@1918
.
Apparently he did change your work. Slightly, but still. Creating maps still take effort, and I don't see how being under a different denomination is such an issue. Perhaps you can clarify.
Supposedly, the model has been modified to some extent- if that is indeed the case, then I think your point regarding how the mod uses the same model is invalid. I cannot verify this, however.
@Kreep2knight
.
Actually, I was horrible at programming and anything CS before FT! Wrap your head around it once and you never forget. If you really need one I can explain things to you.
Are these boolean operators? As in if I put VTOL>0.5 I will get a "1" when over 0.5 and a "-1" when under 0.5?
.
TL;DR: Yes and yes. Your logic is spot-on.
.
The comparison operators are as math works anywhere else. Specifically, the non-inclusive comparison operators- < and > - mean that if the value is equal, it is still untrue because it is non-inclusive. There's also the inclusive operators- <= and >= - which will behave the same as the non-inclusive operators but when compared values are the same, the operator will return true because it is inclusive.
.
Will it round up like with the round(x) function?
.
Comparison has nothing to do with rounding. It will behave as outlined above.
.
These are great questions, hope I helped.
@47parzival41
.
Depends completely on the context. I have special code that calculates the tank turret orientation and checks which direction the tank is moving in. If that's what's being wanted here, I definitely can help.
But fundamentally, you're going to have to use the variable AngleOfAttack in order to determine your movement direction.
@11qazxc
.
Nope, it's the stabilizer doing its job. Besides, the gun itself is limited to from -10º to 20º, so if the ground slope exceeds that value it obviously won't stabilize. The code for the stabilizer has a mathematical formula that's designed to work on slopes. This is done by dividing the PitchAngle correction by the cosine of the RollAngle in order to obtain the correct adjustment using only gun elevation.
You're not wrong in that this becomes problematic at very high angles like 45º, but no MBT I know of has gun handling that goes to such ranges.
BMP-2 by @BaconAircraft.
I spent an hour or so keyframing the heck outta the vid. I think it was worth the effort, lol.
+4Solution:
@RandomDisplay
+1.
Probably an issue of your syntax itself. Looking at it, your first statement isn't a boolean, probably why.
What is the bug?
@RandomDisplay
.
In what way? Could you provide some context?
Nice work with the superelevation equation. Glad to see more people figuring that one out.
@PINEAPPLZ
.
Properly scale your tires.
@Spangsege
.
Go ahead! Thanks for asking.
@PlaneFlightX
+1.
Hey, go try making a forum post about it. I'm not the only resource.
@1918
.
Apparently he did change your work. Slightly, but still. Creating maps still take effort, and I don't see how being under a different denomination is such an issue. Perhaps you can clarify.
Supposedly, the model has been modified to some extent- if that is indeed the case, then I think your point regarding how the mod uses the same model is invalid. I cannot verify this, however.
Something like
abs(deltaangle(TargetHeading, Heading)) < 30
The weird symbols are converted from <.
Should do the job.
@Kureshik
.
Doesn't work, in what sense?
@PlaneFlightX
.
Did you replace the items I specified you should replace?
@Bombsmithfurry67
+1.
1. I replied on your post
2. Planaria's second suggestion should work fine.
@PlanariaLab
+1.
多分このポストの作者さんは二番目の事を望んでいたんでしょ
一番目はactivationGroup, zeroOnDeactivateにinputにもFireWeaponsが書いていなければ作者さんののぞみ通りうごきません
@Bombsmithfurry67
.
https://snowflake0s.github.io/funkyguide.html
@ObliviousCed
+2.
Incoming.
@NumbersNumbersTheMan
.
Cool, I'm gonna try my hand at it. Basically gonna try and have auto-timed flak and lead. Should have superelevation too.
I mean, you have to manipulate proportions and things. It's not a magic number, it still requires math.
Superelevation or no?
Great job. One only missing superelevation.
@ChrisPy
.
Typical projectile motion equation.
@shipster
+4.
Haha. Yep, it's me!
Please check around before you post such things.
@Kureshik
+1.
(x=100) ? 1 : 0
@Kreep2knight
.
Actually, I was horrible at programming and anything CS before FT! Wrap your head around it once and you never forget. If you really need one I can explain things to you.
@47parzival41
.
.
TL;DR: Yes and yes. Your logic is spot-on.
.
The comparison operators are as math works anywhere else. Specifically, the non-inclusive comparison operators- < and > - mean that if the value is equal, it is still untrue because it is non-inclusive. There's also the inclusive operators- <= and >= - which will behave the same as the non-inclusive operators but when compared values are the same, the operator will return true because it is inclusive.
.
.
Comparison has nothing to do with rounding. It will behave as outlined above.
.
These are great questions, hope I helped.
@FeiWu
.
You can start with sign(AngleOfAttack) < 0. I'll get to you if you need something more sophisticated.
Developers cannot magically upgrade your hardware.
+4Haha. It definitely can be confusing!
+1@47parzival41
.
Depends completely on the context. I have special code that calculates the tank turret orientation and checks which direction the tank is moving in. If that's what's being wanted here, I definitely can help.
But fundamentally, you're going to have to use the variable
AngleOfAttack
in order to determine your movement direction.@FalconGT12
+2.
Start with
sum(Yaw)
.@FalconGT12
.
Depends on which input. Please specify.
Nope, they are separate weapon types and cannot be used in the way you described.
@uselessuser151
.
No. Fuselage blocks. I never use any part mods.
@BoganBoganTheMan
+1.
Angry French noises intensify
@11qazxc
.
Nope, it's the stabilizer doing its job. Besides, the gun itself is limited to from -10º to 20º, so if the ground slope exceeds that value it obviously won't stabilize. The code for the stabilizer has a mathematical formula that's designed to work on slopes. This is done by dividing the PitchAngle correction by the cosine of the RollAngle in order to obtain the correct adjustment using only gun elevation.
You're not wrong in that this becomes problematic at very high angles like 45º, but no MBT I know of has gun handling that goes to such ranges.
+8That's fairly nonspecific, but to answer that request something like
+1smooth(GearDown, 1) > 0
should give you 1 second delayed movement.@ThePropellerIsAFan
.
I need numbers. As in, how many seconds until your gear doors open, how many until your actual gears deploy, etc.
As in? Give me some context and FT can help.
+2@jamesPLANESii
+2.
Thanks for the snarky comment. I really don't get to make mistakes, apologize, and simply move on do I?
@jamesPLANESii
.
Ah, my mistake. That misconception came from me thinking about how the ingame airfoils were based on specific NACA airfoils.
個人的には写真のけむり。。っていうかブーラがちょっと強いと思っていますが作品自体はいいですね。
Never use the Uw/S mod. Use DesignerSuite instead. Uw/S is buggy as all hell and forces crashes. A fresh install could help as well.
@Aarons123
.
It was always in the game. You can select your wing profile type using NACA airfoil IDs.
Cool design! Always looking for mechanical designs out here.
Physics make me happy
+2@Shootingstar07
+1.
Please feel free to take the code!
@jamesPLANESii
.
I just said they, like, move. And do track things. You can customize them to make them look like actual tracks, be it steel links or double pin.