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 !
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.
While you typed (or copy-pasted) such a long text, you didn't make the characters right. The characters should be written differently for the same role on different color sides, for example the generals are written as 将(black) and 帥(red), the soldiers are written as 卒(black) and 兵(red). This is a funny mistake like making a piano and painting all the keys in the same colour.
@AndrewGarrison Yes I've read this for many times, but I didn't find many behavior scripts, I think I might have misunderstood something. Another question, are you using Euler Angle rotation in the same order as Unity's default (z >x > y) ? This is the information I must know for calculation.
is the Tournament Validator MOD 100% reliable? Are the editings else than engine, fuel, scale and mass scale permitted? I definitely dont want to cheat but only do everything I can in the range permitted.
Well, while everyone being so attracted by PSM, this project was actually created for an enhanced regular maneuverbility at the beginning, and it did achieve a perfect capability for regular flights, with the comand of every bit of lift force possible, almost no other plane at the same wingload range can fly as beautiful as it does.
I wrote this comment just to remind you to pay a little more attention to its regular flight (with AG1 off).
while you guys are struggling for reducing part count, mine never goes too high.
(Yea I would not adimit the fact that I just gave up detailed shaping works as I have zero ability of it, and my last publicly published plane was about 3 years ago XD )
@DragoransEscarti Yes I know that, momentum wheel in KSP is just like the gyrocope in SP, magically producing torque from nowhere, no need to care how, but this is something that actually using the game physics to achieve.
@Dpdfuzz Everything free for use and further development, as long as credit written. This might help you ubderstand better, and don't hesitate to ask me if you have any questions.
@Random04 That's easy but AI wouldn't fire the guns, AI doesn't use any FT weapon except for missiles. I can make a main cockpit version without the car, would be a lot simpler.
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.
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.
@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.
@NangongMaimai 副座舱读坐标,弹射器+0秒引爆的火箭弹做引信
+1Wow, 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 !
@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
+1Funky 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@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
+1I would upvote it if it was a gif but not a jpg :)
+1While you typed (or copy-pasted) such a long text, you didn't make the characters right. The characters should be written differently for the same role on different color sides, for example the generals are written as 将(black) and 帥(red), the soldiers are written as 卒(black) and 兵(red). This is a funny mistake like making a piano and painting all the keys in the same colour.
+1most unique title ever seen :)
+1just uploaded one, modified from one of my old planes
+1@AndrewGarrison Yes I've read this for many times, but I didn't find many behavior scripts, I think I might have misunderstood something. Another question, are you using Euler Angle rotation in the same order as Unity's default (z >x > y) ? This is the information I must know for calculation.
+1is the Tournament Validator MOD 100% reliable? Are the editings else than engine, fuel, scale and mass scale permitted? I definitely dont want to cheat but only do everything I can in the range permitted.
+1Revolutionaries wait, for my head on a silver plate......
+1@Iambetterthanyou All glory to variables, and no, variables are indispensable to complex codes like these
Latest updated on 3/Dec/2022, multiple changes were made.
Well, while everyone being so attracted by PSM, this project was actually created for an enhanced regular maneuverbility at the beginning, and it did achieve a perfect capability for regular flights, with the comand of every bit of lift force possible, almost no other plane at the same wingload range can fly as beautiful as it does.
I wrote this comment just to remind you to pay a little more attention to its regular flight (with AG1 off).
while you guys are struggling for reducing part count, mine never goes too high.
(Yea I would not adimit the fact that I just gave up detailed shaping works as I have zero ability of it, and my last publicly published plane was about 3 years ago XD )
damn that's so cool, is it a secondary cockpit or a control base that you grab?
@DragoransEscarti Yes I know that, momentum wheel in KSP is just like the gyrocope in SP, magically producing torque from nowhere, no need to care how, but this is something that actually using the game physics to achieve.
@Dpdfuzz Everything free for use and further development, as long as credit written.
This might help you ubderstand better, and don't hesitate to ask me if you have any questions.
The video took me quite some efforts to make, and it's absolutely worth watching.
@OrderlyHippo The button with a (x) on the right bottom of editor screen, that is the custom variable menu, all my codes are there.
@Bellcat I have trouble using youtube, it's banned in my country
well, installed SPVR and discovered it can not be played without VR headset, sad.
What a surprise, welcome back! If you need any FT support don't forget to ask me, I've got some really interesting works eith FT codes.
well, if you think it cool, an upvote would be a great support to me, thank you.
@Random04 That's easy but AI wouldn't fire the guns, AI doesn't use any FT weapon except for missiles. I can make a main cockpit version without the car, would be a lot simpler.
XML updated at 14:14 DEC 17th GMT
In order to fix some bugs
Please make sure the save name is Automated Floating Cannon v1.04
@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
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.
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.
It 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.
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
@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 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