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Articulated Rider Quad/2 stageChute ExV1 (An2k)

923 An2k  3 months ago

This is an experiment NO.1 to have an articulated ragdoll respond on vehicle movement plus further experiments on chutes to make it controllable on air....dummy on back is for size comparison and not connected to quadso it will fall off....depending on response maybe I'll make a pilot version on a cockpit or a dirtbike with this ragdoll on..what do you think? Any Suggestions and input is welcomed TY
Meet Bob a ragdoll likes to call himself BOB 'the Bold' but everyone calls him as BoB 'the bald'( just dont say it to his face) ...loves his hat and hates helmets and like to show his mullet(most likely a wig )..help bob keep his hat ON
Ragdoll moves forward and back on pitch input.
Ragdoll moves side to side in turns.
Ragdoll detach from Quad on AG1 launch. Workin on crash test dummy mode that if a certain Gforce treshold is reached ragdoll detaches from quad maybe on next update
(VTOL UP to Max to lock arms during chute

when want to move a bit forward via using FireWeapons)
Not doing so yo will spin)

Ragdoll floats but movement in water questionable
Quad is not special made from a rejected hammer buggy chassi still needs work on a small almost 1:1 scale
(If you hold brake and pitch quad moves slow making it a temporary front wheel drive you can turn via yaw too).
Chances Of flip is medium it has a short wheel base and top heavy use that hold CounterMeasure to right-up doing so sometimes it will do a quad version of a handstand just pitch forward to make rear fall

Quad Only Controls
•Pitch (UP/Down)--------Quad move Forward/Reverse
•Roll(Left/Right)----steer(front +rear wheels)
•Yaw (Left/Right)----CrabSteering
•Brake -----Quad Brake+enginereverse+AirBrake

(On JumpZone use AirBrakes to counter pitching up when landing)

•AG3----->Horn beep beep
•AG5----->Toggle Enable Wheelie Mode
(hold) CounterMeasures ONLY ------>GYRO-flipped
(hold) CounterMeasures +AG5 on+PitchUP--------------------->Wheelieon demand
(hold) CounterMeasures +Roll --------Pivotsteer#####

when not moving turn in place

•AG7----->Toggle HeadLights ON/OFF

When AG1 used--chute Controls
•AG1---->Ragdoll Launcher
•AG2--series of things will happen

...BigchuteDeploy no delay
...RagdollGyro auto turn on
...autodeploy Smallchutes in hands(in 7seconds)
...auto detach BigChute (in 10seconds)

(IMPORTANT) VTOL-up to the max

to Raise and lock arms``before using
fireWeapons Cannon(stamina) to move forward

or else youll spin

•Roll---->direction steer in air (VIA Gyro)
•AG2-2ndTime--if you so choose Release chute(Fall)+Ragdoll-Gyro-OFF/On

'Wait for the BIGchute to release before doing this else
not slowed down handchutes will be ripped off on ragdoll`

•(Hold) FireWeapons named stamina -----moveForward on Air (forward movement limited cuz of chute ..........

will try to solve this issue on next update)

•TRIM ---------Raise/Lower legs
•Pitch (UP/Down)--------move head

Note: moving Trim up and down while on quad mode ragdoll do a weird looking hip thrust movement not what i intended it for! Maybe I'll make it AG activated to limit it on next update


control description

•Pitch (UP/Down)-------->Quad move Forward/Reverse
•Roll(Left/Right)-------->4 wheel steer/on chute Steer a bit
Easy on roll and yaw when doing turns
•Yaw (Left/Right)--------> Quad CrabSteering or LineChange
•Brake *---------------------------> Quad Brake+engine assisted
braking+AirBrake
Engine reverses on brake.. above 200 kph suggesting pitch down to slow a bit first then brake
•AG1---->Ragdoll Launcher
•AG2-->ParachutedelayDeploy+RagdollGyro+AutoreleaseBigchute
•AG3----->Horn beep beep
•AG5----->Toggle Enable Wheelie Mode
CounterMeasures ammo set to 0 but can be used as a button
(hold)
CounterMeasures ONLY ------>GYRO(hold)-
Quadflipped

Unlike the Hammerbuggy Removed boost and variable
acceleration
(hold)
CounterMeasures +AG5+PitchUP------->Quad Wheelie
(hold)
CounterMeasures+Roll*--------------->Quad Pivot steeruse on a FULLSTOP to turn for line up like ramps.
like on hammer buggy Roll steering angle is lock during Pivoting left and right

