@MisterT What about placing the main cockpit on a rotators so it will auto-aim on you, making the AI to shoot wing guns?
We can use variable outputs of flight computers for turret aiming codes. I think it will not turn the variables used in a bombing run into a mess because flight computer provides the most variables the main cockpit does (exceptions are AltitudeAgl, AngleOfAttack, AngleOfSlip, maybe a couple more... ).
Distance and turret limits can also be used as an activation groups for wing guns so the bomber will not fire all its guns at once.
I did not tested the cockpit trick, but it might work.
Anyways its already cool. I guess i wrote it all simple enough and understandable... but i can only guess.
Hmm...
1) For better traction i use sphere and hemisphere parts, they have friction and bounciness parameters to play with. Its a good idea to put them in the lower part of mech feet.
2) Well, the easiest way is adding an offset to the walking cycle and/or gyro aligning the whole mech to the terrain and tethering the offset value to, lets say, Trim for manual control.
It possibly will look pretty rough at times, but it will work with some tuning.
The hard way, atleast the one that comes to mah lifetime buddy, a.k.a. brain, is making mech to detect rough terrain autonomously, using variable output of rotators (which would be placed on feet itself or ,perhaps, close enough to it) with specifically resized wheels on them. Its hard to tell, so i'll leave this link here Well its a bit outdated actually, but you can notice the white thin stripes in front of each feet (to access rotators open connections of the red-and-black-fuselage panel on the feet(not toes) ) which are the wheels... feel free to study.
There is also a way when we to put a suspension part somewhere in the legs, but tuning it while giving the mech ability to just walk and run would be a painful process.
3) Its all about the codes...
4) Gyroscopes will do, probably there are other ways but i didnt tested much enough to recommend something.
5) I build things in 2,2,2 scale then downscale it with fine tuner, and only after that i make the codes, tune the gyros and make adjustments to the structure if they needed.
6) Roll? possible, like in 2nd question, the main difficulty is making mech align itself on pitch and roll axis at the same time, be it hull rotation or leg bending...
Phew, well i think something of it may help you, experiment.
@MAHADI Hahaha
I was with Gaijin all the time (since 2011, War Thunder aircrafts got me in; actually since 2009 because there was a single-player variant of War Thunder called Birds of Steel).
*vine boom.mp3*
You cant fight Gantulyst if your PC does not approves your actions.
*vine boom-bass-boosted.mp3* The Only Thing I Fear Is Rap-Tap-Tap (in Warframe)
*vine boom intensifies.mp3*
Those Venus and Earth *bosses* pack a punch, yeah, they can make you and your PC suffer for real.
*holdup*
2012 i ve got ze Birds of Steel and in 2013 i jumped into War Thunder. In 2011 I got Apache: Air Assault, a single-player helicopter sim from Gaijin
@MAHADI Yeah, for the absolute most of the time its way too chaotic, still those massive battles are pretty fun sometimes and my PC dont like running something better if we talk about graphics (the card is NVIDIA GeForce GTX 550 Ti; its kinda old (2011) but trusty)
Upd: did anyone played AC?
I mean the AC which is not AC but the one which is AC (haha, MotherWill goes Brrrrrrrt; okay, the Armored Core franchise it is, im slightly bad at riddles.)
Seeing percentage go up cures depression with 100% efficiency and 0% side effects.
Congrats on 20k downloads and happy holidays. Nice Revenant skin btw. hehe.
@KingOfTypos nope.
You can still use the same technique as you did, but front fuselage can have different fill (not only 0.5).
So, it goes for all the fuselage pieces you make wings from, not just wingtips
@CarMakerFry20 Just put your rim on a rotator. Set it's range to 180, speed 10000% (or even more) and insert sum(RPM1/60) as an input. RPM1 is an a variable output you can set from the wheel part (don't forget each wheel should have different output names)
@MAHADI Em, Octavia destroys probably anything and is almost invincible (cuz invisible).
