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.
As far as you don't have PC, i can recommend checking this forum for the exact formula.
Or if you're actually have it (Le Personal Computation device, oh gosh) you can check this out.
The post has a link to a hand-made prog for auto-aim+prox. fuse, useful but a bit outdated (can confirm that it works well).
That's it.
Have a good day.
Open build xml.
Get all the way down.
Copy-paste Material color lines, excluding (or deleting) those with hidden=true
Save changes.
*Interstellar intensifies*
...
Profit.
... Wake up.
Mario and Luigi enter the bar.
Luigi calmly asks Mario:
Do you know a magic number?
Mario says: O what?
Luigi: 9. 1.FO *BEEP* .1.
Meanwhile, every Ford Crown Victoria in the world: *Becomes an ICBM*
*Laugh.mp3*
@Lake The Designer sends a message: "Go Fart Yourself!!!"
a.k.a. i can't check most of their builds somehow.
Still, i found one that works fine and... rotators on it have 10k damperMultiplier while total mass of the build is over 500k kg.
You can tag only up to three persons with a single comment, others will not get anything.
*Inhales* Я Крокодил, крокожу и буду крокодить. Ahem, just a momentary madness...
@iwannabeelected
You already have it. Pitch*clamp01(Activate7) works fine, it just needs to be placed in variable setters (the button with "(x)" ).
Open it
Click add Variable
Put the function in Expression section and give it a name in a Variable Name.
Copy that name into part input.
Profit.
ehm...well, thats complicated
So learn how it is done here.
There is a link to a pretty useful spreadsheet. Anyways, My People Needs Me cant help more at the moment bye-bye
Upd:
insert damperMultiplier parameter with like 10-20k value via Overload (in jointRotator tab of that part). Bruv, ze problem is in the mass of the craft, not in ze code
Firstly, the conversion of many parts which form, let's say, a fuselage, wing or any other structural piece into a single sculpture is great for overall game performance, after the optimization procedure in blender of course. So after all the stuff done we can get a build that originally built from over 1000 parts go down in terms of part count to like 100-400 pieces, which, probably would run smoothly (or just smoother) on Mobile platforms and VR. Perhaps debugging the build behaviour after conversion may be somewhat problematic or just time consuming but it is better that way, right?
Secondly, when i played KSP long time ago, i saw a mod that lets to convert a number of parts into one in-game, cant remember how it was called. Still, if something like that can be made for SimplePanes, that will flood your designer with hundreds of different converted pieces (which maybe can be integrated into craft file, who knows?) and would probably allow you to play with some big crafts being on mobile.
Probably this also would have a positive impact for those who tries to make movies in SP, even though there is a need for additional manipulations in side software (hello Blender ).
@Lake This is not an explanation of your problem. Direct copying of that code works fine, plus it has a targetselected already.
*mahbrainhadensmoothed* Doublecheck range of motion in code and rotator
Got same problem. Pretty please don't delete this forum post so i may check it later when/if the problem gets solved
Upd. switch to 2020 version helped
@ThomasRoderick Hmm, maybe i'm wrong but the Demolisher upon installation on Leman Russ gets its turret fixed or , like, just 5 degrees for horizontal aim same thing happens with vertical aim.
Anyway, that's not gonna explode itself like some orkishzappa. Perhaps not on the very first shot.
*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.
@mahardika Staple=paper clip if i remember it right.
+1Just changed characters position.
...
Voila
Stapel
Stapel A-2
+1@iwannabeelected Oi, my bad.
{(1 - floor( smooth(Conditions,1) )) ? "Message" : "" }
This will do.
{ceil( smooth(Conditions,1) ) ? "Message" :"" }
Should work.
@SheriffHackdogMCPE You can't be sentenced if there is no mental institution.
+1Perhaps...
As far as you don't have PC, i can recommend checking this forum for the exact formula.
Or if you're actually have it (Le Personal Computation device, oh gosh) you can check this out.
The post has a link to a hand-made prog for auto-aim+prox. fuse, useful but a bit outdated (can confirm that it works well).
That's it.
Have a good day.
Engineer?
+1Yeah, i'm engi-nearing my phokin limit!
- TF2 Engineer
Imagine.
+1Big Floppa pic as a reticle.
Just imagine.
Open build xml.
Get all the way down.
