27.2k Kendog84 Comments

  • PQ-14 2.3 years ago

    Version with label that shows current XYZ coords and next waypoint (mainly for mobile users)
    https://www.simpleplanes.com/a/57ABYt/PQ-14-waypoint-with-XYZ-label

    +1
  • PQ-14 2.3 years ago

    Hey, got some more questions,
    1)How can I change the rate at which aircraft climbs/descends? I want to make it climb/descend at slower rate (I'm hoping this mitigates the problem of altitude overshoot)
    .
    2)How can I change the horizontal distance requirement?
    I'm referring to this part:

    3.if distance to point is less than 10m:increase id; goto 1

    10m seems to be too small for the jet.
    (Same question as before, I phrased it funny the last time and what you pointed to didn't seem to do what I wanted it to)
    .
    .
    Also, some findings
    -AI "piloted" plane and player "piloted" one take different routes (at least initially) for some reason, even if I spawn them at the same location. (So far happening with mid-air spawns, haven't confirmed if this happens with land spawn since the bombs on AI plane explodes upon touching the ground, right after spawning them.
    .
    -(At least for a fast plane,) You're more likely to successfully pass the waypoint if you only change one type of coords with every ID.
    E.G. if you wanna change X between waypoint 1 and 2, keep Z the same or keep the difference small. (Probably depends on the plane)
    .
    -Related to above, if the plane has to turn a lot to reach the next WP, you should make it travel a long distance (so the plane can turn gradually). Again, less likely to miss WP this way.

    +1
  • Christmas Challenge (Closed) 2.3 years ago

    @11qazxc
    I was confused to see my name on the list, but now I understand why, lol

    @BeeEngineer
    Can you edit the description and replace Kendog84 with 11qazxc? (The truck should be considered 11's entry, FT's something on its own)
    I'll probably submit my own later

    +1
  • Automatic gift delivery 2.3 years ago

    This is just, incredible.
    So much potential, for many other applications (patrolling police car, airport baggage handler, "regular" traffic...)

    +1
  • Wright Airport Map with Detailed Coordinates (for autopilot coding and stuff. Longitude/latitude, XYZ coords, aerial recon photo) 2.3 years ago

    @kyomunosekai
    Me? I'm on discord, you can find me in SPBC (same username)

    +1
  • PQ-14 2.3 years ago

    @11qazxc
    Thanks, think I got it

    +1
  • PQ-14 2.3 years ago

    @11qazxc
    Trying to implement this on a low-part F-105 now. I could more-or-less eliminate the constant wobble by adding a gyro (w/wpSystemctgty for its Pitch input--plane's now able to maintain altitude with little overshoot, if the current altitude and target is close enough).
    .
    .
    Doing this made it turn in a massive circle though. Which value should I edit to change the coord difference threshold plane needs to "pass" (currently 10m from the point?) and and increasing the ID?

    Pic 1 F-105
    Coords, for bombing Wright (not the latest)

    +1
  • LiM-53 Hound E 2.4 years ago

    Hey, this works nice! Love the looks too.

    +1
  • PQ-14 2.4 years ago

    @rexzion
    Hm?

    +1
  • PQ-14 2.4 years ago

    @11qazxc
    Damn, you are right. I was confused about my own build (target setter didn't use memory function). lol
    I was thinking about having a multiplier or a function that lets you increase number by a set amount (like, +1000 with every AG1 toggle), but selector does seem better.
    It's just an idea though, I think for an AI bomber I have in mind, your version (this one) seems to be good enough.

