@CorporalWojak Yes, but it's a little more complicated than drag and drop...
go inside the missile and find the flight computer, detach it and save it as sub-assembly
take the missile with the pylon and save it as sub-assembly
go to your new plane and attach the missile where u want
attach the corresponding flight computer to the missile, preferably inside and aligned with the center of the missile.
Copy in all of the variables from this plane
If you did these steps your missile should in theory work. It's a little bit of a process and kinda hard to explain without going into why you need to do each steps
@snaffi it rly is not that hard as an aerospace engineering student, but perhaps more difficult for people who do not have the proper background. And no there is not currently a guide on how to make such things; however i am considering creating one in the future.
hi @Monarchii, ik you have already mentioned that it's free to use above but I would like to let you know that I would like to modify this heli into an ai target. If you have an objection to this please let me know. Otherwise, it is a very well handling helicopter and I think it will make a very good basis for an ai program.
@llDeadboyll try flying the missile manually with pitch roll yaw and etc. If you can’t even fly the missile straight by urself the funky trees code is gonna have a hard time doing it
If that isn’t the problem then ur code is 100% the problem
@Ku or more specifically
the missile tracks the elevation of the target by aligning the pitch angle of the missile to a calculated pitch angle that will enable the missile to hit the target
if the missile is too low to the ground, the calculated pitch angle will simple become 0 and make the missile fly level, thus avoiding going into the water
Hi @Monarchii , do you think I can take over this project and see if I can make it work? I will credit you again for the missile design when it comes out
Sure
first you need to go into the variables menu of your wheels and set a variable name for the RPM. I'm gonna use LRPM and RRPM to reference the left and right wheel RPM respectivley
Your code for the left engine is gonna look something like this abs(clamp(Yaw,-1,0))*PID(LRPM,0,1,0,0)
and right engine abs(clamp(Yaw,0,1))*PID(RRPM,0,1,0,0)
make sure that the engine is turning the wheel the right way and mess with the thrid term in the PID function to either make the braking stronger or shake the wheel less
The wheels in this game work very weirdly in that if you use Brake, it will brake every wheel on the plane no matter what and you can't change that. What I'd do is install two car engines and connect a wheel to each one. Then you are going to make a funky trees code for each engine to activate and stop the wheel's RPM on command. For example, if I'm yawing left, the code would activate the left wheel/engine and the engine would trying and make the RPM of the left wheel 0, thus achieving braking.
I've found that this is very useful in making parking brakes as well
You first need to use a joy stick base to connect the yoke and mess with the rotation axis
Then, in your custom yoke model, you need to add the "Cylinder Grips" somewhere along the yoke so that you can actually grab the yoke. Unfortunately, you cannot change the shape of the Cylinder Grips so just try your best at integrating it into the Model
Most importantly There are two properties you need to add to the grips in the overload menu under "Posed Grip", those should be "screenYPositionAxisMap" and "screenXRotationAxisMap" and the values for them should be "0,0,1" and "0,0,-1" respectively. These will actually allow the Cylinder Grips to be grabbed by the player and be moved in the two axis.
Play around with the overload values/properties of the default yoke and the cylinder grip to see what you need to add and fine tune
Indeed screenshots are a big factor; they don't have to be clickbaity or meme-fied but having a professional one with reshade will take you a long way. You also can add gifs, just only in the description.
But yes it is what it is; for me as long as one person found my build and understood the amount of effort I put into it, it was worth it at the end. My philosophy is that I don't post for likes/upvotes, I post to practice and challenge my engineering skills.
This will make it so that for the first 3 seconds Activate 1 is activated it will output 1 (turns whatever you want on) and it will stop activating for 10 seconds and then repeat the process. Catch is that the activation group needs to be pressed down for it to recharge
@CorporalWojak you get them from the variables menu
And it depends. If you are only using 1 missile you are going to copy past in every variable that ends with SP1 AND TLAT TLONG and TALT!!!
If you are using both missiles then copy in everything
+1@CorporalWojak Yes, but it's a little more complicated than drag and drop...
go inside the missile and find the flight computer, detach it and save it as sub-assembly
take the missile with the pylon and save it as sub-assembly
go to your new plane and attach the missile where u want
attach the corresponding flight computer to the missile, preferably inside and aligned with the center of the missile.
Copy in all of the variables from this plane
If you did these steps your missile should in theory work. It's a little bit of a process and kinda hard to explain without going into why you need to do each steps
@Monarchii
@windshifter1 I would appreciate if you share the preset file with me! Find me on discord @kuatta4
Excellent screenshots! May I ask what reshade settings you use for these photos?
+1@snaffi it rly is not that hard as an aerospace engineering student, but perhaps more difficult for people who do not have the proper background. And no there is not currently a guide on how to make such things; however i am considering creating one in the future.
+1@MrCOPTY 500 lbs TNT equivalent produces 2.5 Mega Calories yes
Still no sugar though
+3hi @Monarchii, ik you have already mentioned that it's free to use above but I would like to let you know that I would like to modify this heli into an ai target. If you have an objection to this please let me know. Otherwise, it is a very well handling helicopter and I think it will make a very good basis for an ai program.
+1@Otana Hey remember when you asked me to finish the flight model of this thing? I finished it a while ago and you never got back to me on discord...