Copy-paste
Material color
lines, excluding (or deleting) those withhidden=true
Save changes.
*Interstellar intensifies*
...
Profit.
...
Wake up.
Haha, i'm not aswell...
The mighty C just choked on me, again...
So i can proceed studying C#, C++ and other things, lol.
Hm...
+1Dead men tell no tales, right?
Ou, a Titan from battlefield 2142, i guess.
Is nice.
Check here
All-Dimensional When?
+1Good day/night.
This build contains a link to a spreadsheet that asteroid is talking about.
Most up to date this one is, i guess.
upd:
oi
+3Clamp01(IDDQD)
Mario and Luigi enter the bar.
Luigi calmly asks Mario:
Do you know a magic number?
Mario says: O what?
Luigi: 9. 1. FO *BEEP* . 1.
Meanwhile, every Ford Crown Victoria in the world: *Becomes an ICBM*
*Laugh.mp3*
Me: there is no Screenshots.
They aren't real.
They can't hurt you
Therapist: *Doubt*
@LeaveUsAlone Nothing.
+1Its available only on PC and there is no other way.
Unfortunately, thats all.
Here
+1@Lake
The Designer sends a message:
"Go Fart Yourself!!!"
a.k.a. i can't check most of their builds somehow.
Still, i found one that works fine and... rotators on it have 10k
damperMultiplier
while total mass of the build is over 500k kg.You can tag only up to three persons with a single comment, others will not get anything.
+2*Inhales*
Я Крокодил, крокожу и буду крокодить.
Ahem, just a momentary madness...
School bus perhaps?
+1@iwannabeelected
You already have it.
Pitch*clamp01(Activate7)
works fine, it just needs to be placed invariable setters
(the button with "(x)" ).Open it
Click add Variable
Put the function in
Expression
section and give it a name in aVariable Name
.Copy that name into part input.
Profit.
@iwannabeelected Ow
I placed it as a variable in input.
And it works just fine.
Lol, placing functions as input dont work...
something like
+1*clamp01(AG)
somewhere in the input function may help.Perhaps, it's a handmade sonic boom?
+3Like VTOL or jet engine with FT's
Don't go durgs
+8ehm...well, thats complicated
So learn how it is done here.
There is a link to a pretty useful spreadsheet.
Anyways, My People Needs Me
cant help more at the moment
bye-bye
Upd:
insert
damperMultiplier
parameter with like 10-20k value via Overload (in jointRotator tab of that part).Bruv, ze problem is in the mass of the craft, not in ze code
Try
{Altitude}
.B I R D S A R E N O T R E A L
*funnitextinserted*
*or not*
*vine boom.mp3*
Firstly, the conversion of many parts which form, let's say, a fuselage, wing or any other structural piece into a single sculpture is great for overall game performance, after the optimization procedure in blender of course. So after all the stuff done we can get a build that originally built from over 1000 parts go down in terms of part count to like 100-400 pieces, which, probably would run smoothly (or just smoother) on Mobile platforms and VR. Perhaps debugging the build behaviour after conversion may be somewhat problematic or just time consuming but it is better that way, right?
Secondly, when i played KSP long time ago, i saw a mod that lets to convert a number of parts into one in-game, cant remember how it was called. Still, if something like that can be made for SimplePanes, that will flood your designer with hundreds of different converted pieces (which maybe can be integrated into craft file, who knows?) and would probably allow you to play with some big crafts being on mobile.
Probably this also would have a positive impact for those who tries to make movies in SP, even though there is a need for additional manipulations in side software (hello Blender ).
*Inhales*
+2Nah, I'm done
@Lake This is not an explanation of your problem.
Direct copying of that code works fine, plus it has a
targetselected
already.*mahbrainhadensmoothed*
Doublecheck range of motion in code and rotator
Got same problem.
+1Pretty please don't delete this forum post so i may check it later when/if the problem gets solved
Upd. switch to 2020 version helped
@Lake
bababooi
@MAHADI Always Has Been.
+1Thonks
@ThomasRoderick Hmm, maybe i'm wrong but the Demolisher upon installation on Leman Russ gets its turret fixed or , like, just 5 degrees for horizontal aim same thing happens with vertical aim.
+1Anyway, that's not gonna explode itself like some orkish zappa. Perhaps not on the very first shot.