    +1
  • How to make weapons activate in range 2.4 years ago

    @winterro
    Via the "X" icon right above the connection icon. (Not the one at the bottom, that's variable setter)
    This icon (pic)
    When you name this TatorA, for example, now the word "TatorA" equals the angle of this rotator in XML/Funky Tree.
    So you can write activationGroup FT like "TatorA > 50"


    Some things to note:
    -You can't use numbers (1,2,3...) at the beginning of the name
    -As long as it's different from other xml attributes, you can name it however you like (but shorter the better)
    -Don't give the same name to more than one part (FT can break if you do)


    -I find it easier to make adjustment when I have the rotator range set to 100, and change actual range by changing the input value (input multiplier)

    If you want to know the exact angle of the rotator, you can create a label (cockpit interior part) that says {X} (replace X with your variable name).
    Here's an example that uses this if you need one (link)
    *You must first create the part variable. If you create a label first then create the variable, label won't work.

    +1
  • BVP M-67 - built for AI 2.4 years ago

    This is nice!
    I really hope FT operated AI vehicles catch on. Nice design, too

    +1
  • Timed deactivation w detacher 2.4 years ago

    @ThomasRoderick
    I didn't know "time" was a thing in FT (just learned another FT that uses "time" from hpgproductions also). Honestly mind blown.

    Edit:
    Oh wait, that's not a single link... I thought the rocket launcher/parachute thing was the only one. lol
    I should check the other ones also

    +1
  • PQ-14 2.4 years ago

    @11qazxc @rexzion
    Hey, I just realized... if you add a device that lets you set and change numbers (like this (link), practical example of Aweyer26's smooth function memory rotator), and replace coordinates in the FT with these numbers, you can set target coords mid flight and make your plane fly anywhere. I guess having preset coordinates for actual in-game landmarks (places) might be better than trying to manually entering XYZ coords using trim though.
    Regardless... man, this is really cool.

    +1
  • Autopilot with Predetermined Course/destination? (AI bomber, concept) 2.4 years ago

    @ThomasRoderick hey, you might be interested in this

    +1
  • B-36 (25 parts challenge) 2.4 years ago

    Thank you, @lewishasnoiq !

    +1
  • Autopilot with Predetermined Course/destination? (AI bomber, concept) 2.4 years ago

    @OrderlyHippo
    Damn, you're right. I musta misunderstood the cause. This is great though, now I can build a SAM site, thanks for the tip

    +1
  • Autopilot with Predetermined Course/destination? (AI bomber, concept) 2.4 years ago

    It seems either terrain or other aircrafts lose collision when the distance between you and them are further than about 45km. Stuff on the ground sink through the land, touch water and get destroyed. That's shorter than distance between Wright and Yeager (which is about 57km). Happens on my game at least.
    In game physics/graphics/terrain settings don't seem to matter (tested with low, mid and high). Consideration for where you spawn bombers and ground targets, or in what order.

    +1
  • Relatively Simple Smallarms pack 1 2.4 years ago

    Thanks for spotlights and upvotes!

    +1
  • Autopilot with Predetermined Course/destination? (AI bomber, concept) 2.4 years ago

    @OrderlyHippo
    I think you'll be convinced once you see my prototype, it's really fun, and more refuned version should give you a lot of options to create a custom mission scenario in freeloam mode. Will tag you once it's published.

    +1
  • PQ-14 2.4 years ago

    Thanks 11qazxc. Reading the description, this looks pretty cool. I'll have to test and study this.
    I've got my first proof-of-concept prototype bomber (with original rexizon FT) made and tested (plus a video demonstrating it), so I'll probably test this once I upload the thing (to get more people interested in the idea). It's looking super promising so far, and if way point system works (assuming I can understand it), I think it's gonna add a lot of extra play value to the game (since you can create custom scenarios, formation bombing, escort/interception, SEED... so much stuff. I can do this with current (original) FT, but planes just fly in circle once they drop bombs)

    +1
  • TV-guided bomb AGM-43 "Mike" (auto/manual guidance) 2.4 years ago

    @OrderlyHippo
    Nah it's fine, figured that was a brain fart of sort, lol Besides, the example really did help me improve my understanding of it. I hD read PID page of Snowflake's Funky Trees Guide many times before, but I just couldn't get it. I think that was due to the lack of practical example on the page.
    I'll re-read your comment later. Check this post in the mean time, it might interest you.
    https://www.simpleplanes.com/Forums/View/1694470/Autopilot-with-Predetermined-Course-destination-AI-bomber-concept
    You may be able to use rexizon's PQ-14 FT (link in the post comments) for something like a loitering missile- no nvm, I might be thinking of someone else

    +1
  • Autopilot with Predetermined Course/destination? (AI bomber, concept) 2.4 years ago

    Oh wait, hold on. That prototype may not work properly when spawned as an AI. I'll get an updated version.