Ember, if modded right, grills grineer.
Nidus is funny and stronk.
Loki... we dont talk about Loki.
Gara, Necros, Valkyr, Mirage, Nyx, Nezha, Equinox are cool.
Oh. And Vauban still exists...
clamp01(Throttle+ clamp01(Activate1)*0.025)
This may help.
You can additionally change the 0.025 value to whatever you see fit if this one is too low/big.
And yes, It goes into Throttle input section of propeller.
A knight in shining armor!
Looks awesome and inspiring.
Performs nicely.
Absolutely worth the wait.
Ian was talking about labels, its about that you can put FT codes into color and alpha making symbols change their colors and/or transparency (which, with help of emission parameter on label part, can make symbols pulsate and glow accordingly to the code used)
Well, i guess so.
...
Edit: Ah, yes he gave an example, it comes on 0:10, the all monitors offline piece changes its alpha with time
Many thanks to those who upvote, leaves spotlight and/or comment and those who just downloads this craft of mine or passes by.
Oi, i got over pow(10,3) points. Wow. Its pow(10,4) dummy! Umm, three eighties, is nice
O ye, 1000 downloads, cool.
1555
1616...
abs(insert code here) - converts values to a positive ones.
Or, perhaps **Value** less than 0 ? **Alternate equation in that duration** : normal **Value** code
Hmm, you can place tail wheel on another, second rotator and set it's input to -rate(Angle).
Where : Angle - a variable output name that you can set on the first rotator (yes, the output is called current angle).
That will lock the wheel in it's current position, also use activation group for that.
If you need wheel to be locked in neutral position then use -(Angle).
Don't forget to set equal range on the rotators, and probably speed parameter on the second one should be high enough.
That's all i guess.
Try placing flight computers in the desired structural elements.
Use distance between cockpit and every flight computer as an activator, when any change to that value will give you an output.
Here is the formula to find distance: sqrt(pow(Lat2-Lat1,2)+pow(Lon2-Lon1,2)+pow(Alt2-Alt1,2)) Where:
Lat1, Lon1, Alt1 - coordinates of cockpit And
Lat2, Lon2, Alt2 - coordinates of flight computer
Just put the that formula in the variables, don't forget setting variables output on flight computer pieces.
It will work only with structural elements but i guess there is something to do with engine RPM and throttle for engine damage detection.
As far as nobody seem to help yet, i'll try to bring what i do know.
While making a 4-legged walker the code in legs joints needs to be made of trigonometric formulas with, for example sin(Time * Cycle Speed)* Your Input on front pair and cos(Time * Cycle Speed)* Your Input on rear.
Or
Codes may be equal for the opposite (in X way; LeftFront=RightRear and RightFront=LeftRear) legs.
While making a 6-legged walker we can:
1) Throw one the same code into 1 and 2 pairs and other on the 3rd one (1= sin(), 2=sin(), 3=cos() or the opposite 1=sin(), 2=cos(), 3=cos() );
2) Use same code on 1 and 3 pairs leaving 2nd with different code;
3) Make all pairs use one trig. function, may be messy and time-consuming, as we need to code every joint on legs to move in specific periods of function (lets say we making leg moving horizontally when sin() more than 0 and sin() less than 0.5 and then vertically on sin() more than 0.5 and sin() less than 1 )
Also: Combined pairs of legs can be smaller in size and, if so, Cycle Speed in codes should be 1.25-2 times higher than on the pair that left alone
While making a 5-or-3-legged walker: it's simmilar to how we build ones with 6 legs or 4 legs, just a single leg should have a greater Cycle Speed in the code than the rest, in most cases.
8 legs or more, same principal to 4- and 6-legged walkers.
Personally i use sin(smooth(sum(ceil(Your Input)),clamp01(Your Input>0) ) * Cycle Speed ) * Restriction as a chassis for the codes, it allows to make a lot less twitchy movement thanks to sum and Restriction (especially with smooth()) pieces.