+2@Zillyguy2 yes it does; it is displayed as a SAM ping
will weapons be allowed to be added...
+1@liuzehao did u press the correct buttons?
And did u press the fireweapons button, even though it doesn’t light up?
@llDeadboyll try flying the missile manually with pitch roll yaw and etc. If you can’t even fly the missile straight by urself the funky trees code is gonna have a hard time doing it
If that isn’t the problem then ur code is 100% the problem
@Ku or more specifically
the missile tracks the elevation of the target by aligning the pitch angle of the missile to a calculated pitch angle that will enable the missile to hit the target
if the missile is too low to the ground, the calculated pitch angle will simple become 0 and make the missile fly level, thus avoiding going into the water
@llDeadboyll when the AltitudeAgl approaches sea level the missile levels out to avoid going in the water.
@OrangeConnor2 did the elevator completely not respond or did not respond in the way you wanted
If the elevator completely stop moving you may have a typo in the input
If it’s just not responding in the way you wanted, as I said, mess around with the number
@OrangeConnor2 Overload Pitch input
+1Too easy
+2In your pitch control, copy in this
Pitch-AngleOfAttack/100
mess around with the number at the end to get your desired result
Hi @Monarchii , do you think I can take over this project and see if I can make it work? I will credit you again for the missile design when it comes out
@Otana absolutely
Talk to me on discord @kuatta4
I can potentially help you out with this
+1@SatanIsMyPookie999 crazy
Tags
+1@F8boa @DatFiat126Fan19 @CaptainBrayden @MobileBuilder21
This looks awsome btw
I can test and make screenshots
Sure
first you need to go into the variables menu of your wheels and set a variable name for the RPM. I'm gonna use
LRPM
andRRPM
to reference the left and right wheel RPM respectivleyYour code for the left engine is gonna look something like this
abs(clamp(Yaw,-1,0))*PID(LRPM,0,1,0,0)
and right engine
abs(clamp(Yaw,0,1))*PID(RRPM,0,1,0,0)
make sure that the engine is turning the wheel the right way and mess with the thrid term in the PID function to either make the braking stronger or shake the wheel less
+1The wheels in this game work very weirdly in that if you use Brake, it will brake every wheel on the plane no matter what and you can't change that. What I'd do is install two car engines and connect a wheel to each one. Then you are going to make a funky trees code for each engine to activate and stop the wheel's RPM on command. For example, if I'm yawing left, the code would activate the left wheel/engine and the engine would trying and make the RPM of the left wheel 0, thus achieving braking.
I've found that this is very useful in making parking brakes as well
@llDeadboyll My next big project is probably going to be a paper on how funky trees missiles work and how to make them.
+1@MobileBuilder21 no lol, I’ve always made planes, they were just never much good is all
More missiles coming soon
+1Ultra
You first need to use a joy stick base to connect the yoke and mess with the rotation axis
Then, in your custom yoke model, you need to add the "Cylinder Grips" somewhere along the yoke so that you can actually grab the yoke. Unfortunately, you cannot change the shape of the Cylinder Grips so just try your best at integrating it into the Model
Most importantly There are two properties you need to add to the grips in the overload menu under "Posed Grip", those should be "screenYPositionAxisMap" and "screenXRotationAxisMap" and the values for them should be "0,0,1" and "0,0,-1" respectively. These will actually allow the Cylinder Grips to be grabbed by the player and be moved in the two axis.
Play around with the overload values/properties of the default yoke and the cylinder grip to see what you need to add and fine tune
+3@UseGooglePlay yes everything is made by myself. Contact me on discord @kuatta4 and we can talk more about it there
+1@FlyingPatriot Hey I have a quick ask could you upload the map of the map again? The link said that the image is no longer available
You can also simply turn off main rotor torque, that will solve the issue of the heli sliding left and right while static
+1As a funky-trees purist:
b
c
I would love to see an AI helicopter that I can use as target practice
Indeed screenshots are a big factor; they don't have to be clickbaity or meme-fied but having a professional one with reshade will take you a long way. You also can add gifs, just only in the description.
+2But yes it is what it is; for me as long as one person found my build and understood the amount of effort I put into it, it was worth it at the end. My philosophy is that I don't post for likes/upvotes, I post to practice and challenge my engineering skills.
@FlyingPatriot Give it some time perhapes.
I personally love the map though! It would be even better if I had AI to shoot at
@Tingly06822 I see, thanks for the heads up! updating the XML now.
@Alternation Perhaps; again I did not originally make the airframe.
@Monarchii
T
@ArshiyaKing dm me on discord @kuatta4
+1Learn some physics and funky trees; you've got some real potential here.
+1@Lorenzexe I will be re-making this missile in the near future with an attached installation guide. However, if you must know now:
@BadahhMuscleCar001 what do u think
+4This will make it so that for the first 3 seconds Activate 1 is activated it will output 1 (turns whatever you want on) and it will stop activating for 10 seconds and then repeat the process. Catch is that the activation group needs to be pressed down for it to recharge
+1you make ur own Autopilot using PID controllers
POV war thunder lobby when there's F-14s
+2@GuardianAerospace lol
+1@DatTrainAndCarGuy19 @Mousewithamachinegun122 @Randomplayer tag
+1