@mlksback Hey. Welcome back. I’ve actually moved away from 0-speed missiles because, as you point out, they are finicky. I’m currently testing a FT-guided cruise missile (basically a kamikaze drone). I can tag you when I finally work out all the bugs (or I can link you the slightly janky buggy version I’m still working on).
The easiest way would be to have a rotator with the input clamp01(FireWeapons), but if you want it to open while the missile is selected (and not necessarily fired) clamp01(SelectedWeapon=“Weapon Name”)*clamp01(ammo(“Weapon Name”)>0)
See the Funky Guide for more specifics
The new Wasp has a target lock indicator. I think the boolean outputs are targetLocking and targetLocked. Probably check the HUD of the Wasp to be sure.
1) Just build what you are interested in (I am also a big fan of the Viggen)
2) Want to improve: Wanting to build better will naturally guide you to seek out more information
3) Don’t reinvent the wheel: Download other’s crafts if there is something you are interested in (a HUD, or custom landing gear for example) and see how it works
4) There is no “proper” way to play this game, just develop your own style and learn as you go
All I know is that it uses this language. This guide tells you how you can change size, vertical and horizontal position, color, transparency, and more. It’s pretty useful. It doesn’t say how to rotate text, but it’s just <rotate=ANGLE>
For the input you can use: clamp(Pitch/PitchMix+Roll/RollMix,-1,1) PitchMix: The “ratio” of pitch RollMix: The “ratio” of roll
You may have to change the sign if you mirror it.
I’ve only built one true FBW system, so this is just my experience. Your plane is already unstable, yes (CoM behind CoL)? If so, then just try to tune the control surface with PID (from Snowflakes) taking into account PitchRate (try to make PitchRate equal Pitch input). I also added AoA (literally added) so that the control surface would always be “aligned” with the direction of travel.
@FarrowTECH This is actually a really old plane. I started it a couple (3-4) months back (It took a while to get the Hover Autopilot and cockpit to work), so I don’t feel like its fair to submit it. Also, this build is more about the missile than the fighter itself. But thank you for the upvote!
smooth(clamp01(INPUT>THRESHOLD),1/TIME)=1
INPUT is the value tested (e.g. VerticalG)
THRESHOLD is the threshold that, if the input is greater than, will start the timer
TIME is the number of seconds the INPUT must exceed the THRESHOLD to trigger it
Your request would be smooth(clamp01(VerticalG>2),1/2)=1
2 seconds at above 2 G's will trigger it. Also keep in mind there is always gravity (so VerticalG will always start at 1)
I think its because the parachute detaches after its activation group is deactivated, so using clamp01(sum(abs(rate(FireWeapons)))) will make it like a counter that won’t reverse when you release FireWeapons.
If you want some kind of toggle (e.g. jump from 1 to -1 after 5 minutes), this should work: ((floor(repeat(Time/Period,2))=0?-1:1) Replace "Period" with the cycle time in seconds; eg. 300 for 5 minutes
This will activate first: clamp01(smooth(clamp01(Activate1),0.5)>0)
This will activate second: clamp01(smooth(clamp01(Activate1),0.5)>0.5)
The smooth will output 0 >> 0.5 >> 1 when active, and 1 >> 0.5 >> 0 when deactivated. The second number in the smooth says how many units per second the input can change by (so a 0.5 means it takes 2 seconds to get from 0 to 1, and a smaller fraction will go through the steps more slowly). By comparing this to a number, you can tell it when in a sequence to turn on and off.
@KangIntel
+1@MrCOPTY
@32
@mlksback Hey. Welcome back. I’ve actually moved away from 0-speed missiles because, as you point out, they are finicky. I’m currently testing a FT-guided cruise missile (basically a kamikaze drone). I can tag you when I finally work out all the bugs (or I can link you the slightly janky buggy version I’m still working on).
