ago
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    9,376 Zanedavid

    Sorry, I just thought This had to do with xml and changing the aspects of the pieces.Thank you @WNP78

    5.4 years ago
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    Stop with the attitude man @WNP78

    5.4 years ago
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    Dev WNP78

    @Zanedavid they're standard hexadecimal colour codes, and nothing to do with this post.

    5.4 years ago
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    9,376 Zanedavid

    Is there a color list? How do I know what the letters and numbers stand for? Like 222FFA7 for engine exhaust is blue I think,

    5.4 years ago
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    Dev WNP78

    @jamesPLANESii and @Kakhikotchauri1 I've already said I'd like to make that in the future.

    5.4 years ago
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    Dev WNP78

    @DerekSP funky trees currently only works on beacons and inputcontrollers, not control surfaces. Activate1 is -1 when AG1 is disabled, so Throttle - Activate1 = 0 - (-1) = 1

    +1 5.4 years ago
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    My brain hurts

    +3 5.4 years ago
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    Or is it possible?

    5.4 years ago
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    I wish there was a rate of change function. It’d be so useful, for example variometers, turn & slip indicators, and fuel flow indicators will be possible

    5.4 years ago
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    @WNP78 what about comparsion operators < > ?

    I can make this v<300 or v<300

    but i can't make this

    Altitude>300 or Altitude<300.

    What about it ?

    Plz answer

    Thanks

    5.4 years ago
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    67.4k SnoWFLakE0s

    @DerekSP
    .
    Hmmm.. not sure what the issue would be. I'll check in with you if you need it.

    5.4 years ago
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    45.1k DerekSP

    @SnoWFLakE0s I am using the builtin Overload for it, could that be the issue? Although some other statements work just fine

    5.4 years ago
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    67.4k SnoWFLakE0s

    @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?

    5.4 years ago
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    45.1k DerekSP

    @SnoWFLakE0s there's no mention of activation groups in the post, unless I'm completely blind. To be clear, I'm talking about inputs in activationGroup, not activation groups in inputID

    5.4 years ago
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    67.4k SnoWFLakE0s

    @DerekSP
    .
    Of course, clearly you haven't even read this post through. Check the inputs section.

    5.4 years ago
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    2,017 KSPFSXandSP

    You could easily use this to create the most confusing plane ever. Throttle up, and it pitches down. Roll left, it throttles up. Yaw right, it rolls left. Attempt to launch countermeasures, and the aircraft self-destruction, and so on.

    +3 5.4 years ago
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    32.3k CRJ900Pilot

    How do you combine functions? Say pitch and roll? Would it just be a +? And how would you do an "if" statement? For example, if AGL is below 500, light blinks?

    5.4 years ago
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    26.8k MakotoIto

    Is there any possible way to make something like a turret with these?

    5.4 years ago
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    3,791 stig27

    IDK if anyone asked for this, but using '>', '<' and '=' would be nice.

    5.4 years ago
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    45.1k DerekSP

    @SnoWFLakE0s activationGroup can be an input?

    5.4 years ago
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    Hello I was wondering if clamp() is similar or the same as the map() function in JavaScript.

    5.4 years ago
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    67.4k SnoWFLakE0s

    @RASEN1914
    .
    I've already done one. Check it out here.

    +1 5.4 years ago
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    67.4k SnoWFLakE0s

    @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.

    5.4 years ago
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    45.1k DerekSP

    @WNP78 I have a question. I have this on a propeller input:
    clamp01(Throttle - Activate1)
    I want the propeller to throttle only when AG1 is inactive, so that whenever AG1 is 1 it'll negate any Throttle value between 0 and 1.
    The issue is that for some reason this function makes the engine go full throttle on spawning, when both Throttle and Activate1 should be 0, so
    clamp01(0 - 0)
    should result in 0, right? Why doesn't it work?
    EDIT: is there a way to show all the input values of the aircraft so that I can debug better?
    EDIT2: I now also tried having clamp01(VTOL) and abs(VTOL) on a control surface input, and it doesn't move at all

    5.4 years ago
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    Dev WNP78

    @ChiyomiAnzai Andrew removed it on older iOS devices and versions as the image picker is unavailable on these

    5.4 years ago
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    Dev WNP78

    @SnoWFLakE0s it uses C# single precision floating point numbers. See here

    5.4 years ago
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    18.0k AtlasSP

    oh no i don't understand

    5.4 years ago
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    26.8k RASEN1914

    I think we need a guide for this, i don't understand how this works... lol

    5.4 years ago
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    1,303 Gerrit747

    It would be awesome if we also have the derivatives of the current Flight Data. I think (/hope) it is really easy to add those and they allow even more advanced fly-by-wire.

