Version tree at 2024-11-17T08:01Z: https://imgur.com/a/yPjfUFw
JSON (starting at a7bta6 (here)): {"uXG6QL":{"Juqh0F":{"yUqF40":{"V7mG41":{"CAiXMf":{"rVbbR6":{"6t93Bx":{"3gzkmM":{"lK9P1j":{"Iwbo7a":{"6csf1s":{"1qS1l7":{"107i4I":{"hVNvmA":{"86gnwh":{"Wk3a92":{"yi1Fs5":{"zgO3lP":{"ReQ53F":{"BiQO9o":{"Y71Du7":{"Y03wZj":{"oKuPV3":{"HmD5Eb":{"curO5f":{"fWqxB0":{"0hE2s9":{"EEU7OU":{"d4O2lO":{}}}}},"o9Y216":{"5dGUjf":{"LVzyx7":{}}},"z07iGr":{},"vCfb0G":{}},"UChFa4":{"rY957g":{}}},"7s1zIT":{"y58pg5":{"fJvU3W":{"YA13zl":{}}}}},"YRyM8N":{},"GOVncl":{"wmONxo":{}},"74e1BJ":{}},"l15867":{},"V3d46F":{},"AVCY24":{}}},"jAffBm":{"k9nMbp":{"V9r3f3":{"iQ27gM":{}}}}}},"w2V1Jw":{"B0741s":{"DenG2i":{}}}}}}}}},"7hhqJ2":{"JMEc48":{"a9976O":{"lJ25nM":{"I83BTS":{}}}}}}},"Xd40z0":{}},"l6J2Y7":{"99Cgr1":{"ATKJa1":{"y7qaP7":{"iBz858":{}}},"250Ug3":{"zZO4s2":{}}},"JW32OA":{},"8RYxBA":{}},"66qjqO":{}}}}}}}},"P9TM0B":{}}
Version tree at 2024-11-17T08:01Z: https://imgur.com/a/yPjfUFw
JSON (starting at a7bta6): {"uXG6QL":{"Juqh0F":{"yUqF40":{"V7mG41":{"CAiXMf":{"rVbbR6":{"6t93Bx":{"3gzkmM":{"lK9P1j":{"Iwbo7a":{"6csf1s":{"1qS1l7":{"107i4I":{"hVNvmA":{"86gnwh":{"Wk3a92":{"yi1Fs5":{"zgO3lP":{"ReQ53F":{"BiQO9o":{"Y71Du7":{"Y03wZj":{"oKuPV3":{"HmD5Eb":{"curO5f":{"fWqxB0":{"0hE2s9":{"EEU7OU":{"d4O2lO":{}}}}},"o9Y216":{"5dGUjf":{"LVzyx7":{}}},"z07iGr":{},"vCfb0G":{}},"UChFa4":{"rY957g":{}}},"7s1zIT":{"y58pg5":{"fJvU3W":{"YA13zl":{}}}}},"YRyM8N":{},"GOVncl":{"wmONxo":{}},"74e1BJ":{}},"l15867":{},"V3d46F":{},"AVCY24":{}}},"jAffBm":{"k9nMbp":{"V9r3f3":{"iQ27gM":{}}}}}},"w2V1Jw":{"B0741s":{"DenG2i":{}}}}}}}}},"7hhqJ2":{"JMEc48":{"a9976O":{"lJ25nM":{"I83BTS":{}}}}}}},"Xd40z0":{}},"l6J2Y7":{"99Cgr1":{"ATKJa1":{"y7qaP7":{"iBz858":{}}},"250Ug3":{"zZO4s2":{}}},"JW32OA":{},"8RYxBA":{}},"66qjqO":{}}}}}}}},"P9TM0B":{}}
Multiplayer event isn't really something that depends on tech, it more depends on humans who plan it, and that can be someone from community.