This game is not about mechanical builds, robots and walking machines so it is not so simple to make ones.
Anyway i suggest to search for examples. Thats all for now. Have a good day.
This
+1And
This
Probably they would be helpful enough.
@MisterT Well, sadge
+1@MisterT What about placing the main cockpit on a rotators so it will auto-aim on you, making the AI to shoot wing guns?
+1We can use variable outputs of flight computers for turret aiming codes. I think it will not turn the variables used in a bombing run into a mess because flight computer provides the most variables the main cockpit does (exceptions are AltitudeAgl, AngleOfAttack, AngleOfSlip, maybe a couple more... ).
Distance and turret limits can also be used as an activation groups for wing guns so the bomber will not fire all its guns at once.
I did not tested the cockpit trick, but it might work.
Anyways its already cool.
I guess i wrote it all simple enough and understandable... but i can only guess.
Nord
Hmm...
1) For better traction i use sphere and hemisphere parts, they have friction and bounciness parameters to play with. Its a good idea to put them in the lower part of mech feet.
2) Well, the easiest way is adding an offset to the walking cycle and/or gyro aligning the whole mech to the terrain and tethering the offset value to, lets say, Trim for manual control.
It possibly will look pretty rough at times, but it will work with some tuning.
The hard way, atleast the one that comes to mah lifetime buddy, a.k.a. brain, is making mech to detect rough terrain autonomously, using variable output of rotators (which would be placed on feet itself or ,perhaps, close enough to it) with specifically resized wheels on them. Its hard to tell, so i'll leave this link here
Well its a bit outdated actually, but you can notice the white thin stripes in front of each feet (to access rotators open connections of the red-and-black-fuselage panel on the feet(not toes) ) which are the wheels... feel free to study.
There is also a way when we to put a suspension part somewhere in the legs, but tuning it while giving the mech ability to just walk and run would be a painful process.
+13) Its all about the codes...
4) Gyroscopes will do, probably there are other ways but i didnt tested much enough to recommend something.
5) I build things in 2,2,2 scale then downscale it with fine tuner, and only after that i make the codes, tune the gyros and make adjustments to the structure if they needed.
6) Roll? possible, like in 2nd question, the main difficulty is making mech align itself on pitch and roll axis at the same time, be it hull rotation or leg bending...
Phew, well i think something of it may help you, experiment.
@MAHADI Hahaha
+1I was with Gaijin all the time (since 2011, War Thunder aircrafts got me in; actually since 2009 because there was a single-player variant of War Thunder called Birds of Steel).
*vine boom.mp3*
You cant fight Gantulyst if your PC does not approves your actions.
*vine boom-bass-boosted.mp3*
The Only Thing I Fear Is Rap-Tap-Tap (in Warframe)
*vine boom intensifies.mp3*
Those Venus and Earth *bosses* pack a punch, yeah, they can make you and your PC suffer for real.
*holdup*
2012 i ve got ze Birds of Steel and in 2013 i jumped into War Thunder. In 2011 I got Apache: Air Assault, a single-player helicopter sim from Gaijin
@Sadboye12 To be honest, I played Warframeme only solo, all the time...
+1Host migration thing gave me pain way too often.
@Sadboye12 Digital Extremes just want you to grind the meat as exteremely as digitally possible.
+1Gawd darn, how i ended with that in my head, lol
@MAHADI Yeah, for the absolute most of the time its way too chaotic, still those massive battles are pretty fun sometimes and my PC dont like running something better if we talk about graphics (the card is NVIDIA GeForce GTX 550 Ti; its kinda old (2011) but trusty)
+2Upd: did anyone played AC?
I mean the AC which is not AC but the one which is AC (haha, MotherWill goes Brrrrrrrt; okay, the Armored Core franchise it is, im slightly bad at riddles.)
Happy Great Horned Rat Day-Day!
Ow...