    +2 5.4 years ago
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    so I could make flaps go down when below a certain speed?!?

    5.4 years ago
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    67.4k SnoWFLakE0s

    @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?

    5.4 years ago
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    13.9k ChrisPy

    @WNP78 the tank gun also needs to have barrel length in ft/m and the velocity needs to be in F/S instead of MPH

    5.4 years ago
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    13.9k ChrisPy

    @WNP78 btw yall should try to put tracks 2 into the 1.9 that would help out a ton of mobile users, also will you put customizable inputs for the tank cannon since some of us want the input to be be fire guns, and is there a projectile type for APCR shells on the cannon?

    +1 5.4 years ago
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    13.9k ChrisPy

    @WNP78 whoops I meant no the Arcsin is different than the csc, the Arccos is different than the sec and so on. Arcsin is Sin^-1 csc is 1/sin

    5.4 years ago
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    Dev WNP78

    @ChisP they're right there at the bottom of the list.

    5.4 years ago
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    13.9k ChrisPy

    @WNP78 yes

    5.4 years ago
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    @WNP78 we have funky trees now what about funky activation grups ?

    This is a my suggestion

    Inputs for activation grups.

    For example when i move vtol hinge roator activated and i can control it using roll.

    Or when my altitude are more than 1000m hinge roator activated and i can control it using roll

    5.4 years ago
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    @WNP78 mm i already know. If i need inverted i can use - instead of +

    5.4 years ago
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    @WNP78 hi. Now we can make multiple inputs for example

    Roll + pitch

    But i have question i need make normal direction roll + inverted pitch can i make this ?

    5.4 years ago
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    Dev WNP78

    @ChisP are you talking about inverse trig functions, asin, acos, and atan?

    5.4 years ago
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    Yes,like that ! Thanks man,You always have the best stuff !
    @Leehopard

    5.4 years ago
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    85.8k Leehopard

    @DeathStalker627
    Like this? it doesn't need 1.9, was possible before 1.9
    Air-to-ground

    Sample here

    5.4 years ago
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    4,625 TheMaus

    I’ll need some big brain time for this.

    5.4 years ago
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    13.9k ChrisPy

    BTW do you have sec csc and cot those are important or do we just have to put 1/sin 1/cos 1/tan?

    5.4 years ago
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    13.9k ChrisPy

    Altitude - Aircraft's altitude in metres
    AltitudeAgl - Aircraft's altitude above ground level in metres
    GS - The speed relative to the ground (m/s)
    IAS - The speed relative to the air, adjusted for the desnity of the air (m/s)
    TAS - The speed relative to the air (m/s)
    Fuel - The amount of fuel remaining as a proportion of capacity (0 to 1)
    AngleOfAttack - The angle of attack (angle airflow vertically meets the boresight) in degrees
    AngleOfSlip - The horizontal equivalent of angle of attack (degrees)
    PitchAngle - The pitch of the aircraft (degrees)
    RollAngle - The roll of the aircraft (degrees)
    Heading - The heading of the aircraft (degrees)
    Time - The time since the level loaded (seconds)
    DOES THIS MEAN WE CAN FINALLY MAKE ACCURATE INDICATORS!!!!!!

    +4 5.4 years ago
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    67.4k SnoWFLakE0s

    @WNP78 Sorry you ping you again, but just haven't heard about this yet- the cannon part's projectileVelocity attribute is not in SI units while all other similar ingame XML traits are. I'd just like to know about this.

    5.4 years ago
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    67.4k SnoWFLakE0s

    @CRJ900Pilot There already is one.

    5.4 years ago
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    67.4k SnoWFLakE0s

    To all people confused, here's a guide.

    5.4 years ago
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    67.4k SnoWFLakE0s

    @DeathStalker627 Perhaps, if you utilize the ignitionDelay attribute. It'll require 2 missiles, but I can see it working. One to just move the missile in the general direction, the second to guide it in.

