@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
@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.
@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
@NathanMikeska
Hello Nathan.
I am trying to improve my flight control mod and I need some help:
I found that there is an unity animation curve named "CL", with which we can get the lift force coefficient at a certain angle of attack.
Is there anyway that I can gain access to this animation curve ?
If yes, how should I do ?
I drew my own curve with some in-game measurements before but it would be much better if I can get the exact values.
Thank you.
for the airfoil codes that you listed, how did you dig them ? I checked the NACA0009 and NACA23015 in the database, and their ideal angles of attack fit my measuring results quite well (13 for NACA0009 and 17 for NACA23015), but sadly they don't have datas for NACA23016, which you said for flat-bottomed wings. Do you have any more information on these kind of things ? I'm soooo curious about that cause flying is what I care most in this game.
OMG the Chinese translation surprised me, it's kind but actually you don't really need that cause a Chinese biulder capable for a decent plane most likely has a basic English skill as well.
And what kind of planes do you need ? A fighter jet or a AEW / civil plane ?
Now I'm planning to build a new car and I find the stock engine sound not realistic nor cool at all. Adding new sounds should be relativity simple but I have no idea how to replace the stock one.
@vonhubert thx for comment. Unstable flight control need high accuracy and special delay so it is mainly for this particular plane, but planes that match the limits listed can also have a try, those sidebars are for this purpose. Changing VTOL to Trim is easy but the real problem of lacking input channels isn't solved, will keep looking for that. Easy-go-circle can be solved with moving slidebars
Hey Gestour, I'm trying to make some mod but I found it quite hard to start. For now I can only repeat the things in tutorial videos, I know nothing how the parts behave in scripts (ex how a rotator rotates?) Do you have any suggestions?
hey WINP78 you have made so many nice mods, I am trying to make some mods, but I can't clearly figure out how things work in scripts in simpleplanes, could you provide any help ? Or could you let out some resource codes of your mods for us to learn? Thanks.
Hey Andrew, some modding questions here(though it might not be the right place). I'm trying to start making mods, but I can't figure out how the mechanisms work in simpleplanes, are the behavior scripts of parts exposed to users ? If I can see how an existing part works in scripts, it would greatly help with my progress (for instance I'm trying to make an infinite rotator that turns at a variable speed controlled by Pitch/Roll )
@Tessemi "dragon" is only a bad translation of "long", a kind of legendary creatures in East-Asian culture. It is not the same thing as the evil beast dragon in western culture.
Pretty nice one, the separated nose/velocity heading indicator is really impressive. Shame that the tocks only go up to 45 degrees, seems that you are also troubled by the "curse of sinus"
@Penguinplanes it can't go any faster , not due to the hourse power but the angular speed limit of the game, changing the engine can only make things worse
@DragonAlexCreations lol that is a serious problem indeed, I cut off the brakes in order to make it not too complex. You can switch to gear-2 to lower the downhill speed a little.
@CALVIN232 sadly i have never been good at shape crafting especially with curves, this clock is nothing complicated but only an assembling of regular basic blocks
I found it so cool when I first saw it, and it would be so useful to me personally, because im always focusing on function building rather than static looks, and a work that cost me dozens of hours might just look like "a 10-min work from a 10-day beginner" from the editor screenshot.
Maybe the mod or the future in-game function should allow users taking screenshots from both editor and sandbox, with markers and text typing for it,
but NO PICTURES INPUT FROM OUTSIDE THE GAME,
so the pictures can be strictly limited to the planes themselves.
It's always a good thing to have more effective ways showing your works to others.
@Patrick20206 you mean a racing version? No, the self-made wheels are shit at racing(low traction and angular speed limit), all these structures make a horrible efficiency, and none of them are is useful for racing.
already got these two games in full price LOL, but they are worth it. Thanks to Andrew anyway. Btw I'm always wondering if you can really earn money from keep updating a game for 3 years without a single new charging version/DLC, we fans would be so glad to pay a little more for such a great game.
@WalrusAircraft yes you are right, but the friction in SP is really not something that we can expect for any decent torque output, plus those red claws(don't know how to call it) can do the jobs just fine.
@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
@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
@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
@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
@NathanMikeska
Hello Nathan.
I am trying to improve my flight control mod and I need some help:
I found that there is an unity animation curve named "CL", with which we can get the lift force coefficient at a certain angle of attack.
Is there anyway that I can gain access to this animation curve ?
If yes, how should I do ?
I drew my own curve with some in-game measurements before but it would be much better if I can get the exact values.
Thank you.
Amazing as ever. I used to try these, the calculations are quite easy but I didn't success to make it display correctly. Great work.
@4399ton 翻翻我的作品,你确定不认识我?
