@AerialFighterSnakes
.
You can start with some form of Altitude != usemetricforeverything, but that likely will not be very stable at all. Best is to use the PID controller, but there's no way I can explain that to you over the internet.
@FeistyPapa
.
I have no idea what you've done wrong, then. It works perfectly for everyone else I know and for myself... I'm not sure if I can help you any more at this point. Game version?
@FeistyPapa
.
It is specifically designed not to do that. Have you set the speed high enough? Also, upon further consideration the following code is simpler and should work (works on my end).
smooth(pow(10,10), clamp01(FireWeapons))
Regarding your concern, it is only an relevant application of preexisting concepts. In this case the irreversible boolean activation concept is used without the concept of "activation", merely using the irreversible boolean section of the code.
@Lightsaber70
.
The hull shape is insufficiently done, the paint job is lackluster, and details are blocky at best. Also, why would I compare combat capability in SP? It's a trivial matter at best.
@JustDatGuy
.
"Processed" string data are not strings. ammo("string") returns a float/number datatype, not strings. I never said you could not use strings.
I original intended to say something about advertising it as the first, but it sounded too pretentious so I decided not to. Although, since we came to it, I would call this more 'gun convergence' than fire control system.. It fails to address the many other parts of a modern fire control system, such as target lead or optical parallax. Cool nonetheless, have you tried this for three dimensional objects (as guns act as 2D vectors ingame)?
@Ja380
.
Think a bit carefully... if those values were not standardized, one player would have a drastically different experience when using certain aircraft from another person with different unit settings.
@TrislandianAlliance
.
SP is based in Unity. Unity is based in SI units; your statement is false. The game merely converts its units into an imperial format as to cater to that audience.
@Brields95
.
Regarding your statement about wheels... Apparently you're wrong: according to a dev, an engine in SP does divide the HP between the assigned wheels. Also, the actual HP vs. spec HP is different; if you so wish, you can use the ingame debugger to run tests for the amount of work performed by the driveshaft.
Since work = Fd, this can be further broken down into m*a*d, thus a derivative of the velocity (or double derivative of position) multiplied by the mass of the vehicle and also multiplied by the change in position should grant you the work value of this car at any time interval. Next, divide your work value by the time taken; you then obtain the average power, in Watts, for the vehicle. Of course, this is subject to frictional forces and whatnot, so you most definitely should get a lower value than engine HP values. If this vehicle actually was overpowered (engine), then this calculated measurement will be higher than the spec-wise engine HP.
@JustDatGuy
.
My guide won't explain every possible combination available. It's a general orientation; the application is up to you. smooth with a specially modified rate can store data easily.
Definitely. For sound blocks, simple tone (possibly with customizable timbre) with a preset pitch (in Hz) that produces sound based on input would be great for custom SFX and whatnot.
@AerialFighterSnakes
.
You can start with some form of
Altitude != usemetricforeverything
, but that likely will not be very stable at all. Best is to use the PID controller, but there's no way I can explain that to you over the internet.Use FT, and model a human joint using video frame analysis to get the data. Example video here.
Twitterでも見ましたが、やはりすごいですね。ただ、ピクセルが多くなるのは仕方ないでしょ。。自分は4:3比率で20x15くらいがいいんだっとおもっています。
+2@raceplaneVIBEZ
.
Just reverse the input/AG on one of them. Either add a negative sign or use the boolean inverter operator (!).
@typeZERO
.
Altitude > 400
@EngineerOtaku
.
I'm active on Discord, weird that you can't contact me... huh.
lol
+2@MemeLord21
.
2047 as of now.
Only the server host can kick players... iirc MP devs wanted to fix this problem but they're too busy to work on it.
@Dllama4
+1.
Hack Bacon's account and obtain the unlisted builds
@FeistyPapa
.
I have no idea what you've done wrong, then. It works perfectly for everyone else I know and for myself... I'm not sure if I can help you any more at this point. Game version?
@FeistyPapa
.
It is specifically designed not to do that. Have you set the speed high enough? Also, upon further consideration the following code is simpler and should work (works on my end).
smooth(pow(10,10), clamp01(FireWeapons))
Regarding your concern, it is only an relevant application of preexisting concepts. In this case the irreversible boolean activation concept is used without the concept of "activation", merely using the irreversible boolean section of the code.
