@edensk 1 more, is it possible to have a compass like gauge that points towards a spot on the map? For example, Mayar, or Krackabloa as you fly around it would point to a fixed place.... (|), (/), (-)
(my attempt at gauges)
@Type2volkswagen could do 1 ? 1 : [your input]? i think that will basically say that if the input is one, it will stay at one, if not the input is the input you gave it? that might work, ive been having similar problems and this is the latest in a long list that im gonna try
@JolyLoly I don't think there's an easy way of doing that, you could take a look at EternalDarkness' latest boat's turret to figure out a better system
@shipster You should make it using PitchRate, not AoA
You could use and tune a PID
clamp(PID(0, PitchRate, 0, 0, 0))
The last three zeros are the values you will have to tune. Start increasing the first one (P) until the pitch rate is more or less maintained at 0 (it will overshoot a lot, it's normal), then tune the next one (I) so that it's dampened and doesn't overshoot at all, then tune the last one (D) until it's more or less perfect.
.
I assume you want to combine it with Pitch so:
clamp(PID(0, PitchRate, 0, 0, 0))*clamp01(Pitch = 0) + Pitch
@edensk now it is official funky trees for dummies thread
Command for input is ;
Throttle=0.9 ? 1:0
can someone help i need help with ####PitchRate/150 bc if you go too fast it becomes uncontrollabe
Throttle => .9
@Type2volkswagen ah
ok i dont know then
@ZWLenning
so
1 ? 1 : floor(smooth(clamp01(Throttle = 1) , 1/00)) - floor(smooth(clamp01(Throttle = 1) , 1/30))
It constantly spins with 0 throttle input like that.
@edensk 1 more, is it possible to have a compass like gauge that points towards a spot on the map? For example, Mayar, or Krackabloa as you fly around it would point to a fixed place.... (|), (/), (-)
(my attempt at gauges)
@Type2volkswagen could do
1 ? 1 : [your input]
? i think that will basically say that if the input is one, it will stay at one, if not the input is the input you gave it? that might work, ive been having similar problems and this is the latest in a long list that im gonna tryGreat Forum!
@edensk I'm using this:
floor(smooth(clamp01(Throttle = 1) , 1/00)) - floor(smooth(clamp01(Throttle = 1) , 1/30))
to get a rotator (and attached handle) to turn for the 1st 30 seconds and this:
floor(smooth(clamp01(Throttle = 1) , 1/30))
on the Engine. I'm simulating the wind up crank starters on several WW1 planes.
Only problem I have is that the crank, (rotator) "unwinds" after 30 sec. any way to stop that?
@JolyLoly aha thanks
@Zoowarp (Roll) + (Pitch)
any way to have 2 inputs for a hinge or rotator - I.E: roll and pitch for elevons? @edensk
@edensk hm, okay. Thanks
@JolyLoly I don't think there's an easy way of doing that, you could take a look at EternalDarkness' latest boat's turret to figure out a better system
@edensk how to limit the angle of rotation of rotator with sum(x) command?
@JolyLoly You're welcome :)
@edensk thank you:)
Roll
-range: 180
RollAngle/180
Yaw
-range: 180
-
shortestAngle
:true
Heading/180 + (whatever input you use to turn the turret)
For the roll one change the 180s by whatever max angle you want, and use
-Heading
and-RollAngle
if you have to invert them.@edensk Roll+ Yaw
Do you want it stabilized on the roll axis too? Or just pitch?
@edensk for turret on plane
@JolyLoly Kinda depends on what it is for.
@edensk hi! Do you know how to make stabilization without gyro(using funky trees and rotators)? Is it possible?
Jeez ok thank you very much @edensk
@shipster You should make it using PitchRate, not AoA
You could use and tune a PID
clamp(PID(0, PitchRate, 0, 0, 0))
The last three zeros are the values you will have to tune. Start increasing the first one (P) until the pitch rate is more or less maintained at 0 (it will overshoot a lot, it's normal), then tune the next one (I) so that it's dampened and doesn't overshoot at all, then tune the last one (D) until it's more or less perfect.
.
I assume you want to combine it with Pitch so:
clamp(PID(0, PitchRate, 0, 0, 0))*clamp01(Pitch = 0) + Pitch