Im currently developing some meatier in terms of funk contraptions, and with every longer step (read: repeating segment) i find them less readable, since i usually make them on my phone, they appear as single line stacks of gibberish with ever more room for catastrophic error.
The solution in my mind would be an extra menu in the editor, a code logic chip, where you could define variables (A=...), get their rate of change (B=$A) etc. and use them for part specific input functions.
It'd also be neat to have some sort of debug mode in-game for troubleshooting purposes, based purely on user specified variables.
It should also allow for part specific outputs to be filtered, like rotation speed of a propeller, or angle relative to another part, but i feel it reaching a tad too far for what's called simple planes.
For a treat i offer thee, oh cosmos, a non-unified script for a 6 speed automatic with an actual torque curve:
https://www.simpleplanes.com/a/7fMTP9/Case1
Variables?
214 SingularMuon
4.9 years ago
They propose the idea of an additional menu in the editor, a "code logic chip," to define variables and their rates of change, as well as a debug mode in-game for troubleshooting based on user-specified variables. slope game
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Currently there is no debug mode set up yet connections
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1.11 happens
Even funkier trees
100% agree. Variable assignment is absolutely critical for some longer scripts, I'm having trouble with that as well.