I mean Happ New Yeeeeeeeeeeeeeeeeeeeeeeeeehaw
@MAHADI Wort Wort Wort
+1(Doubt.)
Edit: psst. Planetside 2.
It's front reminds me of Elites from Halo universe.
+3Eh, good times.
Oh and climbing ability is really nice addition.
@TRD AG1 disables Speed limiter in flight mode
+3Seeing percentage go up cures depression with 100% efficiency and 0% side effects.
+1Congrats on 20k downloads and happy holidays.
Nice Revenant skin btw.
hehe.
@ThomasRoderick Wish the same for you bro.
+2@KingOfTypos nope.
+2You can still use the same technique as you did, but front fuselage can have different fill (not only 0.5).
So, it goes for all the fuselage pieces you make wings from, not just wingtips
Magic numbers for fuselage with circular corners are:
0.017
0.067
0.1464
0.25
0.3705
0.5
and they just mirrors further (make 1 - number calculation)
Use them in top, left, right, bottom fill.
Experiment.
+2@CarMakerFry20 Just put your rim on a rotator. Set it's range to 180, speed 10000% (or even more) and insert
sum(RPM1/60)
as an input.RPM1
is an a variable output you can set from the wheel part (don't forget each wheel should have different output names)Simple example
+1clamp01(Activate1!=1)
Best used as a multiplier, placed after your code.
Yes.
Add the line in the
ResizableWheel
section of the wheel part using Overload.Write
hideRims
in left column andtrue
in right one.The End.
@TRD
This
*Left 4 Dead 2 horde noises*
@MAHADI Meanwhile.
+1In our universe.
Volt: exists
Volt passive ability: exists
Radiation status: letmeintroducemyself
@MAHADI Em, Octavia destroys probably anything and is almost invincible (cuz invisible).
+2Ember, if modded right, grills grineer.
Nidus is funny and stronk.
Loki... we dont talk about Loki.
Gara, Necros, Valkyr, Mirage, Nyx, Nezha, Equinox are cool.
Oh. And Vauban still exists...
@MAHADI Get real! Amagus is real!
Revenant be like: Vroom-vroom.
And Limbo, eh, he just still here, well, somewhere...
Now imagine what do people think bout' this offtopic conversation and memery.
+2Like: do you ever wonder whats going up inside their head
@MAHADI Hmm, Grendel?
+1@DrRichtofen360 Fixed.
+2Shame that only you decided to inform about the issue...
Pathetic! -
TF2 Heavy
+2clamp01(Throttle+ clamp01(Activate1)*0.025)
This may help.
You can additionally change the
0.025
value to whatever you see fit if this one is too low/big.And yes, It goes into Throttle input section of propeller.
A knight in shining armor!
Looks awesome and inspiring.
Performs nicely.
Absolutely worth the wait.
Ian was talking about labels, its about that you can put FT codes into color and alpha making symbols change their colors and/or transparency (which, with help of emission parameter on label part, can make symbols pulsate and glow accordingly to the code used)
+3Well, i guess so.
...
Edit: Ah, yes he gave an example, it comes on 0:10, the all monitors offline piece changes its alpha with time
Many thanks to those who upvote, leaves spotlight and/or comment and those who just downloads this craft of mine or passes by.
Oi, i got over
pow(10,3)
points. Wow.Its pow(10,4) dummy!
Umm, three eighties, is nice
O ye, 1000 downloads, cool.
1555
1616...
RATTLE ME BONES!!!
+2@BogdanX they just procrastinate.
Ok, ok, i don't remember why i made them that way.
edit: POV: somebody vented...
@XAircraftManufacturer @Bryan5
+1You asked for a tag on teasers
+1(abs(TargetElevation-PitchAngle) + abs(TargetHeading-Heading) ) less than 10
Try this, insert it in activation group of cannon part.
abs(insert code here)
- converts values to a positive ones.Or, perhaps
**Value** less than 0 ? **Alternate equation in that duration** : normal **Value** code
Uranus.