For tech it's perhaps possible to add tooling for parametric design (that's like defining part properties with FT), and since it's build-time stuff it mustn't really affect in-level performance.
@126 some variables are lists in index=a?xa:(index=b?xb:... form. to make them shorter i omitted closing parenthesis. it works fine with ft interpreter, but variable editor widget has it's own checker that says that such code isn't correct. to pass it you need to add those parenthesis back, e.g. turn
p_tgt.i=1?6020:(p_tgt.i=2?5885:(p_tgt.i=3?5805:(p_tgt.i=4?5805:(p_tgt.i=5?5805:(p_tgt.i=6?5805:(p_tgt.i=7?5805:(p_tgt.i=8?5805:(p_tgt.i=9?5805:(p_tgt.i=10?5805:(p_tgt.i=11?5885:(p_tgt.i=12?6020:(p_tgt.i=13?6020:(p_tgt.i=14?6020:(p_tgt.i=15?6020:(p_tgt.i=16?5880:(p_tgt.i=17?5670:(p_tgt.i=18?5670:(p_tgt.i=19?5670:(p_tgt.i=20?5685:(p_tgt.i=21?5600:(p_tgt.i=22?5600:(p_tgt.i=23?5635:0
into
p_tgt.i=1?6020:(p_tgt.i=2?5885:(p_tgt.i=3?5805:(p_tgt.i=4?5805:(p_tgt.i=5?5805:(p_tgt.i=6?5805:(p_tgt.i=7?5805:(p_tgt.i=8?5805:(p_tgt.i=9?5805:(p_tgt.i=10?5805:(p_tgt.i=11?5885:(p_tgt.i=12?6020:(p_tgt.i=13?6020:(p_tgt.i=14?6020:(p_tgt.i=15?6020:(p_tgt.i=16?5880:(p_tgt.i=17?5670:(p_tgt.i=18?5670:(p_tgt.i=19?5670:(p_tgt.i=20?5685:(p_tgt.i=21?5600:(p_tgt.i=22?5600:(p_tgt.i=23?5635:0))))))))))))))))))))))
(for debug purposes)
print(re.sub(r"\<#(?:([A-F0-9])([A-F0-9])([A-F0-9])[A-F0-9]?|([A-F0-9][A-F0-9])([A-F0-9][A-F0-9])([A-F0-9][A-F0-9])(?:[A-F0-9][A-F0-9])?)>",lambda m:"\x1b[48;2;"+str(int(m[1] or m[4],16))+";"+str(int(m[2] or m[5],16))+";"+str(int(m[3] or m[6],16))+"m",s).replace("<br>","\n").replace("."," "))
Replaces color tags with ANSI ones.
Idk if you guys will answer this, but:
Q: Will you use SP xml format but with higher xmlVersion and new sections or will you make new one?
Q: Perhaps it's too early to ask, but will you keep format of DesignerParts and setting files?
Q: Not related, but how do i download crafts from SR2 with curl?
@TRS051
If code's generated but doesn't shows in SP, try to:
- increase label's width and height;
- set label's alignment to top-left;
if image's displayed but is cut off, try to decrease image's size and generate code again. apparently label's limited to 100k dots and it's not something i can change
If it doesn't generates label's code, try to:
- make sure image isn't svg;
- if you're using image link, make sure that hosting allows cross-origin resource sharing (or download image and try again);
- check browser's dev console (usually F12) to see what's wrong
@Mousewithamachinegun122 Yes, it is possible to switch frames to get animation ({T=1?"frame":""}{T=2?"frame":""}...), but the program won't do it and idk if it'll be possible to run resulting craft at reasonable fps..
@Matteosiufromfifakit
Just raise your hand
And reach out for the spell
Find the door to the promised land
Just believe in yourself
Close your eyes and your will find
The way out of the dark
...Or read the post again, there's two links to github.
Perhaps it can be better if you'll say it's unity's C# and miss some parts of description but tell it basic info about flight dynamics and geometry instead.
