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.
@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
@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?
@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.
@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.
@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.
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.
@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.
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)
@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
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.
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.
@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)
@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.
@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
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
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.
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.
@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)
@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.
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
Version with label that shows current XYZ coords and next waypoint (mainly for mobile users)
+1https://www.simpleplanes.com/a/57ABYt/PQ-14-waypoint-with-XYZ-label
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:
10m seems to be too small for the jet.
+1(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.
@11qazxc
I was confused to see my name on the list, but now I understand why, lol
@BeeEngineer
+1Can 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
This is just, incredible.
+1So much potential, for many other applications (patrolling police car, airport baggage handler, "regular" traffic...)
@kyomunosekai
+1Me? I'm on discord, you can find me in SPBC (same username)
@11qazxc
+1Thanks, think I got it
@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
+1Coords, for bombing Wright (not the latest)
FTs to get target data
+1Useful FT codes by bjac0 (link)
Hey, this works nice! Love the looks too.
+1@rexzion
+1Hm?
@11qazxc
+1Damn, 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.
@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).
+1Here'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.
This is nice!
+1I really hope FT operated AI vehicles catch on. Nice design, too
@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:
+1Oh 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
@11qazxc @rexzion
+1Hey, 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.
@ThomasRoderick hey, you might be interested in this
+1Thank you, @lewishasnoiq !
+1@OrderlyHippo
+1Damn, you're right. I musta misunderstood the cause. This is great though, now I can build a SAM site, thanks for the tip
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.
+1In 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.
Thanks for spotlights and upvotes!
+1@OrderlyHippo
+1I 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.
Thanks 11qazxc. Reading the description, this looks pretty cool. I'll have to test and study this.
+1I'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)
@OrderlyHippo
+1Nah 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
Oh wait, hold on. That prototype may not work properly when spawned as an AI. I'll get an updated version.
+1Forgot to mention something.
+1PlanariaLab'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.
Example FT didn't display right on the post, here's it.
+1Is 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@ZeroWithSlashedO
+1Aw 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)
@WinsWings
+1Thanks!
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@FirstFish83828
+1Haha, really appreciate the sentiment ;)
@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@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.
+1Also, thanks for the recommendation, I'll be sure to check out his builds, sounds pretty cool
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@IceCraftGaming
+1Mmm yeah lol
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@bruhmoment99
+1Thanks! :)
Spent way too much time on this.. lol
This is incredible!
+1Love the big view window!
+1Get a nice tie, I learned from klayworld that a good tie makes you a good lawyer
+1I 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
+1I'm having a big smile now, I love this.
@OrdinaryTankBuilder
+1Thanks! Piston may not be needed though, which would be cool (fewer parts)
@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)
+1This is a good Senko
+1@MeMeBeans
+1Thanks!
@PapaKernels
+1Oh sweat! Just saw the pics, looking forward to it! x)
Beautiful car!
+1Nice tank & tracks!
+1@lewishasnoiq
+1You'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.
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):
+1