Try changing positionSpring and slerpSpring to a greater numbers
maybe do the same with slerpMaximumForce and positionMaximumForce In a ControlBase tab
can't consider myself as a pro-mecha-oriented-builder, but i experimented much with the mechanical "things". Through years i've made some things and now i'm just remaking them according to my new skills...
Will upload such stuff as soon as it's completed.
So, technically the 4th place, pretty high for the first steps in building of that few parts. Sickness is Temporary. Russian Bias are Eternal. I mean that notification was a good birthday gift, lol.
Just out of boredom decided to run debug expressions...
Found:
1) V_Long value is simillar to TAS/GS and Speed local variable of cokpits and F.C. (flight computer part)
2) V_Lat value is simillar to AngleOfSlip
3) V_Vert value is simillar to AngleOfAttack
Conclusion:
Probably, it is possible to get AoA and AoS for a local cockpit or F.C.
Such problem seem to occur when the gyroscope is connected directly to rotator. Try adding a fuselage piece on the same coordinates as the gyroscope + don't set its (fuselage) mass to 0.
Good day/night.
Question: HUD on an UAV build will count as a cockpit in terms of rating? If not i'll leave it amphibious (submersible, as originally planned) with all the parts that's needed for such feature. Yes, it is at 96 parts. Literally my first build out of that few pieces in years.
Thanks in advance, PeRhApS.
@Kerbango assign to a button? to activate/deactivate whenever the button is pressed?
Well yes.
just add an clamp01(x)
Where x is inputid of button part
@ThomasRoderick Em, smooth on its own only gives a delay before the cannon could shoot.
The code i used gives a delay between shots.
So after the first shot,all cannons deactivate for a brief period of time, and that amount of time gets lower the longer you fire.
By wind-up i meant a gradually rising ROF, yep.
Oh and there was no variables at that time.
Anyways, it's kinda really old thing.
"Make us One, Isaac."
*ahem* It Is A Good Day To Have Sandwich.
Also, nice discovery.
Oh, wait... (1 - smooth(clamp01(-rate(ammo(Canon))), clamp01(-rate(ammo(Canon)))*pow(10, 4) + (0.5 +clamp(21.5 -(21.5*smooth(clamp01(-FireWeapons),0.09 + floor(smooth(clamp01(1-FireWeapons),0.25)))),0,21.5)) )) = 1
Found this around 2 years old code in one of the saved concepts.
It simulates a wind up for cannon pieces when used in activation group, so you set 0.01 firing delay and insert code into a multiple cannons with same name.
Cannons were on a rotator piece so i guess i made something like GAU-8 and haven't used it, yet.
Plus, recently experimented with hover vehicles and made an subassembly which kinda acts as a "artificial"AltitudeAgl sensor based on this, it holds it's position according to the main cockpit or specific Flight Computer. To simplify: 1 subassembly allowed to make all-terrain hover vehicle with relatively low trueAltitudeAgl and decent speed.
By all-terrain i mean it covers whole Maywar with ease, wanna test it on other islands.
Bah, what if it would be useful for bigger, multi-legged walkers.
p.s. *KeanuIntensifies*, well, lol
FFFFFF - is a code for a white color
And yes, color can be changed from exhaustStartColorOverridePrimary property in EngineThrustPort tab.
Just type FFFFFFFF there Yes, use the Overload for that
That's a good idea and there is a plenty of people that knows about the series/ built something from it.
So, why not? the main thing is to bring their attention to the challenge itself somehow... don't forget rules, a bit of description to clarify how many parts is allowed, can mods like tracks 2 be used, how many submissions from one person can be accepted, the deadline of challenge, can there be only replicas, and so on.
Opening fuselage settings tab returns the values to default min/max if they were modified via xml (overload)
For example, you can have fuselage with 15 length, accesing it with the tab returns it to 10 length.
It's not a bug. it's just an [undo]
@ThomasRoderick
i did not noticed that this mech looks like Wh40k titan, am i?
i mean, with the help of search, i found out what Mantha meant. And yep, while im into 40k universe prety much (why am i use necrons as a profile pic after all...). I did not realized that it's shaped just like a titan, a warlord titan to be precise. Lol, i'm ancient.
I did one and you can have it. Here if your device cant download a 7 hundred parts build, please notify me so i could upload and tag you on an unlisted. Note: due to how labels work, rescaling is possible only with Overload.
@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.
nuh uh x2
+1@RavenOverlord lol.
+1oke.
Try changing
+1positionSpring
andslerpSpring
to a greater numbersmaybe do the same with
slerpMaximumForce
andpositionMaximumForce
In a ControlBase tab
Whenever i see a combination of States and Federation in one sentence
+1This pops out in my mind
Ye olde Federal States of Murica, eh, memories
I want my pizza boneless!
+1*thousand yard stare*
+1Hmm...
+1*Sees tentacles*
jungles flashbacks
can't consider myself as a pro-mecha-oriented-builder, but i experimented much with the mechanical "things". Through years i've made some things and now i'm just remaking them according to my new skills...
+1Will upload such stuff as soon as it's completed.
Perfectly Based,
As all things should be...
+1Simply ballin
+1@LunarEclipseSP Eet ees waht eet ees...
+1Atleast such things may make my builds less boring...
Keep Kalm.
+1Do Hacc.
@Monarchii Protein-Blasted!
+1*internal wheeze*
@Mousewithamachinegun123 @TTL Papa went for the milk...
+1He'll be back, any moment, aaany moment.
AT-GSTYNTWA
+1All Terrain - Guy She Told You Not To Worry About.
@Monarchii
+1*Slowly slips through space and time*
*Smacks lips*
*Asks calmly*
Pootis?