And as Redrocktumbler said you'll perhaps need to repeat your description once in a while, because ANN itself is stateless and "memory" of that one is just last ~3k of tokens glued to your message.
And no, you must not overestimate ANN, it's more like polynomial approximation than AI you wish to see.
Well, you're right that label will be recalculated every SP frame, but it will select one (very long) string instead of checking (and sometimes recalculating) hundreds of separate pixels. I don't really know if ternary with floats is equivalent to ternary with (very long) string at runtime, but either way i think there's more pixels than frames.
Is it really faster to use a variable and format string for each pixel (<#{!pixel?"0000":pixel}>...) instead of using an expression for each frame ({t=0?frame:""}{t=1?frame:""}...)?
@DatMaluchGuy19
Try to add 22 closing parentheses in the end of p_tgt.next.z,p_tgt.next.x,p_tgt.links.z,p_tgt.links.x and 3 closing parentheses in the end of p_tgt.next
@DatMaluchGuy19 VC variable, it's in meters per second, and it's signed i.e. negative value means it must go backwards. TC controls engine directly, you can set it to 1 if you want to go as fast as possible.
Husky's right, SP build files aren't that large.
If you want, you can upload them as hidden ("Visibility" button in uploading widget), they'll be saved on SP site but will only be visible for you.
@winterro p_tgt.i stores id of currently selected point
p_tgt.x, p_tgt.z are coords of currently selected point p_tgt.links.x, p_tgt.links.z are ids of points where it can go from currently selected one.
p_tgt.i switches to one of p_tgt.links.x%100, p_tgt.links.x//100, p_tgt.links.y%100, and p_tgt.links.y//100 every time car gets close-enough to currently selected point
Other variables aren't significant for routing, they're used to tame car itself, to make it unable to go to previous point, to make it not headbutt others, to make it stop at dead ends, to make it remember gifts without leaving too much inside label...
Link to txt file CameraPosX variable must be camera's horizontal offset in meters
IDK if it'll work, but if it will it must be 5cm orange circle clamped by two vertical edges located 10cm away from label's left edge.
__D is dampener, __P is gain PCi=(lerp(TAlt,h,pow(TD/200,2))-FCAltitude+rate(lerp(TAlt,h,pow(TD/200,2))-FCAltitude)*__D)*__P
40 here is some distance after which missile surely can't damage airplane
Missile's pitch angle=smooth((abs(Longitude-FCLongitude)+abs(Latitude-FCLatitude))<40|(PCi!=PCi)?0:sign(PCi)*90,(PCi!=PCi)?0:abs(PCi))
Be carefull, SP forum might not display full expressions
So, does anybody have any pointers about getting started?
Tutorial section of forums and videos, and perhaps some geometry.
What am i looking for with my centers of mass, thrust, and lift?
Thruster must face towards center of mass (if you don't want to use it to rotate craft), so for forward-facing engines usually center of thrust is directly behind center of mass.
Center of lift is where wing's forces are applied, it moves while you fly.
Usually wing pulls airplane up, so in cruise CoL is near CoM, but such airplane won't decrease pitchrate naturally.
At high AoA both lift and drag are higher, so if CoL is in front of CoM it'll pull airplane's nose back and upwards, increasing AoA even further, which will eventually lead to stall or uncontrollable spin.
If CoL is behind CoM, it will pull tail away from direction of flight, so airplane will be pretty stable, but if CoL will be too far from CoM you won't be able to control it.
In real life getting center of lift is not that easy, so usually it's recommended to get center of mass around quarter-chord behind midpoint of leading edge.
How do i make a slick or at least cohesive fuselage? I see some incredible stuff on here and want to leave my own work on the table.
I can't really say much about it. Fuselage is 28-sided (circular ones are 24-sided), in newer versions you can "slice" specific part from it with four planes. Greater ones are using hollow fuselages as plating (e.g. screenshot from this post), but it will require either a lot of time or geometry knowledge and calculator to align them properly.
