Profile image

Heading Indicator Mk.I

1,958 DPain  4.7 years ago
120 downloads

Pretty self explanatory. Just a fancy compass for your aircraft. BackLit and all that.
As usual

You are free to use this but crediting the post would be a nice replayment.

[Yes this is officially a series now. I ll try to make and upload well detailed cockpit instruments as much as I can. Next up: Air speed Indicator]

Spotlights

General Characteristics

  • Created On Android
  • Wingspan 1.6ft (0.5m)
  • Length 3.6ft (1.1m)
  • Height 1.6ft (0.5m)
  • Empty Weight 561lbs (254kg)
  • Loaded Weight 561lbs (254kg)

Performance

  • Wing Loading 439,839.3lbs/ft2 (2,147,483.6kg/m2)
  • Wing Area 0.0ft2 (0.0m2)
  • Drag Points 131

Parts

  • Number of Parts 91
  • Control Surfaces 0
  • Performance Cost 234
  • Log in to leave a comment
  • Profile image
    1,080 Windworn

    STEEEEEEEEEEEEEEEEAAAALLLLLLLLLLL

    +1 4.6 years ago
  • Profile image
    49.1k Flightsonic

    true true, I'll give it some more work

    +1 4.6 years ago
  • Profile image
    1,958 DPain

    @Flightsonic Well then, atleast we tried right?

    4.6 years ago
  • Profile image
    49.1k Flightsonic

    @DPain I'm actually baffled as to why it does lose calibration, I had a sneaky suspicion that it was in that range. At first I thought it was due to slip or something but that can't be so because yawrate would only read out the change in yaw, and it doesnt matter the heading

    +1 4.6 years ago
  • Profile image
    1,958 DPain

    @Flightsonic It bas 2 main problems as far as I can tell. It read out in the posetive direction pretty well for a while but as soon as you try to go the opposite direction from the begining it fails. And it looses calibration in about 180 - 260 degrees of hard turning. But other than that the code works perfectly.

    4.6 years ago
  • Profile image
    49.1k Flightsonic


    smooth(Heading,clamp01(Time<1)*10000)+
    smooth(0,cos(RollAngle)*YawRate+sin(RollAngle)*PitchRate)

    Here's the closest I've got, works accurately for to most part but some drift arises,
    smooth(Heading,clamp01(Time<1)*10000) - The origin offset, works at any angle

    smooth(0,cos(RollAngle)*YawRate+sin(RollAngle)*PitchRate) - Supposed to give a rate of change of calculated heading, as to avoid the issue of heading going +180 to -180, I think slip is what is messing it up.

    4.6 years ago
  • Profile image
    1,958 DPain

    If you are you are sure about it then this should be used, but I d suggest testing the smooth once yourself cause I couldnt get it to work

    4.6 years ago
  • Profile image
    49.1k Flightsonic

    Nope I haven't, think I'm close though

    +1 4.6 years ago
  • Profile image
    49.1k Flightsonic

    I actually got it I think

    +1 4.6 years ago
  • Profile image
    49.1k Flightsonic

    I think I'm getting close to getting it, I'll give you the code once/if I do, the coordinate singularity of pointing straight up/down is a problem tho

    +1 4.6 years ago
  • Profile image
    49.1k Flightsonic

    @DPain the smooth(Heading,clamp01(Time<1)*10000) locks the starting value for heading, So smooth will determine the rate which the value based on heading will change, which will be near instant at the start, but once Time>1 (which clamp01 makes sure it's 0 not -1) the value cannot change even if heading does, so we can then determine our rate of change of heading after this function

    +1 4.6 years ago
  • Profile image
    1,958 DPain

    @Flightsonic or, you can just use "Time < 1" for activation and heading/180 for the input. Cause it doesnt need to go more than 180 degrees for the starting offset. And dude dont worry this isnt spam in anyway.

    4.6 years ago
  • Profile image
    49.1k Flightsonic

    @DPain think I found a way to do the starting offset, smooth(Heading,clamp01(Time<1)*10000)
    then + whatever will make it track

    and sorry to spam with this lol

    +1 4.6 years ago
  • Profile image
    1,958 DPain

    @Flightsonic Well if you can get outta the big sad then it would be a great help

    4.6 years ago
  • Profile image
    49.1k Flightsonic

    @DPain I could try but quarantine hours be hittin

    4.6 years ago
  • Profile image
    1,958 DPain

    @Flightsonic I can though. The first or the spawn rotator can be deactivated with a time command, I can rig the rotator to deactivate after 2 seconds of loading up the level. But I am not sure if I have the knowledge to actually calculate the yaw rate and make it flat by deducting the roll and pitch values.

    4.6 years ago
  • Profile image
    49.1k Flightsonic

    @DPain the rotator has the hold the position, which I'm no too sure you can do with funkytrees?

    4.6 years ago
  • Profile image
    1,958 DPain

    @Flightsonic I didnt get offended or anything I am just trying to perfect the system, for instance it could use a seperate rotor to determine what direction it is facing when spawned and then the other motor takes over that calculates the diviation based on yaw rate

    4.6 years ago
  • Profile image
    49.1k Flightsonic

    @DPain yeahh, that's where it gets tough, good work on this though, don't mean to sound negative

    +1 4.6 years ago
  • Profile image
    1,958 DPain

    @Flightsonic wouldnt that only work then if you spawn in facing 0 degrees?

    4.6 years ago
  • Profile image
    49.1k Flightsonic

    @DPain the way around may be to calculate heading based on the rate of yaw, but that would also have to calculate in pitch and roll in to flatten it, or something

    4.6 years ago
  • Profile image

    The display is very well detailed, it must have been a pain to make. Well done.

    +1 4.7 years ago
  • Profile image
    12.1k dINE

    good job

    +1 4.7 years ago
  • Profile image
    1,958 DPain

    @jamesPLANESii Its based on a google image I found of a heading indicator. And the code is Heading/360 as the input, with min/max at -2/2.

    4.7 years ago
  • Profile image
    1,958 DPain

    @Flightsonic It just has to recalibrate at every 180 degrees. I am unsure if there is a way around it. If I find one I ll definetly implement it in the next version.

    4.7 years ago
  • Log in to see more comments