    +1
  • Autopilot with Predetermined Course/destination? (AI bomber, concept) 2.4 years ago

    Forgot to mention something.
    PlanariaLab's GoldPrix Win machine (https://www.simpleplanes.com/Videos/View/1664851/Gold-Prix-000)
    seems to be the closest thing to this, but I'm not sure if it works on a similar principle as this.

    +1
  • Autopilot with Predetermined Course/destination? (AI bomber, concept) 2.4 years ago

    Example FT didn't display right on the post, here's it.

    latitude < (A) & latitude > (B) & longitude < (C) & longitude > (D))

    +1
  • [PINNED] Markdown Formatting 2.4 years ago

    Is there a way to add "Read more/Less"/toggle-able "how/hide" text to description? Noticed older plane pages have these (apparently due to old site design). Would be great if I can make my long fictional lore text hide-able.

    +1
  • Dassault Mirage F1 (25PT) 2.4 years ago

    @ZeroWithSlashedO
    Aw man, so that was a bug. That sucks.
    My FT does get weird (corrupted?) too sometimes, perfectly fine code stops working and I don't know why. Nice build/jet though, nonetheless. (I love high mounted wings and I love F1 lol)

    +1
  • B-36 (25 parts challenge) 2.4 years ago

    @WinsWings
    Thanks!

    +1
  • Dassault Mirage F1 (25PT) 2.4 years ago

    Tail stabs are jittery (it vibrates even on High physics, is it for you as well?) and finicky to fly, but looks really nice!

    +1
  • B-36 (25 parts challenge) 2.4 years ago

    @FirstFish83828
    Haha, really appreciate the sentiment ;)

    +1
  • TV-guided bomb AGM-43 "Mike" (auto/manual guidance) 2.4 years ago

    @OrderlyHippo
    Thanks, these examples (including the other one on gyro page) helped me understand it a lot. Still don't know what the heck is going on with it, but I now have a vague picture. What I made so far is really weird though, like (I think) it's supposed to keep the plane's pitch angle to 0, but it tries to flip 180 degrees and fly upside down (if it's still flying). Still got a long way to go, lol

    I came up with a rotator that stores current altitude using smooth function though (will upload the whole thing later), so I can at least achieve similar function with something I know better. Code will probably be a lot more simple and efficient once I understand how to make PID FT in the game though.

    +1
  • Basic Altitude Hold FT gyro Mk1 B (crude) 2.4 years ago

    @OrderlyHippo
    Thanks, that may be just what I needed! :)
    I wanted to make it work on any altitude for a while, but couldn't tell which thing I had to use. I've even developed this system further (initially as a substitute for that) so I can manually tell what altitude I want it to climb to and stay at (works all right)

    Still gotta try and understand how rate works though.
    Also, thanks for the recommendation, I'll be sure to check out his builds, sounds pretty cool

    +1
  • 25 PARTS CHALLENGE 9.30.22 [CLOSED] 2.4 years ago

    Question, does it have to fly or move?

    The plane I'm building would be a better looker if I do away with functional wings, so I would consider uploading one without flight capability if your plane doesn't have to fly

    +1
  • RoboCop blasts polis roadblock 2.4 years ago

    @IceCraftGaming
    Mmm yeah lol

    +1
  • RoboCop blasts polis roadblock 2.5 years ago

    Using leg rotators from Infantry walker by pancelvonat as a temporally/experimental placeholder. Walking mechanism has 0% progress, and I don't know how well it will turn out, but I have some ideas for weapon/attack options and such. Please wait with patience.