Also, what the heck do upvotes do? And do i spend points to give them?
They do nothing but they're used in rating, both for crafts and users. You don't need anything to give one.
Stick here.
It's still good if you need abstract stuff.
From abstract stuff strong-willed ones build sub-assemblies and game itself.
From abstract stuff weak-minded ones build flying tic-tac and Andrew's face.
Well, i don't really understand how to get that index. It appears to be related to time (or rather number of crafts uploaded), last uploaded one (X0Zk6W) uses 1289, 0BFd5E from two days ago uses 1288, Maxwell from 8 months ago uses 1185.
Knowing that you can use brute force to try all possible indexes (looks like there's no rate limit) but it takes a lot of time and i feel bad about it.
async function get(airplane_id,minIndex,maxIndex){
lnk="https://jundroo.blob.core.windows.net/simpleplanes/GameData/aircraft/_I_/"+airplane_id+".xml"
if(minIndex===undefined){minIndex=0}
if(maxIndex===undefined){maxIndex=2048}
var res=-1
async function tryLoad(i){
try{
await fetch(lnk.replace("_I_",i.toString()))
.then((resp)=>{if(resp["status"]==200){res=i}})
}catch(err){return}
}
for(i=minIndex;i<=maxIndex;++i){
await tryLoad(i)
if(res!=-1){return res}
}
}
The last part (cGGD1h) is obviously aircraft id, but i don't understand what 728 means here and just letting it as-is doesn't works.
So to use it you need id of craft (which is not a thing everyone memorizes) and some number of unknown purpose (which might be id of archive or folder stored internally just for faster indexing).
So yes, "jundroo forgot to delete aircraft files" sounds cool but doesn't really sounds useful for now. (for crafts that were not deleted there's standard api, https://www.simpleplanes.com/Client/DownloadAircraft?a=ID)
@FlyingPotato_131 Thanks for reminding about it, but no.
It was generated 2.2 years ago and became legacy 2 or 3 months after. Just use labels if you need.
smooth(sign((input-current)+rate(input-current)*D),
P*abs((input-current)+rate(input-current)*D))
SP forum doesn't displays full line, so it's split with linefeed.
It's a form of PID, P is gain, D is dampener
It's always clamped between -1 and 1, and will perhaps be 1 at the level start.
It's generally not proportional to input and it's not suitable for rockets|TVC, but it works fine with control surfaces.
For high-speed airplanes, don't forget that airplane's behaviour changes with airspeed.
Try to increase D gain of PID to make it work correctly at some specific speed
