@Graingy the complexity comes from the nozzle needing to wait for the afterburner plume to retract before closing back up. For clarity in my explanation, the nozzle rotators use 0 for fully open, 1 for fully contracted, 0.1 for afterburner.
(Throttle=1?(Activate1=true?0.1:1):Throttle)
This is the main controller, binds nozzles to Throttle unless throttle is maxed, at which point it follows Activate1 — toggling between 0.1 and 1.
This part forces the nozzles to wait until the plume has retracted by 75% before contracting when the Activate1 is turned off. This is done so the nozzles don’t clip into the plume. 1/0.75 is roughly the time the afterburner flame needs to extend/retract.
This waiting behaviour is ignored when Activate1 is turned on. The operator finds the output is <0.25, and looks at the earlier expression I described, which returns 0.1.
The final smooth function just makes sure they don’t move too quick (I find it’s easier to control rotators if I set them to a high speed, and slow them down later with their input).
Hope this helps, and thanks for pushing me into the platinum club!
@F8boa The linear actuator pulls the VTOL nozzles out of view when they’re not in use, as there’s a bug that causes unsightly “flashing” when they’re turned off. However, the distance it pulls the nozzles is global, and doesn’t scale when the part is scaled. Because of this, you have to manually adjust the distance it moves: in the part’s settings, you should find a value called “Multiplier” set to 2.5 (not 2.6, that was a typo on my part). Change it to 1.75 if you’re scaling the engine down to 70%. You do not need to change the scale of the linear actuator part itself.
To enable thrust vectoring, increase the powerMultiplier value in the VTOL engine, not the nozzles! It’s the large red rectangle attached to the baseplate.
As for why it’s sagging, I don’t have much clue, I tested it with a bunch of my existing planes and didn’t see any issues… try changing the massScales of your aircraft frame, SP can be finicky with part masses and rotators.
@ZeroWithSlashedO The trick is to first attach a single nozzle to a single central fuselage piece (you can see it in the technical breakdown diagram, the purple piece just left of part G). Create a subassembly of the fuselage piece with the nozzle attached and create a bunch of copies. Then, copy paste the coordinates of the original into each one while also rotating them, such that they’re all stacked on each other. Finally, delete all but one central piece and manually reconnect the nozzles to it. It’s a lengthy process that I did about 200 times.
@DwiAngkasaAeronautics This was actually inspired by you! I noticed you've been using my V2 version for a bunch of your builds and figured it was high-time I upgraded it.
The USS Beast you see in the video is actually a user-created replica I manually spawned in. There's no detection range limit for custom spawn vehicles @CrestelAeronautics
@Telescopeplayer1 For that video, I launched the missiles without a lock, essentially using them as dumb-fire rockets. If you want them to lock, the cockpit has to have direct line-of-sight with the target. In this case, just raise the cockpit up higher
@IndesterSion I'm actually just using the (relatively) new variable-setters feature. It's the (x) icon in the bottom right, near the overload button. You can create a custom input (ie. "stage1"), and set it to: "currentAngle>10?1:Activate2". Then, you can paste "stage1" into the inputs of rotators, piston, etc. and they will act as if you had pasted "currentAngle>10?1:Activate2" into their inputs. This is useful if you have many objects that use the same input, as instead of manually editing the inputs of 8 pistons, you can edit the input in the variable setter and it will automatically apply to all 8.
@Boeing727200F Enjoy your dopamine!
@Graingy In the wing
lol I almost said “wings” and had to make it singular
@Graingy simply put, it’s just a ring of VTOL nozzles. This is a very old design though, you should probably just stick with the V2 or V3 one lol.
If you’re interested, the VTOL nozzle effects will “separate” out if the VTOL engine’s input is greater than 1. This gives the Mach-diamond effect.
+1@Graingy the complexity comes from the nozzle needing to wait for the afterburner plume to retract before closing back up. For clarity in my explanation, the nozzle rotators use 0 for fully open, 1 for fully contracted, 0.1 for afterburner.
(Throttle=1?(Activate1=true?0.1:1):Throttle)
This is the main controller, binds nozzles to Throttle unless throttle is maxed, at which point it follows Activate1 — toggling between 0.1 and 1.
smooth(Throttle=1?clamp01(Activate1):0,0.75)>0.25?0.1:
This part forces the nozzles to wait until the plume has retracted by 75% before contracting when the Activate1 is turned off. This is done so the nozzles don’t clip into the plume. 1/0.75 is roughly the time the afterburner flame needs to extend/retract.
This waiting behaviour is ignored when Activate1 is turned on. The operator finds the output is <0.25, and looks at the earlier expression I described, which returns 0.1.
The final smooth function just makes sure they don’t move too quick (I find it’s easier to control rotators if I set them to a high speed, and slow them down later with their input).
Hope this helps, and thanks for pushing me into the platinum club!
+1@NTH it’s only available on PC, as it’s part of Mayer Island. If you’re on mobile, the Gold Prix race is available
Start winning today!