+5i guess that is stoopid enough
*Breathes in*
+2Is nice
@Sergio666 apologies for disturbance but i'm also interested in mechanical builds and probably may help too.
+1Approx. circular fuselage "angles" (or vertices, or how it is called) position, in fill units:
0.017
0.067
0.1464
0.25
0.3705
0.5
@jamesPLANESii
Doo-Doot!
*Translate as:*
Lol.
Ok.
Hmm, you can place tail wheel on another, second rotator and set it's input to
-rate(Angle)
.Where :
Angle
- a variable output name that you can set on the first rotator (yes, the output is called current angle).That will lock the wheel in it's current position, also use activation group for that.
If you need wheel to be locked in neutral position then use
-(Angle)
.Don't forget to set equal range on the rotators, and probably speed parameter on the second one should be high enough.
+1That's all i guess.
Maybe this will help
+2Oh i love the smell of Math in the morning.
+1And welcome back i guess
@asteroidbook345 We All have Hulk, Crush moments, i guess.
Wait, was it Nokia?
Was it a Nerf Gun?
+2Or a Kitchen Gun?
Or some Gigachad just punched it with a single finger?
Or it was a pen?
Mystery no doubt it is...
@IceCraftGaming Always has been...
+4Try placing flight computers in the desired structural elements.
Use distance between cockpit and every flight computer as an activator, when any change to that value will give you an output.
Here is the formula to find distance:
sqrt(pow(Lat2-Lat1,2)+pow(Lon2-Lon1,2)+pow(Alt2-Alt1,2))
Where:
Lat1, Lon1, Alt1 - coordinates of cockpit
And
Lat2, Lon2, Alt2 - coordinates of flight computer
Just put the that formula in the variables, don't forget setting variables output on flight computer pieces.
+4It will work only with structural elements but i guess there is something to do with engine RPM and throttle for engine damage detection.
Hmm, somebody enjoys messing around that topic, somebody complaints...
*inhales*
You can't shoot a hole into the surface of Mars.
The End
lol perhaps
As far as nobody seem to help yet, i'll try to bring what i do know.
While making a 4-legged walker the code in legs joints needs to be made of trigonometric formulas with, for example
sin(Time * Cycle Speed)* Your Input
on front pair andcos(Time * Cycle Speed)* Your Input
on rear.Or
Codes may be equal for the opposite (in X way; LeftFront=RightRear and RightFront=LeftRear) legs.
While making a 6-legged walker we can:
1) Throw one the same code into 1 and 2 pairs and other on the 3rd one (1=
sin()
, 2=sin()
, 3=cos()
or the opposite 1=sin()
, 2=cos()
, 3=cos()
);2) Use same code on 1 and 3 pairs leaving 2nd with different code;
3) Make all pairs use one trig. function, may be messy and time-consuming, as we need to code every joint on legs to move in specific periods of function (lets say we making leg moving horizontally when
sin() more than 0 and sin() less than 0.5
and then vertically onsin() more than 0.5 and sin() less than 1
)Also:
Combined pairs of legs can be smaller in size and, if so,
Cycle Speed
in codes should be 1.25-2 times higher than on the pair that left aloneWhile making a 5-or-3-legged walker: it's simmilar to how we build ones with 6 legs or 4 legs, just a single leg should have a greater
Cycle Speed
in the code than the rest, in most cases.8 legs or more, same principal to 4- and 6-legged walkers.
Personally i use
sin(smooth(sum(ceil(Your Input)),clamp01(Your Input>0) ) * Cycle Speed ) * Restriction
as a chassis for the codes, it allows to make a lot less twitchy movement thanks tosum
andRestriction
(especially withsmooth()
) pieces.This game is not about mechanical builds, robots and walking machines so it is not so simple to make ones.
+2Anyway i suggest to search for examples.
Thats all for now. Have a good day.