Then add /max(1,pow(IAS/X,2)) to the end of code, X here is speed at which it works correctly (in meters per second).
Version tree at 2024-11-17T08:01Z: https://imgur.com/a/yPjfUFw
JSON (starting at a7bta6 (here)): {"uXG6QL":{"Juqh0F":{"yUqF40":{"V7mG41":{"CAiXMf":{"rVbbR6":{"6t93Bx":{"3gzkmM":{"lK9P1j":{"Iwbo7a":{"6csf1s":{"1qS1l7":{"107i4I":{"hVNvmA":{"86gnwh":{"Wk3a92":{"yi1Fs5":{"zgO3lP":{"ReQ53F":{"BiQO9o":{"Y71Du7":{"Y03wZj":{"oKuPV3":{"HmD5Eb":{"curO5f":{"fWqxB0":{"0hE2s9":{"EEU7OU":{"d4O2lO":{}}}}},"o9Y216":{"5dGUjf":{"LVzyx7":{}}},"z07iGr":{},"vCfb0G":{}},"UChFa4":{"rY957g":{}}},"7s1zIT":{"y58pg5":{"fJvU3W":{"YA13zl":{}}}}},"YRyM8N":{},"GOVncl":{"wmONxo":{}},"74e1BJ":{}},"l15867":{},"V3d46F":{},"AVCY24":{}}},"jAffBm":{"k9nMbp":{"V9r3f3":{"iQ27gM":{}}}}}},"w2V1Jw":{"B0741s":{"DenG2i":{}}}}}}}}},"7hhqJ2":{"JMEc48":{"a9976O":{"lJ25nM":{"I83BTS":{}}}}}}},"Xd40z0":{}},"l6J2Y7":{"99Cgr1":{"ATKJa1":{"y7qaP7":{"iBz858":{}}},"250Ug3":{"zZO4s2":{}}},"JW32OA":{},"8RYxBA":{}},"66qjqO":{}}}}}}}},"P9TM0B":{}}
Version tree at 2024-11-17T08:01Z: https://imgur.com/a/yPjfUFw
+1JSON (starting at a7bta6): {"uXG6QL":{"Juqh0F":{"yUqF40":{"V7mG41":{"CAiXMf":{"rVbbR6":{"6t93Bx":{"3gzkmM":{"lK9P1j":{"Iwbo7a":{"6csf1s":{"1qS1l7":{"107i4I":{"hVNvmA":{"86gnwh":{"Wk3a92":{"yi1Fs5":{"zgO3lP":{"ReQ53F":{"BiQO9o":{"Y71Du7":{"Y03wZj":{"oKuPV3":{"HmD5Eb":{"curO5f":{"fWqxB0":{"0hE2s9":{"EEU7OU":{"d4O2lO":{}}}}},"o9Y216":{"5dGUjf":{"LVzyx7":{}}},"z07iGr":{},"vCfb0G":{}},"UChFa4":{"rY957g":{}}},"7s1zIT":{"y58pg5":{"fJvU3W":{"YA13zl":{}}}}},"YRyM8N":{},"GOVncl":{"wmONxo":{}},"74e1BJ":{}},"l15867":{},"V3d46F":{},"AVCY24":{}}},"jAffBm":{"k9nMbp":{"V9r3f3":{"iQ27gM":{}}}}}},"w2V1Jw":{"B0741s":{"DenG2i":{}}}}}}}}},"7hhqJ2":{"JMEc48":{"a9976O":{"lJ25nM":{"I83BTS":{}}}}}}},"Xd40z0":{}},"l6J2Y7":{"99Cgr1":{"ATKJa1":{"y7qaP7":{"iBz858":{}}},"250Ug3":{"zZO4s2":{}}},"JW32OA":{},"8RYxBA":{}},"66qjqO":{}}}}}}}},"P9TM0B":{}}
Multiplayer event isn't really something that depends on tech, it more depends on humans who plan it, and that can be someone from community.
For tech it's perhaps possible to add tooling for parametric design (that's like defining part properties with FT), and since it's build-time stuff it mustn't really affect in-level performance.
Some of these are just bots.
That must be a ton of labels. XML file weights ~2mb, and that's usual weight of 2000-2500-part build.
+1@RMZSPFan [un]fortunately she is the one with tentacles here.
+1@126 some variables are lists in
index=a?xa:(index=b?xb:...
