@SirMonzue I don't know how I missed your comment, but you want to get a switch, set its interactionType to Toggle, set the input of the switch to whatever you want, and use the same input for the light you want to turn on. I think the first section of this video can help you.
I'm really confused on this stuff. I'm trying to learn though. Can someone please help me figure out how to just simply control cockpit light with a switch without relying on an activation group.
If I have to use a activation group then I would want it to be a switch I can only activate/deactivate after that group is activate
@MobileBuilder21 In my opinion, the best practice for variables is to leave the switch alone. By putting a switch on, say, BatteryInput, and the actual battery on Battery * BatteryInput, if the battery is 0 the switch does not turn off. This makes it more realistic.
@PlaneFlightX Humm well I guess I will have to find someone else... Or not idk. Also I don't quite get what you mean with "BatteryInput" could you please explain?
@PlaneFlightX Well that's why I come to you, You see when it comes to building I can build anything, but when it comes to FT I simply suck. That and the fact that I'm still building (with a limited time to finish) means I cannot go figuring out FT in 1 day (because I have a whole aircraft to build in 4) so I need you to do the coding for me... If you do decide to do it for me however, I will pay you 15 Upvotes for your gesture and Credit you. Ty
@MobileBuilder21 I checked out you file, the main issue is the lack of having separate switch variables. The switches should always be their own variable (e.g. BatteryInput), and the Battery variable simply references that switch. Try doing this and let me know how you go.
@PlaneFlightX Here is the plane that needs 'fixed' also quick recap Battery, and L/R Eng Fuel, need to stay on, if you shut off just say, APU, then I want the only way of shutting the Battery off by turning it off, and the only way to shut off the L/R Eng Fuel is to shut it off or turn off the engines (separate input under Eng 1/2 Shut off) (that doesn't exist yet) also both inputs will be put into the two green engines, so if you turn off Eng 1/L it will yaw to the left.
@PlaneFlightX (After watching it and doing some testing I figured out that I need help with something...) Would you be able to tell me how to do the [input1]... [input2] [clamp01(input2 * input1)] but make check points, for instance: I need Battery, then Fuel APU, then APU then I need Engine L Fuel, Engine R Fuel, as a checkpoint (the only way to shut off the EL ER Fuel is to turn off the Battery, or shut them off with EL ER shutdown.)
@Shugie It's certainly possible. It's a tad more complicated because we use the sum() function, but it is doeable.
I'm going to assume you have a variable called "Electrics" and a variable called "APU". You can change these to whatever you'd like.
sum(Electrics = 1 & APU < 1 ? 1 : (Electrics = 1 & APU > 1 ? 0 : (Electrics = 0 & APU > 0 ? -1 : 0)
Try that, I'm not sure if it will work. I think it will.
@PlaneFlightX Thank you for this, life saver I'm currently making a MiG-21, could you tell me if it would be possible to have a timer between each function, like, If I flick the APU I have to wait a couple secs before the APU fully spools up to do the next function? Just so I can add a bit of immersion, Its my first plane in 4-5 years, if you want to check it out its in the forums, I wont post the link cause I dont want to be rude on your post
Thank you for the tutorial, I was trying to find a way how to use the variable system for my DC-3 and I found this good tutorial on how to use it
@Yoinkus What part didn't work?
It didnt work for me
Thank you so much now i can make that realistic engine you made start up realistically
@SirMonzue I don't know how I missed your comment, but you want to get a switch, set its interactionType to Toggle, set the input of the switch to whatever you want, and use the same input for the light you want to turn on. I think the first section of this video can help you.
I'm really confused on this stuff. I'm trying to learn though. Can someone please help me figure out how to just simply control cockpit light with a switch without relying on an activation group.
If I have to use a activation group then I would want it to be a switch I can only activate/deactivate after that group is activate
Cockpits we’re invented in 1924
People in 1923:
@MobileBuilder21 In my opinion, the best practice for variables is to leave the switch alone. By putting a switch on, say, BatteryInput, and the actual battery on Battery * BatteryInput, if the battery is 0 the switch does not turn off. This makes it more realistic.
@PlaneFlightX Humm well I guess I will have to find someone else... Or not idk. Also I don't quite get what you mean with "BatteryInput" could you please explain?
@MobileBuilder21 I'm sorry, but I have my own projects to work on.
@PlaneFlightX Well that's why I come to you, You see when it comes to building I can build anything, but when it comes to FT I simply suck. That and the fact that I'm still building (with a limited time to finish) means I cannot go figuring out FT in 1 day (because I have a whole aircraft to build in 4) so I need you to do the coding for me... If you do decide to do it for me however, I will pay you 15 Upvotes for your gesture and Credit you. Ty
@MobileBuilder21 I checked out you file, the main issue is the lack of having separate switch variables. The switches should always be their own variable (e.g. BatteryInput), and the Battery variable simply references that switch. Try doing this and let me know how you go.
@PlaneFlightX Here is the plane that needs 'fixed' also quick recap Battery, and L/R Eng Fuel, need to stay on, if you shut off just say, APU, then I want the only way of shutting the Battery off by turning it off, and the only way to shut off the L/R Eng Fuel is to shut it off or turn off the engines (separate input under Eng 1/2 Shut off) (that doesn't exist yet) also both inputs will be put into the two green engines, so if you turn off Eng 1/L it will yaw to the left.
@PlaneFlightX (After watching it and doing some testing I figured out that I need help with something...) Would you be able to tell me how to do the [input1]... [input2] [clamp01(input2 * input1)] but make check points, for instance: I need Battery, then Fuel APU, then APU then I need Engine L Fuel, Engine R Fuel, as a checkpoint (the only way to shut off the EL ER Fuel is to turn off the Battery, or shut them off with EL ER shutdown.)
@PlaneFlightX Nice tutorial.
I will use this to super realistic engine start up for a bomber I’m working on
@Shugie try using "ceil" and "floor" functions
@DashEight Ah, the engine in the video used this mod, althought future versions use this mod to allow for more variety in sounds.
How did you get the engine to sound like that?
@Shugie It's certainly possible. It's a tad more complicated because we use the sum() function, but it is doeable.
I'm going to assume you have a variable called "Electrics" and a variable called "APU". You can change these to whatever you'd like.
sum(Electrics = 1 & APU < 1 ? 1 : (Electrics = 1 & APU > 1 ? 0 : (Electrics = 0 & APU > 0 ? -1 : 0)
Try that, I'm not sure if it will work. I think it will.
@PlaneFlightX Thank you for this, life saver I'm currently making a MiG-21, could you tell me if it would be possible to have a timer between each function, like, If I flick the APU I have to wait a couple secs before the APU fully spools up to do the next function? Just so I can add a bit of immersion, Its my first plane in 4-5 years, if you want to check it out its in the forums, I wont post the link cause I dont want to be rude on your post
@Hazerz That's not mine, it's one I was adding a startup sequence to for someone.
Can you post the cessna like plane? I wanna try it out
I also know how to do this thanks to former SP user @Nutz
ngl thats an awesome intro