1. Setup Your Plane
- Start by building or modifying a plane that can be controlled and can perform autonomous actions.
- Make sure to equip it with the necessary control surfaces, engines, and autopilot components.
2. Adding Waypoints
- Use the Waypoint block in SimplePlanes to define the points that the plane will navigate to.
- You can add multiple waypoints, each specifying a position that the plane should aim for.
- To do this:
- Go to the Parts menu.
- Add a Waypoint block (you can find it under the "Control" section).
- Place the waypoint in the world (where you want the plane to go).
3. Scripting Waypoint Navigation
- SimplePlanes allows you to write custom logic using XML or In-Game Logic blocks. You will need to write a script that makes the plane automatically follow the waypoints.
- You can use logic like:
- "Waypoint Follow" Logic: This logic will calculate the direction and altitude for each waypoint and adjust the plane’s course to fly towards it.
- Time-based or Distance-based Actions: Set actions for the plane to change direction or altitude when a specific distance to the waypoint is reached.
4. Using Autopilot and Logic Blocks
- Add an Autopilot module to your plane to manage its flight path automatically.
- Use Logic gates to connect your waypoints and autopilot systems.
- Example: If the plane is close to a waypoint, switch to the next waypoint.
5. Fine-Tuning
- Fine-tune the plane’s autopilot settings, such as its speed, altitude, and turning radius, to ensure smooth transitions between waypoints.
- You can also use Triggers to activate certain behaviors once a waypoint is reached, like activating a camera, releasing objects, or triggering other events.
6. Test and Adjust
- After setting up the waypoints and scripting the plane's autopilot, you will need to test and refine.
- Adjust the waypoint distances, autopilot sensitivity, and any other components to ensure the plane follows the path as intended.
Tools and Features to Use:
- Waypoint Blocks: Set the locations you want to navigate to.
- Logic Blocks: Control the flow of navigation and actions.
- Autopilot: Automate the plane’s behavior.
- Triggers: Trigger events after reaching certain waypoints.
- Engines and Controls: Ensure you have the right engine power and controls to manage the flight.
Example Code Snippet (Hypothetical):
```xml
<Part>
<name>Waypoint1</name>
<Position x="100" y="500" z="200"/>
</Part>
<Part>
<name>Waypoint2</name>
<Position x="500" y="500" z="300"/>
</Part>
<Autopilot>
<Activate>True</Activate>
<WaypointFollow>True</WaypointFollow>
</Autopilot>
```
This is a basic setup where you define two waypoints, and the autopilot logic follows them sequentially. You’d have to customize it further based on your specific plane and desired behavior.
Further Steps:
- Advanced Scripting: If you want to make the system more sophisticated (like adding dynamic waypoint generation or real-time adjustments), you can dive deeper into the game’s scripting capabilities.
- User Interface: Consider adding a display for the user to see which waypoint is next, or a way to manually adjust waypoints in-flight.
This is is just the overview of the maths included in the variable of the UTC-coordinates .
@Someguywhomakesmods you cannot, you have to move the camera with a piston or control base
@hpgbproductions also how to make the camera offset go up with yaw ?
@AeroTactical true
Desmos, the graphing calculator (best for algebra)
@hpgbproductions based on my understanding of this so yeah and it also explains why it is in beta . I will be doing more after I complete my autopilot panel .
Interesting
@keiyronelleavgeek566 lol
@Someguywhomakesmods uh..what? lol
@keiyronelleavgeek566 no problem now I'm the jerk >:)
@Someguywhomakesmods lol its @hpgbproductions not hpgp
sorry to be a jerk TvT
@hpgbproductions approved ?