•AG7----->Toggle HeadLights ON/OFF
LandingGear---->unlike hammer removed slope grips
•TRIM-----------------> Raise/Lower Front legs(use during on air
•VTOL----------------->Raise/Lower Front arms(use during chute on
air
max VTOL UP to lock arms during chute forward
•(Hold) FireWeapons----------------->named stamina move
Forward on Air (limited cuz of chute)
SP dont have a
paragliding chute this is only what i can think of


credits

@Hellosss38 suggest making ragdoll controllable while on Air
Somewhat done.. chute limits moving forward thu not as intended
@spefyjerbf parachute delay code
@tylerdeveneuxmusic on giving input on trial version of quad much appreciated

Spotlights

General Characteristics

  • Successors 1 airplane(s)
  • Created On Android
  • Wingspan 3.6ft (1.1m)
  • Length 5.4ft (1.6m)
  • Height 4.1ft (1.2m)
  • Empty Weight 4,277lbs (1,940kg)
  • Loaded Weight 4,341lbs (1,969kg)

Performance

  • Wing Loading 439,839.3lbs/ft2 (2,147,483.6kg/m2)
  • Wing Area 0.0ft2 (0.0m2)
  • Drag Points 791

Parts

  • Number of Parts 100
  • Control Surfaces 0
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  • Profile image
    923 An2k

    @JaeBeansS ow yeah ..I'll try that
    part colision response is set to "none" in this..the cockpit"the hat" thu detaches on purpose

    3 months ago
  • Profile image
    1,627 JaeBeansS

    @An2k I think you can use disconnect Only attribute instead (on its part collision response)or you can just increase its frame or its health, because other users use it to prevent the missile to hit the cockpit

    3 months ago
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    923 An2k

    @JaeBeansS ahh on that its for jumpzone.. in this with weight and all... a speed of at least above 230kph to clear the ramp on the other side as i remmember ..this one can max to 250-ish


    Thu landing can be still be an issue needs to airbrake...will rework it maybe to survive 30ft straight drop like the hammers buggy. But Idk how cuz of the springs needs to be small

    +1 3 months ago
  • Profile image
    1,627 JaeBeansS

    @An2k woah this stuff is good,but I can't believe that an atv can reach hundred miles per hour xD

    +1 3 months ago
  • Profile image
    923 An2k

    @ChiChiWerx actually its a funky tree code from spefyjerbf ..i saw on a post long ago...properly credited as well and seems happy that someone used the code
    •••••••••
    On how the code works I dont really get it as well I only understand the 1/7 part to set the delay in seconds
    •••••••••
    perhaps ask ..reply on spefyjerbf that commented below and also just provided new solutions to my recent FT dilemma
    •••••••••
    Btw thanks for the upvote spotlight and commenting perhaps others will give further input or spot issues with the project that would help for a newbie builder like me

    3 months ago
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    26.8k ChiChiWerx

    So, the code on your secondary parachutes is: ‘Activate2 * floor(smooth(clamp01(Activate2), Activate2 ? 1 / 7 : pow(10,10) ))’. I sort of understand the concept: AG2, when activates is “1” or “activate”. That value is multiplied by 1 or 0 by the second part of the equation, that value being controlled by the “smooth” function, which takes it’s time delay from the “1/7” value. Up to that point, it’s very similar to the LG and door code I use when I want a delay on parts of the landing gear. However: What’s the “?” value for and why use “pow”?

    3 months ago
  • Profile image
    4,099 ZWLenning

    @An2k ok!

    3 months ago
  • Profile image
    923 An2k

    @Zoowarp hmmm probably you will
    1. attach the main detacher from this to your ejection seat and connect it also to ragdolls neck and reduce detachers power with a wayy low like 3 and put.. delay 2 seconds
    2. Connect all limb detachers to your ejection seat and hands on steering stick (btw these have 0 delay
    3. Hmm sequence make planescockpitglass detach 1st ..then ejection seat..then...dummy edit: idk if the pilot should detach from the seat in real life

    Those cannons are for forward propulsion on chute
    just VTOL wayyy to max to lock arms and hold Fireweapons to move forwards and steer chute via roll (not perfected yet )
    Owww..the ragdoll floats as well

    okay just Tag me when you submit im eager what you will do

    +1 3 months ago
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    4,099 ZWLenning

    @An2k it doesnt fit properly, because of the way the passenger is modelled. I have tried it, but decided i wanted the pilot to detach from the seat when the parachute is deployed

    oh and btw what do the cannons do?

