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.
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.
.
Use
smooth(INPUT, SPOOL_UP_RATE)
and replace INPUT and SPOOL_UP_RATE.
if it's a jet engine, you can use the
Engine.throttleResponse
parameter 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.
.
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.
.
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.range
value 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.