The easiest way would be to have a rotator with the input
clamp01(FireWeapons)
, but if you want it to open while the missile is selected (and not necessarily fired)clamp01(SelectedWeapon=“Weapon Name”)*clamp01(ammo(“Weapon Name”)>0)
See the Funky Guide for more specifics
I made a prototype (based on what I saw in the video)
Feel free to look at the code and use it
Example
I’ll see if I can adapt a speed control PID to control hover height
The new Wasp has a target lock indicator. I think the boolean outputs are targetLocking and targetLocked. Probably check the HUD of the Wasp to be sure.
1) Just build what you are interested in (I am also a big fan of the Viggen)
+22) Want to improve: Wanting to build better will naturally guide you to seek out more information
3) Don’t reinvent the wheel: Download other’s crafts if there is something you are interested in (a HUD, or custom landing gear for example) and see how it works
4) There is no “proper” way to play this game, just develop your own style and learn as you go
All I know is that it uses this language. This guide tells you how you can change size, vertical and horizontal position, color, transparency, and more. It’s pretty useful. It doesn’t say how to rotate text, but it’s just <rotate=ANGLE>
+1@V Here is a collection of three logos. The top two are RLA and the bottom one is ILS.
@SuperSuperTheSylph Uh, try this: clamp(Pitch/1.5+Roll/3,-1,1)
+1For the input you can use: clamp(Pitch/PitchMix+Roll/RollMix,-1,1)
+2PitchMix: The “ratio” of pitch
RollMix: The “ratio” of roll
You may have to change the sign if you mirror it.
PID guide by SnoWFLakE0s
+2I’ve only built one true FBW system, so this is just my experience. Your plane is already unstable, yes (CoM behind CoL)? If so, then just try to tune the control surface with PID (from Snowflakes) taking into account PitchRate (try to make PitchRate equal Pitch input). I also added AoA (literally added) so that the control surface would always be “aligned” with the direction of travel.
I’d advise by starting with this video (By GuyFolk) If you want PSM, probably best to have some form of fly by wire.
@DwiAngkasaAeronautics Thanks!
You can try:
clamp01(IAS>277)*Throttle
@FarrowTECH This is actually a really old plane. I started it a couple (3-4) months back (It took a while to get the Hover Autopilot and cockpit to work), so I don’t feel like its fair to submit it. Also, this build is more about the missile than the fighter itself. But thank you for the upvote!
@airlinerbuilder Thank you!
+1@TheRealJBerry Wow! That was fast. Thanks so much!
smooth(clamp01(INPUT>THRESHOLD),1/TIME)=1
INPUT is the value tested (e.g. VerticalG)
THRESHOLD is the threshold that, if the input is greater than, will start the timer
TIME is the number of seconds the INPUT must exceed the THRESHOLD to trigger it
Your request would be
smooth(clamp01(VerticalG>2),1/2)=1
2 seconds at above 2 G's will trigger it. Also keep in mind there is always gravity (so VerticalG will always start at 1)
I think its because the parachute detaches after its activation group is deactivated, so using
+1clamp01(sum(abs(rate(FireWeapons))))
will make it like a counter that won’t reverse when you release FireWeapons.If you want some kind of toggle (e.g. jump from 1 to -1 after 5 minutes), this should work:
((floor(repeat(Time/Period,2))=0?-1:1)
Replace "Period" with the cycle time in seconds; eg. 300 for 5 minutes
This will activate first:
clamp01(smooth(clamp01(Activate1),0.5)>0)
This will activate second:
clamp01(smooth(clamp01(Activate1),0.5)>0.5)
The smooth will output 0 >> 0.5 >> 1 when active, and 1 >> 0.5 >> 0 when deactivated. The second number in the smooth says how many units per second the input can change by (so a 0.5 means it takes 2 seconds to get from 0 to 1, and a smaller fraction will go through the steps more slowly). By comparing this to a number, you can tell it when in a sequence to turn on and off.
This is a good tutorial.
+1