+1@Lightsaber70
.
The hull shape is insufficiently done, the paint job is lackluster, and details are blocky at best. Also, why would I compare combat capability in SP? It's a trivial matter at best.
@Lightsaber70
.
How is that a decently built tank?
For your reference...
+1The below is an application of this concept
For more information please visit snowflake0s.github.io
+2smooth(FireWeapons*pow(10,10), clamp01(FireWeapons))
Stronk tonk
+1Brute-forcing clicks. I think I saw a forum post on how to do it somewhere.
@Jerba
.
Are you talking about the fume extractor? That doesn't need elevation to do its job. A neutral loading position is demonstrated here.
@JustDatGuy
.
"Processed" string data are not strings. ammo("string") returns a float/number datatype, not strings. I never said you could not use strings.
@JustDatGuy
.
Also...
It's already there...
@cedblox332
.
The ammo condition that you specified.
I original intended to say something about advertising it as the first, but it sounded too pretentious so I decided not to. Although, since we came to it, I would call this more 'gun convergence' than fire control system.. It fails to address the many other parts of a modern fire control system, such as target lead or optical parallax. Cool nonetheless, have you tried this for three dimensional objects (as guns act as 2D vectors ingame)?
@Jauntyccmbr
.
That isn't too helpful... be specific, as I replied earlier.
@cedblox332
.
You want the timed action to happen when that condition is fufilled, correct?
@exosuit
.
I hate Discord images... rather use imgur than Discord.
@wonkapilot
.
Been working on the turret the past few days. Thanks for asking.
Completely depends on the input you wish to use for it. Be specific and I can help.
@Ja380
+1.
Think a bit carefully... if those values were not standardized, one player would have a drastically different experience when using certain aircraft from another person with different unit settings.
@TrislandianAlliance
.
SP is based in Unity. Unity is based in SI units; your statement is false. The game merely converts its units into an imperial format as to cater to that audience.
Yes, funky trees!
It already exists... see below. It's already as simple as it can be:
x - Longitude
y - Altitude
z - Latitude
If you have are capable of utilzing "logic gates, timers, sensors, and stuff like that", you sure can use Funky Trees to do so.
@DPain
.
Yes...? I don't see why you wouldn't think so...
@BadFreed
+2.
clamp01((Throttle > 0.01) & (Throttle < 0.8))
Same. I assume the servers got a bit overloaded today.
@cedblox332
.
Thanks for asking. I'll try to get it out within the next week.
@MemeLord21
.
Old accounts are kept in the servers for reference (that is, not deleted completely)... likely why you cannot use the same email.
@shipster
.
No.
@Flightsonic
.
Guide.
@JustDatGuy
.
Your link has to be a file...
@JustDatGuy
.
Remove the s from https.
@Brields95
.
Regarding your statement about wheels... Apparently you're wrong: according to a dev, an engine in SP does divide the HP between the assigned wheels. Also, the actual HP vs. spec HP is different; if you so wish, you can use the ingame debugger to run tests for the amount of work performed by the driveshaft.
Since
+1work = Fd
, this can be further broken down intom*a*d
, thus a derivative of the velocity (or double derivative of position) multiplied by the mass of the vehicle and also multiplied by the change in position should grant you the work value of this car at any time interval. Next, divide your work value by the time taken; you then obtain the average power, in Watts, for the vehicle. Of course, this is subject to frictional forces and whatnot, so you most definitely should get a lower value than engine HP values. If this vehicle actually was overpowered (engine), then this calculated measurement will be higher than the spec-wise engine HP.Darn well done. I'm digging these gears.
+2@JustDatGuy
.
Unfortunately, yes.
@BeryllCorp
+1.
No, you could control the AG for the cannon... but not the firing.
This is amazing. An stunning improvement over the original. Great successor!
+12@JustDatGuy
.
My guide won't explain every possible combination available. It's a general orientation; the application is up to you.
smooth
with a specially modified rate can store data easily.Data containment script exists. Use
smooth
.Definitely. For sound blocks, simple tone (possibly with customizable timbre) with a preset pitch (in Hz) that produces sound based on input would be great for custom SFX and whatnot.