You could propably use:
Input= (AltitudeAgl/X)
Asume X is the altitude (in meter) where you want your enginebto achive the highest power output.
E.g. max Power at +10.000m the input of the engine would need to be "AltitudeAgl/10000".
I once had the same issue. My joystick's calibration was funar and gave my planes a tendency to roll to the left. Very annoying. Your build worked for me btw, no rolling issiues.
Yes there is. Bur only by using funky trees (It hase some time based functions) But to give you more information I would need to know more. Do you really want to retract it after a certain amount of time no matter what??
Ok for some Reason, as soon as an Variable gets into play it doesnt work. Eventhough the output gets is set to one and the math seem to add up (looks like there is airresitance for detached Parts though).
You cann set an opendelay by using this:
activationGroup=floor(smooth(clamp01(Activate4), 1 / X))
X=Delay in seconds
My understanding of this is bit meh... but let me try to break it down to my best knowledge:
"floor" runds down the number.
"smooth(X, 1/4)" is the timebased part. needing smooth to add the value 4 times until it is 1 (=Active).
clamp01(Activate4) keeps the value of activate 4 between 0 and 1 instead of -1 and +1.
To make this work for you the part (1/4) part of this needs to equal the time your part(Bomb) needs to fall until it´s Parachute deploys.
But i am not really sure how the games simulates parts that are not connected to the cockpit anymore. My best guess is that the fall with gravity without aerodynamic interference. In this case it would be:
Time = sqrt(Distance/(g/2))
Distance in this case would be AltitudeAgl-the height you want your bomb to detonate in.
That the Theory atleast.
I will test this and let you know wether this works or not.
So it works now? Otherwise I know that is is possible to open a parachute delayed. Used it for some Clusterbombs and Ejection-seats and if you do an height related delay it could also work.
You select the engine and open it's Overload. At the Top you should then be able to select "InputController from the drop down menu.
!
It should look like the picture above.
In this case the engine activates at an heigt of >1000m and increases is power in linear fashion until it Reaches 100% power output at 10000m.
In this case I used Altitude, instead of AltitudeAgl, wich gives me height above 0(Altitude)instead of height above ground(AltitudeAgl).
*Edit: Looks like you cant attach pictures to Comments. Feel free to either checkout this Build:
https://www.simpleplanes.com/a/3E0O6Q/Showcase-Engine-with-Height-Related-Poweroutput
or this Picture:
https://postimg.cc/1nMCQ36r
I dont really get what you want to do, but if I get your idea correctly you could use: ammo"aim9" > 0 as activation for the hinge(disable Zero on Deactivation). In this case it should be able to rotate as long as you have atleast one aim9 available. If you want to achieve certain degree of rotation, you could use the same condition as input of said hinge.
This is an old Thread but, I tried to figure out the same thing. I found it pretty handy to create single Variables for the movement along each axis and combine them in an additional variable as @snowflake suggested.
You could propably use:
+2Input= (AltitudeAgl/X)
Asume X is the altitude (in meter) where you want your enginebto achive the highest power output.
E.g. max Power at +10.000m the input of the engine would need to be "AltitudeAgl/10000".
I once had the same issue. My joystick's calibration was funar and gave my planes a tendency to roll to the left. Very annoying. Your build worked for me btw, no rolling issiues.
+1Actually the great @walv!s made an Youtube tutorial on this exact topic:
+1https://youtu.be/CzQlVJSswcQ
Yes there is. Bur only by using funky trees (It hase some time based functions) But to give you more information I would need to know more. Do you really want to retract it after a certain amount of time no matter what??
+1@UmbrellaCorporation its an easy thing. Maybe I can have a look into it later. Could you link me Platform and missles?
@UmbrellaCorporation Well it´s certainly do able but as I would need a whole new, tracked Platform it is not a top priority for me right now.
@HuskyDynamics01 ok. Thank you, that makes my idea undoable in the way i wanted to do it.
Ok for some Reason, as soon as an Variable gets into play it doesnt work. Eventhough the output gets is set to one and the math seem to add up (looks like there is airresitance for detached Parts though).
You cann set an opendelay by using this:
activationGroup=floor(smooth(clamp01(Activate4), 1 / X))
X=Delay in seconds
activationGroup=floor(smooth(clamp01(Activate4), 1 / 4))
My understanding of this is bit meh... but let me try to break it down to my best knowledge:
"floor" runds down the number.
"smooth(X, 1/4)" is the timebased part. needing smooth to add the value 4 times until it is 1 (=Active).
clamp01(Activate4) keeps the value of activate 4 between 0 and 1 instead of -1 and +1.
To make this work for you the part (1/4) part of this needs to equal the time your part(Bomb) needs to fall until it´s Parachute deploys.
But i am not really sure how the games simulates parts that are not connected to the cockpit anymore. My best guess is that the fall with gravity without aerodynamic interference. In this case it would be:
Time = sqrt(Distance/(g/2))
Distance in this case would be AltitudeAgl-the height you want your bomb to detonate in.
That the Theory atleast.
I will test this and let you know wether this works or not.
So it works now? Otherwise I know that is is possible to open a parachute delayed. Used it for some Clusterbombs and Ejection-seats and if you do an height related delay it could also work.
You select the engine and open it's Overload. At the Top you should then be able to select "InputController from the drop down menu.
!
It should look like the picture above.
In this case the engine activates at an heigt of >1000m and increases is power in linear fashion until it Reaches 100% power output at 10000m.
In this case I used Altitude, instead of AltitudeAgl, wich gives me height above 0(Altitude)instead of height above ground(AltitudeAgl).
*Edit: Looks like you cant attach pictures to Comments. Feel free to either checkout this Build:
https://www.simpleplanes.com/a/3E0O6Q/Showcase-Engine-with-Height-Related-Poweroutput
or this Picture:
https://postimg.cc/1nMCQ36r
I dont really get what you want to do, but if I get your idea correctly you could use: ammo"aim9" > 0 as activation for the hinge(disable Zero on Deactivation). In this case it should be able to rotate as long as you have atleast one aim9 available. If you want to achieve certain degree of rotation, you could use the same condition as input of said hinge.
This is an old Thread but, I tried to figure out the same thing. I found it pretty handy to create single Variables for the movement along each axis and combine them in an additional variable as @snowflake suggested.
@NANOMAN its not... roling Bombs were used in WW2 and seeing them actually work in SP is great.
The rolling Bomb is the best idea in SP I have seen in while and the plane is awesome!
Really great Model, brought back some childhood memories!
Cool Model!