form. to make them shorter i omitted closing parenthesis. it works fine with ft interpreter, but variable editor widget has it's own checker that says that such code isn't correct. to pass it you need to add those parenthesis back, e.g. turnp_tgt.i=1?6020:(p_tgt.i=2?5885:(p_tgt.i=3?5805:(p_tgt.i=4?5805:(p_tgt.i=5?5805:(p_tgt.i=6?5805:(p_tgt.i=7?5805:(p_tgt.i=8?5805:(p_tgt.i=9?5805:(p_tgt.i=10?5805:(p_tgt.i=11?5885:(p_tgt.i=12?6020:(p_tgt.i=13?6020:(p_tgt.i=14?6020:(p_tgt.i=15?6020:(p_tgt.i=16?5880:(p_tgt.i=17?5670:(p_tgt.i=18?5670:(p_tgt.i=19?5670:(p_tgt.i=20?5685:(p_tgt.i=21?5600:(p_tgt.i=22?5600:(p_tgt.i=23?5635:0
into
p_tgt.i=1?6020:(p_tgt.i=2?5885:(p_tgt.i=3?5805:(p_tgt.i=4?5805:(p_tgt.i=5?5805:(p_tgt.i=6?5805:(p_tgt.i=7?5805:(p_tgt.i=8?5805:(p_tgt.i=9?5805:(p_tgt.i=10?5805:(p_tgt.i=11?5885:(p_tgt.i=12?6020:(p_tgt.i=13?6020:(p_tgt.i=14?6020:(p_tgt.i=15?6020:(p_tgt.i=16?5880:(p_tgt.i=17?5670:(p_tgt.i=18?5670:(p_tgt.i=19?5670:(p_tgt.i=20?5685:(p_tgt.i=21?5600:(p_tgt.i=22?5600:(p_tgt.i=23?5635:0))))))))))))))))))))))
Well, history tends to repeat itself.
It's sale again and i ask again: Who's this girl on banner?
(for debug purposes)
print(re.sub(r"\<#(?:([A-F0-9])([A-F0-9])([A-F0-9])[A-F0-9]?|([A-F0-9][A-F0-9])([A-F0-9][A-F0-9])([A-F0-9][A-F0-9])(?:[A-F0-9][A-F0-9])?)>",lambda m:"\x1b[48;2;"+str(int(m[1] or m[4],16))+";"+str(int(m[2] or m[5],16))+";"+str(int(m[3] or m[6],16))+"m",s).replace("<br>","\n").replace("."," "))
Replaces color tags with ANSI ones.
Idk if you guys will answer this, but:
Q: Will you use SP xml format but with higher xmlVersion and new sections or will you make new one?
Q: Perhaps it's too early to ask, but will you keep format of DesignerParts and setting files?
Q: Not related, but how do i download crafts from SR2 with curl?
+1@TRS051
If code's generated but doesn't shows in SP, try to:
- increase label's width and height;
- set label's alignment to top-left;
if image's displayed but is cut off, try to decrease image's size and generate code again. apparently label's limited to 100k dots and it's not something i can change
If it doesn't generates label's code, try to:
- make sure image isn't svg;
- if you're using image link, make sure that hosting allows cross-origin resource sharing (or download image and try again);
- check browser's dev console (usually F12) to see what's wrong
@Mousewithamachinegun122 Yes, it is possible to switch frames to get animation (
+1{T=1?"frame":""}{T=2?"frame":""}
...), but the program won't do it and idk if it'll be possible to run resulting craft at reasonable fps..@TheAviator77 Can you please send image you used and result you got?
@Mousewithamachinegun123 IDK. Try to increase size of label and set it's alignment to top-left.
+1I remember spectrogram of jet engine, it was very wide and noisy, so it's a wonder you can play music with it.
@Matteosiufromfifakit
Just raise your hand
And reach out for the spell
Find the door to the promised land
Just believe in yourself
Close your eyes and your will find
The way out of the dark
...Or read the post again, there's two links to github.
@UnidentifiedStapler that's sad, but i can't (and i don't wish to) fix GBoard, so perhaps it's not my business.
@Yish42 TargetSelected, so it's about you having target, not about target locking you.
+1@Speedhunter
+2https://www.simpleplanes.com/Forums/View/1683931
https://www.simpleplanes.com/Forums/View/1454422
Perhaps it can be better if you'll say it's unity's C# and miss some parts of description but tell it basic info about flight dynamics and geometry instead.
And as Redrocktumbler said you'll perhaps need to repeat your description once in a while, because ANN itself is stateless and "memory" of that one is just last ~3k of tokens glued to your message.
And no, you must not overestimate ANN, it's more like polynomial approximation than AI you wish to see.
