I've actually coded an automatic transmission.
I borrowed some code from a manual transmission and modified it to shift at certain rpms.
It's rough, but it works.
The manual transmission also had editable gear ratios in the variables so that was kinda cool
I havent uploaded it yet, but I'd be willing to if you'd like to take a look.
@Dragoranos the -09 is very fast, but turns like a brick, while the -03 is a full blown 5th generation fighter (which has been buffed since release on the site)
I dunno theres only one way to find out
I think you'd have to just ask for specific names in a function, like the following
SelectedWeaponName=(name 1)?1:SelectedWeaponName=(name 2)?2:... (etc.)
If theres a way around this I'd love to hear it but its the only way I know.
The below information is the method I use but there is ONE THING
Make sure mass of the missile part itself is not zero, as that would make it have some very strange behavior.
@Red920 Yeah you have to copy over the variables as well, manually, unfortunately, because the code is reliant on those, and when you create a new vehicle, the variables dont carry over so you'd have to copy and paste them.
Correction:
ceil(smooth(clamp01(FireGuns),(1/delay in sec))
Should work much better.
Tested and approved.
Fair warning, the delay increases the longer you hold down the fire button (for some reason, it shouldnt do that) but if youre only firing in short bursts (like youre supposed to) it shouldnt be a problem.
Hope this helps!
I have an idea for a code with a close delay.
It would go something like this:
clamp01(ceil(smooth(FireGuns,1/second delay as a number)))
I'll have to test it real quick so I'll get back to you.
yeah as far as I know the only input method is usign the Overload editor, but otherwise actually formulating and executing the code is the exact same as on PC
So turns out it did in fact work, and spent all day coding an automatic gear changer, which works well. I could post the test vehicle if youd like so you could copy the xml variables yourself if youd like
@Red920 Oh I think I figured out how we can make it work.
So the controller uses variables, and they don't carry over between vehicles, so you'd probably need to copy over all the variables into the new build.
I'll see if that works tomorrow and inform you of the results
@Ded the thing about the E and MTD are that they have very good options for either role, with the E having 6AAMs, which are one of my favorite A2As, and having the TLS, which Ive never used.
The S/MTD has the HPAA and HVAA options for air to air as well as the FAEB, so its pretty good at everything.
I mean you could always PLSL with the C. That's always fun.
(but yes I have all DLCs)
a few laps around the oval office with added music from the Speed Racer video game
Update: I have a working controlable mock up of the idea. it could use some slight improvement but it is functional
I will also take this opportunity to point out how awesome the tie-in video game for that movie is.
I've actually coded an automatic transmission.
I borrowed some code from a manual transmission and modified it to shift at certain rpms.
It's rough, but it works.
The manual transmission also had editable gear ratios in the variables so that was kinda cool
I havent uploaded it yet, but I'd be willing to if you'd like to take a look.
<< Caution, a large aircraft is approaching... >>
Better than mine
damn in my carelessness I almost spoiled the entire episode
Hella cool build, I havent seen the Mammoth Car in any media in a long time.
YO ITS GRIDMAP_V2
hell yeah
@Dragoranos the -09 is very fast, but turns like a brick, while the -03 is a full blown 5th generation fighter (which has been buffed since release on the site)
I dunno theres only one way to find out
I think you'd have to just ask for specific names in a function, like the following
SelectedWeaponName=(name 1)?1:SelectedWeaponName=(name 2)?2:... (etc.)
If theres a way around this I'd love to hear it but its the only way I know.
99% of my creations are original so I just go with whatever feels right
Mostly Ace Combat, Metal Gear Rising, or Mega Man X-X4 soundtrack
but more often than not it depends on the build
@MobileGamer21 oh wow I havent seen this post in more than a year
But I used to play the Streamliner with maxed out projectiles.
@Dragoranos thank you! much appreciated!
Try looking at the Ace Combat game series for inspiration. There's especially some weird ones from AC3 that could get the creative juices pumping
The below information is the method I use but there is ONE THING
Make sure mass of the missile part itself is not zero, as that would make it have some very strange behavior.
@Red920 It should work, as I successfully transplanted it onto a pickup truck I made.
@Red920 Yeah you have to copy over the variables as well, manually, unfortunately, because the code is reliant on those, and when you create a new vehicle, the variables dont carry over so you'd have to copy and paste them.
Correction:
ceil(smooth(clamp01(FireGuns),(1/delay in sec))
Should work much better.
Tested and approved.
Fair warning, the delay increases the longer you hold down the fire button (for some reason, it shouldnt do that) but if youre only firing in short bursts (like youre supposed to) it shouldnt be a problem.
Hope this helps!
I have an idea for a code with a close delay.
It would go something like this:
clamp01(ceil(smooth(FireGuns,1/second delay as a number)))
I'll have to test it real quick so I'll get back to you.
LESGO
@TheFlightGuySP many thanks
@TheFlightGuySP Turns out that worked
rip
added an explanation as to what (I have found) OverrideHide is for transparency as a suggestion.
I'm working on writing a description for the AF-13, so expect that soon.
(I know I say stuff like that way too often so I understand if you're skeptical)
oh wow shoved to the very bottom of the forums
yeah as far as I know the only input method is usign the Overload editor, but otherwise actually formulating and executing the code is the exact same as on PC
Ive been driving this around for an hour now
hmm yes today I will rotate this fuselage and clip it into another
@Cerdd
lmao
Yeah its Funky Trees but its very simple.
Sick camo
Theres only room for one Phoenix Industries in this town
I file Copyright infringement
USA NUMBER ONE
theres so much stuff, but take it gradually, and push yourself each time. it helps.
<<I T'S T I M E>>
@TrueNoMan probably because I have noticed the missiles have proximity detonation
So turns out it did in fact work, and spent all day coding an automatic gear changer, which works well. I could post the test vehicle if youd like so you could copy the xml variables yourself if youd like
@Red920 Oh I think I figured out how we can make it work.
So the controller uses variables, and they don't carry over between vehicles, so you'd probably need to copy over all the variables into the new build.
I'll see if that works tomorrow and inform you of the results
@Ded the thing about the E and MTD are that they have very good options for either role, with the E having 6AAMs, which are one of my favorite A2As, and having the TLS, which Ive never used.
The S/MTD has the HPAA and HVAA options for air to air as well as the FAEB, so its pretty good at everything.
I mean you could always PLSL with the C. That's always fun.
(but yes I have all DLCs)
This is nice
well I mean one of the staples of the F-14 is it's sweepable wings.
I've got a couple basic functions that should get the job done.
for the gear part assembly I use
smooth(LandingGear,.5)<.33?0:1
for the gear doors I use
smooth(LandingGear,.5)<.66?1:0
you said it flies, but I cant for the life of me control it
@TheEpicTrains3rdAccount yeah thats an issue but I dont know how id fix it
⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀Griffin 1
<<Hehe Lois look, Im in Ace Combat. hehehehehehe>>
@SpartanSR91 makes sense
Ive been wanting to have large scale air battles for a long time now.