    3 months ago
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    923 An2k

    @Zoowarp ow forgot ...if the ragdoll setup becomes to complex
    U can also use that default dummy


    grab a straightblock
    on xml on block's parttype
    instead of Block-2 change to Passenger-1

    3 months ago
  • Profile image
    4,099 ZWLenning

    @An2k ok, thank you very much! i can change the positioning of the pilot, and i will add a helmet etc

    3 months ago
  • Profile image
    923 An2k

    @Zoowarp hmmm you can change the body color into green like a pilot..idk abou adding a helmet ...but the pilot body position is wrong for a pilot thu you can edit them on xml...btw ragdoll weight is 96 kgs almost average

    3 months ago
  • Profile image
    4,099 ZWLenning

    @An2k I'm building am F-84g with a functioning ejector seat, I need a human figure but it looks bad without ragdoll and I cant figure out how to make one, so I was gonna use yours (with permission)
    Also ragdoll position I can change, but I couldn't figure out how to put one together

    3 months ago
  • Profile image
    923 An2k

    @Zoowarp sure being mention on credits is enough for me..what way exactly you gonna use it thu? This setup is for rider...body and leg positions is different for pilot and driver...btw connection on ragdoll are 1 main detacher on seat that is connected to ragdoll neck & fusalage..1-2 detacher on handlebars 3-4 leg detachers connected to fusalage ..if you detach them all you can grab ragdoll as a whole

    3 months ago
  • Profile image
    4,099 ZWLenning

    @An2k yea

    Btw do you mind if I use the ragdoll itself in the same build? I will credit

    3 months ago
  • Profile image
    923 An2k

    @Zoowarp code there on both hands and detacher on the back uses FT have you checked it? Code by spefyjerbf


    Used on small chutes when AG2 is active 7 seconds delay deploy
    Activate2 * floor(smooth(clamp01(Activate2), Activate2 ? 1 / 7 : pow(10,10) ))


    Used on2nd detacher on ragdolls back deploy in 10 seconds after AG2 active
    Activate2 * floor(smooth(clamp01(Activate2), Activate2 ? 1 / 10 : pow(10,10) ))

    Is that what you needed?

    +1 3 months ago
  • Profile image
    4,099 ZWLenning

    the most fun creation i ever did saw

    3 months ago
  • Profile image
    923 An2k

    @Hellosss38 it will spin if you dont VTOL up to the max when you do that you can go straight ..but still few little inputs on roll need to correct path

    3 months ago
  • Profile image
    923 An2k

    @Hellosss38 i have tried putting an electric engine but it explodes when landing so used 2 silent cannon instead on ragdoll's neck as propulsion .. cannon named stamina(lol) be sure to VTOL waaay up before using to lock up arms and turn ..just hold fireweapons to move forward ..movement forward still is limited by the chute itself...anyways have you found any issues?

    3 months ago
  • Profile image
    152k spefyjerbf

    Wonderful! Glad to see that you crafted the needed code.

    3 months ago
  • Profile image
    923 An2k

    @spefyjerbf yep its not automatic thu but worked for my need wished i have this code before ...used that Fireweapons that u mentioned below
    Activate2 | Activate2 & clamp01(-1 * FireWeapons)

    3 months ago
  • Profile image
    152k spefyjerbf

    No worries. I have a short attention span at the moment so my comprehension isn’t too great. It sounds like you got a working code?

    3 months ago
  • Profile image
    923 An2k

    @spefyjerbf ohhh made it possible thank you I have used this code on big chute as u suggested and removed 2nd detacher... I havent get what you meant entirely but this code below worked and ThankYou for your time and guidedance youre awesome

    I have paste this on BIGchute's input


    Activate2 | Activate2 & clamp01(-1 * FireWeapons)


    Meaning Big chute activates on AG2 active OR is Detach when AG2 active and when FireWeapons is held
    Not automatic but seems to work

    3 months ago
  • Profile image
    923 An2k

    @spefyjerbf is this below what you meant? Willthis work?
    Activate1 | Activate2 * floor(smooth(clamp01(-1 * fireWeapons) , Activate2 ? 1 / 10 : pow(10,10) ))

    Big chute
    Will deploy when AG1 is active
    OR 10 seconds of Activate2 with fireweapons?
    Sorry I hope im not bothering you
    Edit: fireweapons releasemworked but big chute auto deploys on load without input

    3 months ago
  • Profile image
    923 An2k

    @spefyjerbf ohh i see youll use the Activation of the Fireweapons as release? Very clever why i havent thought of that

    3 months ago
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