Well, you're right that label will be recalculated every SP frame, but it will select one (very long) string instead of checking (and sometimes recalculating) hundreds of separate pixels. I don't really know if ternary with floats is equivalent to ternary with (very long) string at runtime, but either way i think there's more pixels than frames.
+1Is it really faster to use a variable and format string for each pixel (<#{!pixel?"0000":pixel}>...) instead of using an expression for each frame ({t=0?frame:""}{t=1?frame:""}...)?
source?
+1I mean, i didn't saw her with cat ears, and style seems wrong (although maybe it's because of low resolution).
@DatMaluchGuy19
+1Try to add 22 closing parentheses in the end of
p_tgt.next.z
,p_tgt.next.x
,p_tgt.links.z
,p_tgt.links.x
and 3 closing parentheses in the end ofp_tgt.next
@DatMaluchGuy19
VC
variable, it's in meters per second, and it's signed i.e. negative value means it must go backwards.TC
controls engine directly, you can set it to 1 if you want to go as fast as possible.Ehm, you do know there's (builtin)
atan
function for angle and pythagorian addition for distance, right?Husky's right, SP build files aren't that large.
If you want, you can upload them as hidden ("Visibility" button in uploading widget), they'll be saved on SP site but will only be visible for you.
@winterro
p_tgt.i
stores id of currently selected pointp_tgt.x
,p_tgt.z
are coords of currently selected pointp_tgt.links.x
,p_tgt.links.z
are ids of points where it can go from currently selected one.p_tgt.i
switches to one ofp_tgt.links.x%100
,p_tgt.links.x//100
,p_tgt.links.y%100
, andp_tgt.links.y//100
every time car gets close-enough to currently selected pointOther variables aren't significant for routing, they're used to tame car itself, to make it unable to go to previous point, to make it not headbutt others, to make it stop at dead ends, to make it remember gifts without leaving too much inside label...
@DatMaluchGuy19 Yes, you can.
+1Link to txt file
CameraPosX
variable must be camera's horizontal offset in metersIDK if it'll work, but if it will it must be 5cm orange circle clamped by two vertical edges located 10cm away from label's left edge.
FCLongitude
,FCAltitude
,FCLatitude
are coords of missileTD=sqrt( pow(Longitude-FCLongitude+TargetDistance*cos(TargetElevation)*sin(TargetHeading),2) + pow(Latitude-FCLatitude+TargetDistance*cos(TargetElevation)*cos(TargetHeading),2) )
TAlt
=Altitude+TargetDistance*sin(TargetElevation)
h
=5+195*(.5+.5*cos(clamp(0.1*TD+20,0,340)))+1800*(.5+.5*cos(clamp(.01*(TD-45000),0,180)))
__D
is dampener,__P
is gainPCi
=(lerp(TAlt,h,pow(TD/200,2))-FCAltitude+rate(lerp(TAlt,h,pow(TD/200,2))-FCAltitude)*__D)*__P
40
here is some distance after which missile surely can't damage airplaneMissile's pitch angle=
smooth((abs(Longitude-FCLongitude)+abs(Latitude-FCLatitude))<40|(PCi!=PCi)?0:sign(PCi)*90,(PCi!=PCi)?0:abs(PCi))
Be carefull, SP forum might not display full expressions
+1AFAIK there's no way to get RWR in the game, but mention me please if you'll ever get one.
+2Don't worry, being stupid isn't something special nowadays.
Reshade is perhaps what you meant, but it have nothing to do with Jundroo.
Tutorial section of forums and videos, and perhaps some geometry.
Thruster must face towards center of mass (if you don't want to use it to rotate craft), so for forward-facing engines usually center of thrust is directly behind center of mass.
Center of lift is where wing's forces are applied, it moves while you fly.
Usually wing pulls airplane up, so in cruise CoL is near CoM, but such airplane won't decrease pitchrate naturally.
