wow, next time you make huge project like this, make sure to inform me before to get some decent FT support, instead of some outdated and imperfect pieces.
Wow, what can i say, it's not just impressive, but revolutionary!
With variables, text part and all those new stuffs, now we got a new game !
Thank you dev team !
Hey Gestour, is it possible for you to make a mod that makes incoming missiles lockable as targets? There are so many CIWS now but none of them can actually defend against missiles, it would be so cool if missiles can really be intercepted by players.
I almost forgot this ancient challange, happy to see it finally come out now, well done.
Sadly my PC is not powerful enough to keep smooth with all these planes in flight.
I saw you use a sum(GS) for the drive wheels and judge the sign using sign(Pitch) , maybe that's where you are less satisfied with. Try sign(cos(AngleOfSlip)) instead of sign(Pitch) , that gives you a more realistic move, and the floor() function for GS seems totally unnecessary but only decrease its accuracy.
@Valheru better set your cannon velocity 16000 than try doing reverse engineering, cuz the codes are way too long and messy, or wait until i work out a cannon version.
@asteroidbook345 free to take and use for anyone, but this is specially designed for air fights, if you're talking about water ships, it won't be the best choice
@krevedkopro First of all I'd like to thank you again for your document.
The general idea is calculating the angle between target vector and vehicle top vector (local (0,0,1) in global CS) using a dot product.
To get that top vector, I calculate the cross product of vehicle right vector(1,0,0) and vehicle front vector(0,1,0), with the sin(right,front) fixed to 1 it's an easy job.
Most important, this method avoid the issue of atan(0/0) that would occur according to your document.
@SnoWFLakE0s @krevedkopro Guys come check this out, I made it with horizontal rotator based on @krevedkopro calculations and vertical rotator with my own method, making the codes considerably shorter, and it works very well.
@ChrisPy that can't be true, PID has been used for many things such as hovering and fly-by-wire codes by other players, while I might be the first one to use it for auto-aiming
Funky tree has greatly increased the possibility of the game indeed, while its limits are also obvious.
A set of global custom variables would be great for shorting code lengths and achieving more capability:
8 double variables named from cv0 to cv7 (hence no need to define), set values in a single block, and can be used by all other parts (read only).
Also, I wish there were more math funtions such as 3d vector calculation (dot product, cross product), typing these calculations by whole is really painful.
@CaptFoxworth19 guns can be changed, but codes involving bullet velocity need to be modified accordingly. And oh, the right rotator is just for cosmetic symmetry, the right gun is actually directly sticked to the left one.
@SnoWFLakE0s wow that was a fast reply and it really warmed my heart. In fact I just came out with a solution, check it out:
https://www.simpleplanes.com/a/pz74eD/Autoaim-Turret-for-aircraft
Hi snowflakes, I'm currently working on a nose-mounted auto-aim turret for aircrafts.
Unlike the existing groud-baesd models that use YAW+PITCH logic, mine uses a ROLL+PITCH logic, which suits planes better without needing a cloud deck.
For instance I've finished the PITCH hinge, which rotates the angle between nose direction and target direction by calculating the dot product of two vectors, and that works perfect for me.
However I'm having problems for the ROLL hinge.
Without the ROLL hinge, the gun will rotate the right angle but not in the right direction(with tagert on my front left 30° and my plane level, the gun will rotate 30° upward).
For instance I haven't figured out a good formula for the ROLL hinge. I have a vague idea using a series of corss product calculations of vectors, but that's niether clear enough in my mind nor seeming feasible with the poor FT(would take a hundred lines).
@MTBCrafter Feel free to take any parts you want and good luck building. Gear blocking often happens, you need to precisely adjust the gap between gears to make them work.
beta feedback:
Game seems to run faster than older version, even with the new post-effect on.
Two minor bugs:
1.New heli rotor tend to make a vibration at mid-low rpm, more obvious if unpowered (autogyro).
2.Wind has no effect on new heli rotor, even 200mph wind cannot make it rotate (while an airspeed of 17mph can make it rotate very fast).
the new helicopter parts are detailed and fun to play with, but not perfect.
A highly completed part will make some jobs easier than before, but it also greatly limits the possibilities, that's kind of a paradox for a sandbox game like SP.
For the heli rotor part, it doesn't have an invert option (although rotating it 180 deg can kinda does the job), the collective pitch only has one input so not easy to make roll and pitch control for multi-rotor aircrafts, the power is also single input which make yawing torque without tail rotor impossible (double blade helicopter and multi-rotor aircraft generate yawing torque by differentiating rotating speed).
In all, the new helicopter parts are good, but only for building a conventional single-blade helicopter, hope we can have more expanding possibilities at public version.