@griges turns out you can actually stack control surfaces on top of each other with overload
+1@crazyplaness what kind of witchcraft is this??
Don't worry, it's mobile friendly!
...How is this curated? LMAO
@F8boa Thank you! Glad everything worked out
+2@F8boa You can put the vtol engine effectively anywhere you want, but yeah in a non-moving section in the body would be ideal
+1@F8boa The linear actuator pulls the VTOL nozzles out of view when they’re not in use, as there’s a bug that causes unsightly “flashing” when they’re turned off. However, the distance it pulls the nozzles is global, and doesn’t scale when the part is scaled. Because of this, you have to manually adjust the distance it moves: in the part’s settings, you should find a value called “Multiplier” set to 2.5 (not 2.6, that was a typo on my part). Change it to 1.75 if you’re scaling the engine down to 70%. You do not need to change the scale of the linear actuator part itself.
To enable thrust vectoring, increase the powerMultiplier value in the VTOL engine, not the nozzles! It’s the large red rectangle attached to the baseplate.
As for why it’s sagging, I don’t have much clue, I tested it with a bunch of my existing planes and didn’t see any issues… try changing the massScales of your aircraft frame, SP can be finicky with part masses and rotators.
+1@ZeroWithSlashedO The trick is to first attach a single nozzle to a single central fuselage piece (you can see it in the technical breakdown diagram, the purple piece just left of part G). Create a subassembly of the fuselage piece with the nozzle attached and create a bunch of copies. Then, copy paste the coordinates of the original into each one while also rotating them, such that they’re all stacked on each other. Finally, delete all but one central piece and manually reconnect the nozzles to it. It’s a lengthy process that I did about 200 times.
+1@INenormal lol, it's only 412 parts per engine!
+1@DwiAngkasaAeronautics This was actually inspired by you! I noticed you've been using my V2 version for a bunch of your builds and figured it was high-time I upgraded it.
+2@keiyronelleavgeek566 24 VTOL nozzles, 8 PID controllers, one free weekend, and the biggest pile of Funky Tree work I’ve done so far!
Blow your enemies into 17,670,002 micro-cells today!
We must appease the AI now as to be spared when it inevitably takes over!
+2@CrestelAeronautics a loyal follower!
@griges I just turned the UI off lol
Indulge your inner child today!
@pilotaussie It’s my reddit post, with the demonstration video in it.
@crazyplaness I don’t have a headset so no
@crazyplaness I’m on holiday right now and I got some time. Probably, yeah
@SomeSPGuyWhoLikesLore Y'know what? That ain't a bad idea...
+2@CrestelAeronautics WOOOOOO
Receive one of our fine products using the links below!
CT-30A
CT-30B
CT-30C
@bramos0422 It’s one of my oldest creations, but still fun!
The USS Beast you see in the video is actually a user-created replica I manually spawned in. There's no detection range limit for custom spawn vehicles @CrestelAeronautics
+1@Mustang51 Well, they actually fire in groups of four, then separate into individual ones in the air, so kinda a cluster?
+1@Bird6369 Link in my first comment
Begin your journey of absolute destruction today!
+1@Legomaster0418 Ah, good to know. I'll update my instructions
Get it here today for free!
@SLAY3R1801 I made this before glass was introduced
@Arandomdownloader High, but with my pc, all physics settings work
@Arandomdownloader Try using high physics settings
@Telescopeplayer1 Just hold down the countermeasures button
@Telescopeplayer1 For that video, I launched the missiles without a lock, essentially using them as dumb-fire rockets. If you want them to lock, the cockpit has to have direct line-of-sight with the target. In this case, just raise the cockpit up higher
@Telescopeplayer1 which video was it? The one launched from the plane or the ground?
+1@IndesterSion I'm actually just using the (relatively) new variable-setters feature. It's the (x) icon in the bottom right, near the overload button. You can create a custom input (ie. "stage1"), and set it to: "currentAngle>10?1:Activate2". Then, you can paste "stage1" into the inputs of rotators, piston, etc. and they will act as if you had pasted "currentAngle>10?1:Activate2" into their inputs. This is useful if you have many objects that use the same input, as instead of manually editing the inputs of 8 pistons, you can edit the input in the variable setter and it will automatically apply to all 8.
Legally I must say no. I’m not sure I could get that past the FDA. @BeastHunter
+3Giphy and ImgBB @Lake
You mean the three main images at the top of the page, or the pictures/gifs in the description?@Lake
+1I use high, but it appears to work for me on the other modes too @offiry
Can you record a video and upload it somewhere? Reddit, imgur, etc. @rizkiwidiyantoro30
@rizkiwidiyantoro30 It's working fine for me on both PC and Mobile. Are you sure you're launching it correctly?
Get it here today with free shipping!
—That is, if there's any ships left
+2@Skidkid08 Try adding more weight to your aircraft