I’m kind of pulling my hair out here, I’ve been at this for two years and I haven’t gotten a clear answer.
I’m trying to either make rotator start spinning slowly and than spin faster and faster until it reaches full speed.
Or make a vtol engine or nozzle, whatever, start off slowly and spin faster and faster until it also reaches its maximum speed.
I only got jokes about it, I got some answers but they didn’t work.
Now, I understand that “clamp” does some sort of activation thing which I have seen for myself when you especially put it in overload as a funky tree (oh my gosh I can’t believe I said that, it sounds so strange).
Perhaps there is a way to do what I need done, I’m just unsure if this is doable, if some one wants to make their own predecessor and add what I need you have my permission.
@GHOSTAVIATION thanks for stopping by, but yeah i already got an answer, i don’t usually make these posts anymore since I’ve already gotten used to some funky trees, but thanks again.
It's a coders work and it's easy!!!
It worked! I wanna give you a big hug right now, as I said before it took me about two years to figure this out, I know this sounds cliché but if there’s anything I can do for you just name it. @hpgbproductions
@Soardivision160th
1. Select engine, open overload
2. Go to Engine
3. Click on + at the bottom
4. Empty text boxes appear. On the left add throttleResponse, on the right add the number. E.g. 0.15 which is the default for the afterburning engine
So I understand that I must put that in overload, in which section would that be in, engine? Input controller? @hpgbproductions
@Soardivision160th in engines, you don't use the sum() value to control the spin speed. Instead the entire input acts as the speed control.
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Use
smooth(INPUT, SPOOL_UP_RATE)and replace INPUT and SPOOL_UP_RATE.
if it's a jet engine, you can use the
Engine.throttleResponseparameter instead ofsmooth()to set the spool up rate..
Jet engines in the game are easy to deal with - input, fuel consumption, and thrust all directly proportional to each other.
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Prop and heli engines are not so simple. The RPM calculation in the game is complicated and I don't know how to exactly control the thrust
What would it be like for the engine, I’m trying the engine now, would it be the same or different? I kind of just abandoned the rotator after coming to terms that it probably would generate any lift. @hpgbproductions
Uhh, try to add functions to your inputs one at a time, and test run after each change
@Soardivision160th If you just want a simple rotator spinning, I would use sum(smooth(Input, value)). Replace input with the input, and value with a number. Higher values result in faster changes and lower values result in slower changes.
I watched your video but I didn’t type anything down because there were so much that I didn’t understand. But I’m not necessarily looking to keep my thing idle, would you like to take a look at what I am talking about so you have a better understanding? @PlaneFlightX
What did you type down?
Okay, I think I’m catching on here, this is what I have typed down, is this somewhat correct, because my other attempts were fallers @hpgbproductions @hpgbproductions
sum( smooth 0.1 (throttle, ACCEL) )
@hpgbproductions Let's say you want an engine to idle when Activate1 is pressed, and then controlled by throttle.
The code for this would be smooth(clamp01(Activate1), 0.25) + smooth(clamp01( smooth(clamp01(Activate1), 0.25) = 1) * Throttle, 0.5). Of course that can be modified even further, but for more information go and watch the video.
@Soardivision160th the INPUT in the example controls the target spin speed. For example, you could use Throttle.
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The
sum()function has a value that increases at a rate of whatever is inside, per second. E.g.sum(100)increases at a rate of 100 per second,sum(Throttle)increases at a rate of the Throttle per second..
In a rotator, the
JointRotator.rangevalue determines the amount of rotation per increase of 1 to the InputController. So if range is 90 and the input is 2, the rotator spins 2x90 = 180 degrees. If your input is sum(0.5), it increments at 0.5 per second, and the rotator spins at 0.5x90 = 45 degrees per second. Of course, rotator speed is limited by the speed property so remember to increase it..
If we just use
sum(Throttle)in a rotator, it will accelerate as fast as the Throttle changes. So you can hit the zero throttle or max throttle button and the speed changes instantaneously..
To prevent this, use
smooth(). It forces a gradual change in a value. The second number insmooth()is the maximum rate of change. For example, if you are at zero throttle and hit the max throttle button,smooth(Throttle,0.1)will increase at a rate of 0.1 per second. It will take 1/0.1 = 10 seconds to reach 1, which is the value of max throttle.I’m a little intimidated by that video and all the functions and variables and what not, is there a way you can put this simply or is that not possible, you are actually my go to guy whenever I’m in a pickle. I do however know that overload thing where you can make the engine sound start slowly and than accelerate, but that’s as far as I know. @PlaneFlightX
Hello, here is a tutorial.
So if I am getting this correctly, correct me if I’m wrong, I put whatever number where “Input” is, correct? @hpgbproductions
I’ll try to @DeveloperKorzalerke
@hpgbproductions
I don't think he is going to understand what you typed
Using an input for rotator speed, with gradual acceleration:
sum( smooth(INPUT, ACCEL) ).
If you want the best help, you can add truth tables or graphs so others understand your design specs
Just go to my profile, it’s already there, it’s called the S-40 Skylander @DeveloperKorzalerke
If you tag me on the plane and explain what you wanted to do i could try to figure it out.
Spin faster? VTOL nozzle? I'm not sure if i understand what you mean.