@MrCacahuate The code you are referring to is the old one @Jamesplanesii used in his VSi but if you look into the comments I think he mentioned the new code with rate function aswell.
Dude, atleast show people what they're making it for or some sort of specifications or its impossible to build just a "landing gear". There are lots and lots of types of landing gears
No. But the landing is fun enough. get a small light stol aircraft. or try with a helicopter if you are skilled enough to pilot em. But I dont think it unlocks any new location.
Isnt EML or simply a railgun a completely ship/land based weapon system as it is physically way too big and consumes way too much power to be put on even a tank or a ground vehicle let alone an agile fighter jet?
@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.
@SnoWFLakE0s I worked with the command afterwards to some extent and it shows omni directional GForce, so the G force maybe measurable but whether its negetive or not isnt atleast with only the GForce command.
@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.
@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.
@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
@AntiAirNuri You didnt specify if the height is above sea level or ground level, if its totally automatic or a semi automatic with an automatic override system heres both with assuming its above ground level 300m:
For a completely auto without manual control
clamp01(altitudeAgl > 300) &
clamp01(GS > 69.420)
Here is one with the manual override:
LandingGear | (clamp01(altitudeAgl > 300) &
clamp01(GS > 69.420))
@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.
@jamesPLANESii You have eyes like a hawk dont you? I have seen that video like a hundred times and I just realised that the plane was number 4, gordon, and the actual bomb was thomas. This makes so much more sense now
@MrCacahuate The code you are referring to is the old one @Jamesplanesii used in his VSi but if you look into the comments I think he mentioned the new code with rate function aswell.
+1@Kweed10 Thanks a lot man
+1calling this incredible would be an understatement.
+1@asteroidbook345 In the legendary words of Jake Peralta "You cannot steal what is a gift."
+1@Mustang51 Thanks a ton :D
+1@QingyuZhou what do you nean by a worm?
+1@JamesBleriot Theres one inside the bombbay.
+1@MrShenanigans yeah, this still works.
@superTT Thats what brake vents/ side vents are for, side skirts are aerodynamic element that assist with ground effect.
Sideskirts that remove hot air from brakes
They do what now?Dude, atleast show people what they're making it for or some sort of specifications or its impossible to build just a "landing gear". There are lots and lots of types of landing gears
@SgtRXMT Sp rope is awsome when it comes to demonstrating irl rope physics.
@Gfishiest just simple physics.
No. But the landing is fun enough. get a small light stol aircraft. or try with a helicopter if you are skilled enough to pilot em. But I dont think it unlocks any new location.
Isnt EML or simply a railgun a completely ship/land based weapon system as it is physically way too big and consumes way too much power to be put on even a tank or a ground vehicle let alone an agile fighter jet?
@Flightsonic Well then, atleast we tried right?
@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.
@SnoWFLakE0s I worked with the command afterwards to some extent and it shows omni directional GForce, so the G force maybe measurable but whether its negetive or not isnt atleast with only the GForce command.
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
@Sadboye12 Thanks :D
@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.
Damn bro!! Quarantine is hitting us hard, even the pigpen is starting to look hella thicc
@Flightsonic Well if you can get outta the big sad then it would be a great help
@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.
@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
@SnoWFLakE0s Is negetive G measurable with the GForce variable?
@AntiAirNuri You didnt specify if the height is above sea level or ground level, if its totally automatic or a semi automatic with an automatic override system heres both with assuming its above ground level 300m:
For a completely auto without manual control
clamp01(altitudeAgl > 300) &
clamp01(GS > 69.420)
Here is one with the manual override:
LandingGear | (clamp01(altitudeAgl > 300) &
clamp01(GS > 69.420))
@Flightsonic wouldnt that only work then if you spawn in facing 0 degrees?
@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.@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.
Okay so now you have the plane aswell
@jamesPLANESii You have eyes like a hawk dont you? I have seen that video like a hundred times and I just realised that the plane was number 4, gordon, and the actual bomb was thomas. This makes so much more sense now
@MinecraftKidGuy It shifts automatically with change in ground speed
@Natedog120705 Thanks :D
I made the same thing lol, I posted it like a week ago. I guess we both had the same idea at the same time 😂
@Sm10684 Thanks
@TheKraken3 Making a speedo. Trying to make the spaghetti code a bit easier.