    5.4 years ago
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    @WNP78 Is it possible to code a missile that flies like a FGM Javelin ?
    I was watching some videos about coding the World in Conlict : Modern Warfare.
    -> https://www.moddb.com/members/blahdy/blogs
    This might looks pretty complex,but I want to now if top attack launch is possible now ?

    5.4 years ago
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    54.3k CoolPeach

    Did you try using LandingGear input, everything else is working as intended but that input is a bit strange.
    E.g.
    1.) Input: LandingGear
    2.) Input: LandingGear + 0
    Results in different behaviour I believe
    @WNP78

    5.4 years ago
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    Dev WNP78

    @Leehopard you mean the rate of change in x, like a derivative? I'd like to as well as a sum/integration, but it's of course more complex than other functions. It would have to be integrated into the compiler, but I did make the compiler so it's possible...

    +3 5.4 years ago
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    I always tell people to build a tree when they make a post asking what to build, so this is quite the coincidence lol

    5.4 years ago
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    85.8k Leehopard

    delta(x)

    +1 5.4 years ago
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    @WNP78 thanks for answer. Also what about your mod underwater camera ?

    Also maps and plugins still working in 1.9 this is awesome. This means i can still make maps.

    Also suggestion for you

    What about to add brake inputs for resizeable wheel. I mean we can't brake single wheel now. But if you make brake input for it we can brake single wheels using inputs.

    This is help designers for developing tanks.

    What about it.

    Thanks.

    +1 5.4 years ago
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    Dev WNP78

    @Kakhikotchauri1 the smoke effects occur when touching down with enough speed with resizeable wheels. This is also unrelated and should be on the main 1.9 post.

    5.4 years ago
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    @WNP78 plase answer me. I have another question. I can't see smoke effects when i touchdown i why ?

    5.4 years ago
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    Time to build full working cockpits

    5.4 years ago
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    Dev WNP78

    @CoolPeach regarding your bug report - I can't reproduce this issue. I have 1 rotator assigned to Activate1, and one to Activate1 + 0 (which means funky trees gets activated, instead of default behaviour). They act identically. Could you provide an example?

    5.4 years ago
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    101k Wallaby

                        FLY BY WIRE HOURS HAVE COMMENCED
    

    +10 5.4 years ago
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    9,451 vcharng

    I would like to suggest a "changerate" function (differential)
    For example, the change rate of altitude would be vertical speed
    the change rate of heading would be turning rate (used for turn coordinator)

    +2 5.4 years ago
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    32.3k CRJ900Pilot

    With the addition of overload to the stock game, could everyone use these features? If so, could you write a cheat sheet with all the inputs and what they do? I’d also like to say thanks to everyone at Jundroo, these features are amazing and the game wouldn’t be anywhere close to where it is without you guys

    +8 5.4 years ago
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    16.5k ShockRF

    @WNP78 i have a request... May you please add an option of setting, as an example, "TAS>300" as an activation group, so then a part won't work until the TAS is above 300?

    +4 5.4 years ago
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    So, would I put that in the input thing or the min/max thing? @WNP78

    5.4 years ago
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    Dev WNP78

    @CoolPeach no, they were a special case added in by HF, they still work on their own for backwards compatibility, but they don't go with the new system.

    5.4 years ago
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    Dev WNP78

    @spefyjerbf not at the moment, but I'd like to at some point.

    +1 5.4 years ago
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    Dev WNP78

    @jamesPLANESii if you wanted x to be between -2 and 2, then you'd do clamp(x, -2, 2)

    +1 5.4 years ago
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    8,309 12ocketguy

    heh. Lerp.

    5.4 years ago
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    This is a why i needed for imputs. Thanks

    5.4 years ago
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    13.2k CruzerBlade

    LOGIC GATES!!!
    Does this mean we can recreate the MCAS in SP?

    +2 5.4 years ago
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    48.8k Sm10684

    You should add PitchDown

    5.4 years ago
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    12.7k HNL47

    More like funky maths. First time having fun in maths since it's for a game. I'm sure that this will improve the math skills of some users

    5.4 years ago
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    15.9k Stormfur

    @jamesPLANESii if they even realize it. They are still complaining that they don't have mods on discord lol

    5.4 years ago
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    1,793 xiaofootball

    Scripting language for SP when

    5.4 years ago
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    40.2k Awsomur

    Am I the only one who thought you were talking about actual trees.

