@JesusChrist, @friedzod You actually can set a button (or a switch) to the LaunchCountermeasures input.
You need to put inputId to LaunchCountermeasures and interactionType to Toggle.
Now if you press the button once it will launch the countermeasures (at the rate defined by autoDispenseDelay) until you press it again.
@BRNavyPilot
Your answer came at the right moment,I made some tests about it this morning, and this is what I found:
If you put a shock ahead of your véhicule with a high of 0.1, characteristics at their lowest and partCollisionResponse on none, when the shock touches a solid object it will go through it, and output a negative value depending on how close from you the object is/how far the shock is in it.
Now the only part that's left to you is to find how to transform this output into a correct distance value using ft.
@BRNavyPilot I think you could put invisible pistons way ahead of your vehicle and use their output to detect contact. This does mean you won't be able to advance when close to a wall due to the piston hitting it.
Nice.
@LJh1 My comment was a reference to JUNO's original name, Simple Rockets 2
+1Let me guess... It's a Simple Rocket model II?
+1modify autoDispenseDelay on your flares.
+1You can set it to a button (inputId: LaunchCountermeasures and interactionType: Toggle), but I don't know how to set it to an GUI button.
@JesusChrist, @friedzod You actually can set a button (or a switch) to the LaunchCountermeasures input.
You need to put inputId to LaunchCountermeasures and interactionType to Toggle.
Now if you press the button once it will launch the countermeasures (at the rate defined by autoDispenseDelay) until you press it again.
@MintLynx
+1Could you please build a Le Triomphant class submarine ?
@MB777 He put 4 player-guided missiles. I personally am trying to make a version of it that carries guided missiles.
@BRNavyPilot
Your answer came at the right moment,I made some tests about it this morning, and this is what I found:
If you put a shock ahead of your véhicule with a high of 0.1, characteristics at their lowest and partCollisionResponse on none, when the shock touches a solid object it will go through it, and output a negative value depending on how close from you the object is/how far the shock is in it.
Now the only part that's left to you is to find how to transform this output into a correct distance value using ft.
+1Looks cool
Good aircraft 👍
@BRNavyPilot I think you could put invisible pistons way ahead of your vehicle and use their output to detect contact. This does mean you won't be able to advance when close to a wall due to the piston hitting it.
Are the [something plane] and the something plane considered différent?