@WNP78 thanks for the reply
@jacephysicsboss and you thought I didn't know that
for the airfoil codes that you listed, how did you dig them ? I checked the NACA0009 and NACA23015 in the database, and their ideal angles of attack fit my measuring results quite well (13 for NACA0009 and 17 for NACA23015), but sadly they don't have datas for NACA23016, which you said for flat-bottomed wings. Do you have any more information on these kind of things ? I'm soooo curious about that cause flying is what I care most in this game.
Impressive research, physician exploring the nature of the world created by Jundroo.
OMG the Chinese translation surprised me, it's kind but actually you don't really need that cause a Chinese biulder capable for a decent plane most likely has a basic English skill as well.
And what kind of planes do you need ? A fighter jet or a AEW / civil plane ?
Now I'm planning to build a new car and I find the stock engine sound not realistic nor cool at all. Adding new sounds should be relativity simple but I have no idea how to replace the stock one.
OMG here you are, why do I feel that I haven't seen you for centuries ?
@DROP LOL, it's only a normal plane with a powerful vector thrust, nothing special.
@Zuikaku LOL, I'd love to do that if I could. I didn't touch the AI, I wrote one instead. My source codes will be out soon.
@Redstreak45 you said you were interested at my AOA mod post
@vonhubert thx for comment. Unstable flight control need high accuracy and special delay so it is mainly for this particular plane, but planes that match the limits listed can also have a try, those sidebars are for this purpose. Changing VTOL to Trim is easy but the real problem of lacking input channels isn't solved, will keep looking for that. Easy-go-circle can be solved with moving slidebars
@Gestour @Redstreak45 @vonhubert you guys might want to see this
@Carsong1017 @Diver @vincentwwwwww @nuclearvodka Android version is out ! Thanks for waiting and plz tell me if there are any bugs
Hey Gestour, I'm trying to make some mod but I found it quite hard to start. For now I can only repeat the things in tutorial videos, I know nothing how the parts behave in scripts (ex how a rotator rotates?) Do you have any suggestions?
hey WINP78 you have made so many nice mods, I am trying to make some mods, but I can't clearly figure out how things work in scripts in simpleplanes, could you provide any help ? Or could you let out some resource codes of your mods for us to learn? Thanks.
Hey Andrew, some modding questions here(though it might not be the right place). I'm trying to start making mods, but I can't figure out how the mechanisms work in simpleplanes, are the behavior scripts of parts exposed to users ? If I can see how an existing part works in scripts, it would greatly help with my progress (for instance I'm trying to make an infinite rotator that turns at a variable speed controlled by Pitch/Roll )
So kind of you, Great job ! The stronger shock/piston will help a lot if it does work, Ive been troubled by those glass-made pistons for so long tome
@Tessemi lol it's not that "long" but a transliteration, and it actually doesn't prononce the same as the English word "long"
@Tessemi "dragon" is only a bad translation of "long", a kind of legendary creatures in East-Asian culture. It is not the same thing as the evil beast dragon in western culture.
Pretty nice one, the separated nose/velocity heading indicator is really impressive. Shame that the tocks only go up to 45 degrees, seems that you are also troubled by the "curse of sinus"
Pretty cool details, would be amazing if it was really powered by pistons
@Penguinplanes it can't go any faster , not due to the hourse power but the angular speed limit of the game, changing the engine can only make things worse
This is just soooo cutie. I would love it more if you could increase the legs curves a little bit
@DragonAlexCreations lol that is a serious problem indeed, I cut off the brakes in order to make it not too complex. You can switch to gear-2 to lower the downhill speed a little.
@CALVIN232 sadly i have never been good at shape crafting especially with curves, this clock is nothing complicated but only an assembling of regular basic blocks
I am FOR the mod(or says function)
I found it so cool when I first saw it, and it would be so useful to me personally, because im always focusing on function building rather than static looks, and a work that cost me dozens of hours might just look like "a 10-min work from a 10-day beginner" from the editor screenshot.
Maybe the mod or the future in-game function should allow users taking screenshots from both editor and sandbox, with markers and text typing for it,
but NO PICTURES INPUT FROM OUTSIDE THE GAME,
so the pictures can be strictly limited to the planes themselves.
It's always a good thing to have more effective ways showing your works to others.
You've just redefined the word "upgrade"
@Patrick20206 you mean a racing version? No, the self-made wheels are shit at racing(low traction and angular speed limit), all these structures make a horrible efficiency, and none of them are is useful for racing.
@Awsomur glad to help but Ive been playing really bad at that, u can find some forums or tutorials from the net.
already got these two games in full price LOL, but they are worth it. Thanks to Andrew anyway. Btw I'm always wondering if you can really earn money from keep updating a game for 3 years without a single new charging version/DLC, we fans would be so glad to pay a little more for such a great game.
@WalrusAircraft yes you are right, but the friction in SP is really not something that we can expect for any decent torque output, plus those red claws(don't know how to call it) can do the jobs just fine.