    +16 5.4 years ago
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    This is some amazing news!
    Now our possibilities are truly going to be endless!

    5.4 years ago
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    162k spefyjerbf

    Does this also work with booleans (if they still exist)? Such as, for example, if I was making a control system - would it be possible to use an input that would look something like “RollAngle > 5” for a thruster to fire at a roll angle of over 5 degrees?

    By the way, this is absolutely awesome! I’m super hyped for this update.

    +6 5.4 years ago
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    It’d be really useful if you could do a short video tutorial on where to put the functions and how to use them etc

    +6 5.4 years ago
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    54.3k CoolPeach

    Out of interest, do the (v< or v>) values work within these functions?

    +1 5.4 years ago
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    Overload has been put in the default game now so iOS should be able to do XML now (or at least when the update comes for them lol) @Stormfur

    +1 5.4 years ago
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    If I wanted the maximum input to be max(2, -2), would I put that in the input location or the max/min location?

    5.4 years ago
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    2,808 thecrusader

    It's time to get FUNKY

    +1 5.4 years ago
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    28.2k Armyguy1534

    I thought this would be actual trees

    +13 5.4 years ago
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    26.7k Gameboi17

    Me Like Funky

    5.4 years ago
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    Also I have one suggestion. Could you update the simple cheats document? Like with the new attributes like waterproof and stuff, and also copy paste this inside the document somewhere, its convenient to have a cheat cheet for everything in 1 link.
    .
    Also great job on all of this, it sounds like it has a lot of possibilities to it!

    +5 5.4 years ago
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    Wow this is complex math stuff right here.... or I'm just stupid, both are fine. Well this will take some learning, but that's how it was with learning XML too.

    +3 5.4 years ago
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    101k Wallaby

    I cant seem to get ActivateX and a control surface to move independently of each other on one rotator. Im trying to make 'spoilerons' but I cant make them act as an aileron or a spoiler, instead I can only move it as an Aileron when it is extended as a spoiler.

    5.4 years ago
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    54.3k CoolPeach

    Wow, I’m stoked! Absolutely gonna go to town with cockpits and accurate flight controls for my new F-16! Very excited!

    5.4 years ago
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    15.9k Stormfur

    @Bman01 you always could with XML but if you are a iOS player than ok

    5.4 years ago
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    15.9k Stormfur

    Who knew SP turned into a math class lol

    +20 5.4 years ago
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    7,289 Roswell

    I can't wait to test this stuff out

    5.4 years ago
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    :-)

    +1 5.4 years ago
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    4,624 Bman01

    So I can make fireguns pistons!

    5.4 years ago
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    I’m deffinately going to make a 100% functional ASI and altimeter rn lol

    5.4 years ago
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    OH MY GOD
    100% FUNCTIONAL COCKPITS
    THIS IS ENORMOUSLY AMAZING FIR ME!!!! 😃😃😃😃

    +9 5.4 years ago
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    30.9k Nerfaddict

    @WNP78 So could someone make a stock fly by wire using these

    +1 5.4 years ago
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    10.5k Xenotriver

    @WNP78 oh okay. So now we can make working avionics like speedometer or altimeter? That's even better, detailed cockpits will no longer be only aesthetic with fake gauges.

    5.4 years ago
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    Dev WNP78

    @Oski no, currently there's not much for having.. thresholds as such. Comparison operators (<, >) are something I'm considering in the future. So currently you could set a rotator to follow an input like speed or altitude etc. Theoretically, you could do the beacon thing though. Beacons activate when their input isn't 0, so you could make it work with say, min(0, IAS - 330) which would be 0 if IAS was under 330, therefore would light the beacon when IAS > 330

    +2 5.4 years ago
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    <3

    5.4 years ago
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    10.5k Xenotriver

    I... Still don't get it I think.

    We can assign multiple inputs to parts (say, make one rotator move on Pitch, Roll, Brake and VTOL);
    And now:
    We can make certain things activate at, say, 330m/s (like "sonic booms") or at certain AOA (like, flashing beacons at over 45°)? Or did I misunderstand that?

    +1 5.4 years ago
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    Bring the funk!

    +11 5.4 years ago