    Road block is closer to completion than robocop, but I'll need to remodel the figures first.

    +1
  • (Newspaper) WRIGHT ORIENTATION - Airborne Commando Captures AA Tank in a Daring Raid 2.5 years ago

    @bruhmoment99
    Thanks! :)
    Spent way too much time on this.. lol

    +1
  • Auto-adapting Camouflage 2.5 years ago

    This is incredible!

    +1
  • SP Aircraft SP-27-200 2.5 years ago

    Love the big view window!

    +1
  • im getting sued again 2.5 years ago

    Get a nice tie, I learned from klayworld that a good tie makes you a good lawyer

    +1
  • Convoy Catcher 2.5 years ago

    I once caught an AA tank with my STOL cargo jet by accident, so I knew this was possible... but I didn't think there was a dedicated vehicle built for this purpose. lol
    I'm having a big smile now, I love this.

    +1
  • Look behind camera (automatic piston FT) 2.5 years ago

    @OrdinaryTankBuilder
    Thanks! Piston may not be needed though, which would be cool (fewer parts)

    +1
  • SIMPLECHEATS II, an updated, comprehensive list of all known XML attributes 2.5 years ago

    @V
    Done some testing on weapon function
    https://www.simpleplanes.com/a/BvJb7C/P-51-Weapon-function-XML-test
    From my experimentation, you can have weapons of the same ID with different functions (roles) as long as they don't share the name. If they share the name and have different role, one will be unselectable. Conversely, if you have weapons of different IDs with the same name, and they have different role, only one will be selectable.

    Ps
    And that's regardless of whether the weapons are active or not. Seems you get locked to one of them (in my case it was the mutlirole one)

    Also, Guardian accepts "MultiRole" for function. Just more data for reference. (Saw the discussion on the spelling of these values)

    +1
  • Senko or something 2.5 years ago

    This is a good Senko

    +1
  • Look behind camera (automatic piston FT) 2.5 years ago

    @MeMeBeans
    Thanks!

    +1
  • 1957 Chevorlet Bel Air 2.5 years ago

    @PapaKernels
    Oh sweat! Just saw the pics, looking forward to it! x)

    +1
  • 1957 Chevorlet Bel Air 2.5 years ago

    Beautiful car!

    +1
  • M4 Sherman (no mod used) 2.5 years ago

    Nice tank & tracks!

    +1
  • M-60 Patton 2.5 years ago

    @lewishasnoiq
    You're welcome ;)
    I'm still trying to figure it out myself also. (emphasis on "trying," lol)
    Weight of the vehicle and number of wheels affect the performance quite a bit, so I can't just copy-paste them from a heavy tank to a light armor, but I still don't quite know how exactly it works.

    +1
  • M-60 Patton 2.5 years ago

    If you want more info on resizable wheel oddities about traction and slipForwardExtremum and stuff, search for "Extremum" on the site. There are some useful forum posts discussing that.
    Oh also, Traction values are multiplier of these (forward and sideways respectively).

    Quoting @JumpingJack from this forum post (https://www.simpleplanes.com/Forums/View/1179745/Did-I-Find-A-Bug-Drifting-problem-on-car):

    3,467 JumpingJack Reply
    (@)theeunknown oh. Well I figured it out I think. Extremum is the max force the tires can handle before the tires lose traction and the asymptote is the amount of grip the tires are allowed to get after said traction is lost. You cannot assign negative or the number 0 values to these two and tire traction is a scale modifier for these two things although I don't reccomended going over 2. you'll want more forward traction than sideways traction in cars since more rubber is contacting laterally/side to side on the road for acceleration than rubber is front to back for cornering. Also a thing to note is that for slip extremum the higher the value is the easier it loses traction. the biggest changes happen between 1&100 values. For slip asymptote the higher the value is, the more grip you'll have after traction is lost. Biggest changes happen between 1&200 values, although you can go over 200 for both and still see a change. Hope this helped

    +1