@marcox43 for the gears I have 9t,18t, 27t, 36t, 45t and 48t, I'm glad to upload them.
But if talking about a gear box, it wouldn't make much sense for such a large difference of speed ratio due to the rpm limit of the game, at lower gear your input shaft will be maxed out, at higher gear your output shaft will be maxed out.
@NoelShourai Thanks for informing. This situation does exist cause the controls are based on the player VTOL and Trim channel. With new custom rotator and independent channels it should be solved.
@LiamW For current version it only work if strictly following my instructions. The mod could be modified to adopt other situations but canard, TVC and flat-bottom are still very important to achieve a good enough performance. The rear stabilizer on the other hand is less important.
Graphics effect looks pretty cool, I hope SR2 is not simply a 3D version of SR, especially for flight programming. SR is purely manually controlled but manually controlling a rocket in 3D space is just impossible.
@vonhubert for instance I'm working on improvements of this mod, what you asked is already done, but there are still more things to be added and completed before release
@MintLynx useful advise, thx
@SnoWFLakE0s just normal jet engine, which would use fuel from the main cockpit body, Jundroo magic as always.
@Xiaohei 这不是顺带附赠出来了吗,懒得完善了
@iamTexas That car is one of my favourite too, glad to know you like it
+6wow, next time you make huge project like this, make sure to inform me before to get some decent FT support, instead of some outdated and imperfect pieces.
Part outputs as variables, and you call it v1.11.104 ?
It's SimplePlanes 2.0 !!!!!!!!
Nice mod, is it possible to make incoming missiles selectable as air targets? Would be great if weapons can lock on incoming missiles.
I wrote a little game of catching balls.
+2Demo video:
https://b23.tv/zWr8Qh
Is there anyway to make guns and weapons fired by FT codes? I was thinking of pushing a joystick by a piston but it didn't work.
+2@SnoWFLakE0s 80% correct except I used the new label part to display colors instead of using fuselage.
+2It might look like magic but its mechanism is actually way more simple and more basic.
And no, sadly the Avengers Hydracarrier is not achievable with this technology.
Any official guide for the label system?
Don't really understand how it works.
Wow, what can i say, it's not just impressive, but revolutionary!
+1With variables, text part and all those new stuffs, now we got a new game !
Thank you dev team !
impressive work but this looks so WWII style, I mean it might fit less with a sci-fi style cockpit.
Hey Gestour, is it possible for you to make a mod that makes incoming missiles lockable as targets? There are so many CIWS now but none of them can actually defend against missiles, it would be so cool if missiles can really be intercepted by players.
I almost forgot this ancient challange, happy to see it finally come out now, well done.
Sadly my PC is not powerful enough to keep smooth with all these planes in flight.
I saw you use a sum(GS) for the drive wheels and judge the sign using sign(Pitch) , maybe that's where you are less satisfied with. Try sign(cos(AngleOfSlip)) instead of sign(Pitch) , that gives you a more realistic move, and the floor() function for GS seems totally unnecessary but only decrease its accuracy.
@WIZARD2017 use this one for tanks
@BurkeAircraft1 smooth((GForce>30),1+clamp01(GForce<=30)*99)=1
This will trigger when G has been over 30 for 2 seconds
@ProjectVideoGame GS * cos(AngleOfSlip) * abs(cos(AngleOfAttack)) should do that
@WIZARD2017 代码长,解释起来也长,等我过几天看看有没有时间写个解释文档吧,不过写的话应该是写英文版的
+1@WNP78 Come to see this and you will know how strongly I wish missiles able to be selected as a target, that would be a totally diferent story.
@Valheru better set your cannon velocity 16000 than try doing reverse engineering, cuz the codes are way too long and messy, or wait until i work out a cannon version.
+2@Valheru Of course, just remember to credit me if you publish it and i will be grateful for that.
@TankerWithATankard Thanks, that was exactly what I tried but failed
@asteroidbook345 free to take and use for anyone, but this is specially designed for air fights, if you're talking about water ships, it won't be the best choice
@krevedkopro First of all I'd like to thank you again for your document.
The general idea is calculating the angle between target vector and vehicle top vector (local (0,0,1) in global CS) using a dot product.
To get that top vector, I calculate the cross product of vehicle right vector(1,0,0) and vehicle front vector(0,1,0), with the sin(right,front) fixed to 1 it's an easy job.
Most important, this method avoid the issue of atan(0/0) that would occur according to your document.
@Ruskiwaffle1991 you need to switch to air-to-air or air-to-ground mode to use a weapon
@Ruskiwaffle1991 it should work in most cases, remember to hold the fireweapon button until it fires.