At high AoA both lift and drag are higher, so if CoL is in front of CoM it'll pull airplane's nose back and upwards, increasing AoA even further, which will eventually lead to stall or uncontrollable spin.
If CoL is behind CoM, it will pull tail away from direction of flight, so airplane will be pretty stable, but if CoL will be too far from CoM you won't be able to control it.
In real life getting center of lift is not that easy, so usually it's recommended to get center of mass around quarter-chord behind midpoint of leading edge.
I can't really say much about it. Fuselage is 28-sided (circular ones are 24-sided), in newer versions you can "slice" specific part from it with four planes. Greater ones are using hollow fuselages as plating (e.g. screenshot from this post), but it will require either a lot of time or geometry knowledge and calculator to align them properly.
They do nothing but they're used in rating, both for crafts and users. You don't need anything to give one.
+1Stick here.
It's still good if you need abstract stuff.
From abstract stuff strong-willed ones build sub-assemblies and game itself.
From abstract stuff weak-minded ones build flying tic-tac and Andrew's face.
Camera must not be attached to thing rotated by rotator.
ammo("Weapon Name")
("
here is " )See comment here for fly-by-wire, i don't want to repeat it here.
"going away from target" is literally
rate(TargetDistance)>0
, is it what you need?Well, it sucks.
Knowing two of three inputs and HMAC, can we try to guess hash function and key they're using?
+1Well, i don't really understand how to get that index. It appears to be related to time (or rather number of crafts uploaded), last uploaded one (X0Zk6W) uses 1289, 0BFd5E from two days ago uses 1288, Maxwell from 8 months ago uses 1185.
Knowing that you can use brute force to try all possible indexes (looks like there's no rate limit) but it takes a lot of time and i feel bad about it.
async function get(airplane_id,minIndex,maxIndex){
lnk="https://jundroo.blob.core.windows.net/simpleplanes/GameData/aircraft/_I_/"+airplane_id+".xml"
if(minIndex===undefined){minIndex=0}
if(maxIndex===undefined){maxIndex=2048}
var res=-1
async function tryLoad(i){
try{
await fetch(lnk.replace("_I_",i.toString()))
.then((resp)=>{if(resp["status"]==200){res=i}})
}catch(err){return}
}
for(i=minIndex;i<=maxIndex;++i){
await tryLoad(i)
if(res!=-1){return res}
}
}
The last part (
cGGD1h
) is obviously aircraft id, but i don't understand what728
means here and just letting it as-is doesn't works.So to use it you need id of craft (which is not a thing everyone memorizes) and some number of unknown purpose (which might be id of archive or folder stored internally just for faster indexing).
So yes, "jundroo forgot to delete aircraft files" sounds cool but doesn't really sounds useful for now. (for crafts that were not deleted there's standard api,
https://www.simpleplanes.com/Client/DownloadAircraft?a=ID
)@FlyingPotato_131 Thanks for reminding about it, but no.
It was generated 2.2 years ago and became legacy 2 or 3 months after. Just use labels if you need.
Do something with your text, it takes too much time to read it with all those effects.
Oh, so it can write a switch statement in python, so what?
@BotFinder2023 Boy, do you really think others are held together by magic?
+1smooth(sign((input-current)+rate(input-current)*D),
P*abs((input-current)+rate(input-current)*D))
SP forum doesn't displays full line, so it's split with linefeed.
It's a form of PID,
P
is gain,D
is dampenerIt's always clamped between -1 and 1, and will perhaps be 1 at the level start.
It's generally not proportional to input and it's not suitable for rockets|TVC, but it works fine with control surfaces.
For high-speed airplanes, don't forget that airplane's behaviour changes with airspeed.
Try to increase D gain of PID to make it work correctly at some specific speed
Then add
/max(1,pow(IAS/X,2))
to the end of code,X
here is speed at which it works correctly (in meters per second).Welcome back, sensei!