Garrisonprism when?!
+1It's a Plane?
It's a Cup?
It's a BEFFFGEEEEEEEEE 9000!!!
+1*Ahem*
I am the storm that is approa...
Oh, wait, wrong game...
+1So, technically the 4th place, pretty high for the first steps in building of that few parts.
+1Sickness is Temporary. Russian Bias are Eternal.
I mean that notification was a good birthday gift, lol.
Just out of boredom decided to run debug expressions...
+1Found:
1) V_Long value is simillar to
TAS
/GS
andSpeed
local variable of cokpits and F.C. (flight computer part)2) V_Lat value is simillar to
AngleOfSlip
3) V_Vert value is simillar to
AngleOfAttack
Conclusion:
Probably, it is possible to get AoA and AoS for a local cockpit or F.C.
Such problem seem to occur when the gyroscope is connected directly to rotator.
+1Try adding a fuselage piece on the same coordinates as the gyroscope + don't set its (fuselage) mass to 0.
@LordGardevoirX Hm...
+1Nope.
But i guess that's not bad if it looks somewhat simillar to Star Trek things.
Good day/night.
+1Question: HUD on an UAV build will count as a cockpit in terms of rating?
If not i'll leave it amphibious (submersible, as originally planned) with all the parts that's needed for such feature. Yes, it is at 96 parts. Literally my first build out of that few pieces in years.
Thanks in advance, PeRhApS.
I dunno what to write here, well...
+1Hoi!
The one that is still in plans...
+1Well, fine, a draken semi-replica
@Kerbango assign to a button? to activate/deactivate whenever the button is pressed?
+1Well yes.
just add an
clamp01(x)
Where
x
is inputid of button part@The26thMeowng When life gives you a metal pipe...
+1@ThomasRoderick Em,
+1smooth
on its own only gives a delay before the cannon could shoot.The code i used gives a delay between shots.
So after the first shot,all cannons deactivate for a brief period of time, and that amount of time gets lower the longer you fire.
By wind-up i meant a gradually rising ROF, yep.
Oh and there was no variables at that time.
Anyways, it's kinda really old thing.
"Make us One, Isaac."
+1*ahem*
It Is A Good Day To Have Sandwich.
Also, nice discovery.
Oh, wait...
(1 - smooth(clamp01(-rate(ammo(Canon))), clamp01(-rate(ammo(Canon)))*pow(10, 4)
+ (0.5 +clamp(21.5 -(21.5*smooth(clamp01(-FireWeapons),0.09
+ floor(smooth(clamp01(1-FireWeapons),0.25)))),0,21.5)) )) = 1
Found this around 2 years old code in one of the saved concepts.
It simulates a wind up for cannon pieces when used in activation group, so you set 0.01 firing delay and insert code into a multiple cannons with same name.
Cannons were on a rotator piece so i guess i made something like GAU-8 and haven't used it, yet.
Plus, recently experimented with hover vehicles and made an subassembly which kinda acts as a "artificial"
AltitudeAgl
sensor based on this, it holds it's position according to the main cockpit or specific Flight Computer.To simplify: 1 subassembly allowed to make all-terrain hover vehicle with relatively low true
AltitudeAgl
and decent speed.By all-terrain i mean it covers whole Maywar with ease, wanna test it on other islands.
Bah, what if it would be useful for bigger, multi-legged walkers.
p.s. *KeanuIntensifies*, well, lol
@MAHADI
+1Always Has Been...
*pistol goes click-click*
yea, sort of.
@ZeroHours
+1"Фрейм Возврата пустил корни."
@ThomasRoderick Ow,
+1Thanks for upvoting my
Definitely not a Nurgle approved Dorito chip.
@IceCraftGaming @Dracul0Anderson
+1And you too too
*lol*
+1FFFFFF
- is a code for a white colorAnd yes, color can be changed from
exhaustStartColorOverridePrimary
property inEngineThrustPort
tab.Just type
FFFFFFFF
thereYes, use the Overload for that
That's a good idea and there is a plenty of people that knows about the series/ built something from it.
+1So, why not?
the main thing is to bring their attention to the challenge itself somehow... don't forget rules, a bit of description to clarify how many parts is allowed, can mods like tracks 2 be used, how many submissions from one person can be accepted, the deadline of challenge, can there be only replicas, and so on.
Opening fuselage settings tab returns the values to default min/max if they were modified via xml (overload)
+1For example, you can have fuselage with 15 length, accesing it with the tab returns it to 10 length.
It's not a bug.
it's just an [undo]
@Sergio666 Ow, thanks for spotlight as well.
+1@BeastHunter @InsertNameHere01
+1Thank you
@ThomasRoderick
i did not noticed that this mech looks like Wh40k titan, am i?
i mean, with the help of search, i found out what Mantha meant. And yep, while im into 40k universe prety much (why am i use necrons as a profile pic after all...). I did not realized that it's shaped just like a titan, a warlord titan to be precise.
Lol, i'm ancient.
Oh and thanks for the vote.
+1@spefyjerbf @PlanariaLab
+1Many thanks for upvotes.
And inspiration i guess.
@mahardika @FOXG @BuiltBionixInd10
+1Thanks for spotlighting this piece of... engineering.
And upvotes too.
*Inhales*
+1Found-a-cheese...
Well, yes.
+1Eh, the battlefront before the battlefront.
I did one and you can have it.
+1Here
if your device cant download a 7 hundred parts build, please notify me so i could upload and tag you on an unlisted. Note: due to how labels work, rescaling is possible only with Overload.
*Lacrimosa intensifies*
+1This
+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.
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.