Please download from this link, it fixed some minor errors.
https://www.simpleplanes.com/a/2R30GS/Autoaim-Railgun-v1-1
@DogstenAnkleheigh select a target and press fireweapons button for at least 1s
@SnoWFLakE0s @krevedkopro Guys come check this out, I made it with horizontal rotator based on @krevedkopro calculations and vertical rotator with my own method, making the codes considerably shorter, and it works very well.
@ChrisPy that can't be true, PID has been used for many things such as hovering and fly-by-wire codes by other players, while I might be the first one to use it for auto-aiming
Funky tree has greatly increased the possibility of the game indeed, while its limits are also obvious.
A set of global custom variables would be great for shorting code lengths and achieving more capability:
8 double variables named from cv0 to cv7 (hence no need to define), set values in a single block, and can be used by all other parts (read only).
Also, I wish there were more math funtions such as 3d vector calculation (dot product, cross product), typing these calculations by whole is really painful.
+1@CaptFoxworth19 guns can be changed, but codes involving bullet velocity need to be modified accordingly. And oh, the right rotator is just for cosmetic symmetry, the right gun is actually directly sticked to the left one.
@winterro tanks use a yaw+pitch logic so it won't be the same, but I would try making one for tanks.
@SnoWFLakE0s Final post here, come and check it out ⸜( •ᴗ• )⸝
@SnoWFLakE0s wow that was a fast reply and it really warmed my heart. In fact I just came out with a solution, check it out:
https://www.simpleplanes.com/a/pz74eD/Autoaim-Turret-for-aircraft
Hi snowflakes, I'm currently working on a nose-mounted auto-aim turret for aircrafts.
Unlike the existing groud-baesd models that use YAW+PITCH logic, mine uses a ROLL+PITCH logic, which suits planes better without needing a cloud deck.
For instance I've finished the PITCH hinge, which rotates the angle between nose direction and target direction by calculating the dot product of two vectors, and that works perfect for me.
However I'm having problems for the ROLL hinge.
Without the ROLL hinge, the gun will rotate the right angle but not in the right direction(with tagert on my front left 30° and my plane level, the gun will rotate 30° upward).
For instance I haven't figured out a good formula for the ROLL hinge. I have a vague idea using a series of corss product calculations of vectors, but that's niether clear enough in my mind nor seeming feasible with the poor FT(would take a hundred lines).
Do you have any idea to help with my ROLL hinge?
@MTBCrafter Feel free to take any parts you want and good luck building. Gear blocking often happens, you need to precisely adjust the gap between gears to make them work.
great work, this is something i planed to do but suspended half way, glad to see someone did it with the same idea
beta feedback:
Game seems to run faster than older version, even with the new post-effect on.
Two minor bugs:
+51.New heli rotor tend to make a vibration at mid-low rpm, more obvious if unpowered (autogyro).
2.Wind has no effect on new heli rotor, even 200mph wind cannot make it rotate (while an airspeed of 17mph can make it rotate very fast).
the new helicopter parts are detailed and fun to play with, but not perfect.
A highly completed part will make some jobs easier than before, but it also greatly limits the possibilities, that's kind of a paradox for a sandbox game like SP.
For the heli rotor part, it doesn't have an invert option (although rotating it 180 deg can kinda does the job), the collective pitch only has one input so not easy to make roll and pitch control for multi-rotor aircrafts, the power is also single input which make yawing torque without tail rotor impossible (double blade helicopter and multi-rotor aircraft generate yawing torque by differentiating rotating speed).
In all, the new helicopter parts are good, but only for building a conventional single-blade helicopter, hope we can have more expanding possibilities at public version.
+3@marcox43 for the gears I have 9t,18t, 27t, 36t, 45t and 48t, I'm glad to upload them.
But if talking about a gear box, it wouldn't make much sense for such a large difference of speed ratio due to the rpm limit of the game, at lower gear your input shaft will be maxed out, at higher gear your output shaft will be maxed out.
@WalrusAircraft thanks for the support
@lancelot3340 新版飞控很可能只适用于唯一机体,目前看来想要精准控制的话难以实现不同机体适配
+1@NoelShourai Thanks for informing. This situation does exist cause the controls are based on the player VTOL and Trim channel. With new custom rotator and independent channels it should be solved.
@LiamW For current version it only work if strictly following my instructions. The mod could be modified to adopt other situations but canard, TVC and flat-bottom are still very important to achieve a good enough performance. The rear stabilizer on the other hand is less important.
Graphics effect looks pretty cool, I hope SR2 is not simply a 3D version of SR, especially for flight programming. SR is purely manually controlled but manually controlling a rocket in 3D space is just impossible.
@vonhubert for instance I'm working on improvements of this mod, what you asked is already done, but there are still more things to be added and completed before release