@vcharng
.
I measured the direct center of islands + their size. Seems fairly consistent (as in being in a near vicinity). Islands are considerably large, Maywar stretching some 27km in width.
@DPSAircraft
.
What? That doesn't look like anything to me... Did you format it incorrectly? If you're talking about quotes and the sharps, then that's only for dev console.
@spefyjerbf
.
Very simple, simply start with smooth(clamp01(boolX), 1/d) = 1, where d is the delay in seconds. Will return true or false. Also note that behavior is delayed activation when boolean is true & immediate deactivation on boolean becoming false.
@DeathStalker627
.
Set the second stage's detacher to ammo("FirstStage") = 0 (Or whatever your first stage is called). It should work, it works for me. It might be a connections issue, have you checked that?
@DickBrazen
.
Anything works as long as you can represent it mathematically. Try building a function for it first mathematically, if you have trouble converting that to FT I can help you there.
@vcharng
.
The point is to not use LandingGear as a standard FT variable. Use GearDown instead. The input response algorithm changed in the first place. It's not meant for you to use LandingGear as a FT input anymore.
@CptJacobson
.
Unlikely, the reason why Overload & FineTuner was added in was because those mods were made by current devs. The Tracks mod is made by an inactive user, there's problems with trying to integrate such mods into the game. Think a good five minutes about why it's difficult.
@Hedero
.
You've done something wrong. You can't load the file if:
You've made a mistake in XML editing, creating loading problems
You've messed with mods, but seeing as you are on iPad, this shouldn't be the case.
So it's pretty clear that you've made a faulty XML edit that causes problems. If you can access the game files, then I can take a look at the problematic file and try to spot the error.
@EGplanes
.
That's 25 rps, so 25 full loops per second... Set your rotator to 180º, one loop is input = 2, so input as 50*Time should get you 1500 rpm. Set the rotator speed to some really high value though. For your second request, right now the input for that particular system is bugged. Wait for next beta patch.
@spefyjerbf
.
It caps a boolean input to increase at a certain rate instead of instantly. In this case, the boolean goes from 0 to 1 instantly, but smooth caps it at a rate of 1/60ths per second. Therefore, every second, the ouput of smooth increases by 1/60ths. You can use the rate further: by adding a boolean modifier to the rate part of smooth, if I set the rate of change to 0 it simply stays at whatever value it was on, hence a working stop/start system for the stopwatch.
I'm thinking this could be further developed with a topographical map to create a minimap-esque design, with customizable spawn points. Vertical guidance is definitely possible, in fact, I'm fairly sure you could create a 3D map... Though making the map model is more effort than the funky trees.
@EliteArsenals24
.
Hmm, mobile can't fire w/o the button onscreen, right? I think it should work, I'll try testing what you put there. Though, it might end up being just some weird GUI issue (like the VTOL or Trim bars not showing up last patch).
Report if you have been harassed, not complain on the forums.
+6@SpiritusRaptor
.
Update, as in newer? This still works- it's a perfectly viable application still (as of 1.9.203).
So glad to see you back around. Awesome!
@SpiritusRaptor
+2.
Oh my god, you're back! Glad to see you around, ask me all about the new features.
@jamesPLANESii
+1.
It'll be released in due time. I just don't want someone to go ahead and release a build using my data before I do.
@jamesPLANESii
.
Sekrit data.
@ndfr623
+1.
Did you read through? We have a debug console to do exactly that.
@vcharng
.
Yep, quickly going to run the distance formula on the center points.
@vcharng
.
I measured the direct center of islands + their size. Seems fairly consistent (as in being in a near vicinity). Islands are considerably large, Maywar stretching some 27km in width.
Probably possible with
PID
, although I'm not sure about the specifics (and it's fairly likely to cause drift).@EGplanes
.
Not FT. Simply set the first cannon that fires to the delay you want, any others to 0.01.
You've probably balanced your plane wrong- check CoM.
@spefyjerbf
.
Sure!
@DPSAircraft
.
What? That doesn't look like anything to me... Did you format it incorrectly? If you're talking about quotes and the sharps, then that's only for dev console.
@CRJ900Pilot
.
Adds an extremely, extremely useful set of variables and functions.
@spefyjerbf
+1.
Very simple, simply start with
smooth(clamp01(boolX), 1/d) = 1
, whered
is the delay in seconds. Will returntrue
orfalse
. Also note that behavior is delayed activation when boolean istrue
& immediate deactivation on boolean becomingfalse
.@Bacondoggie
.
Use
projectileLifetime
.@DeathStalker627
.
Set the second stage's detacher to
ammo(
"FirstStage
") = 0
(Or whatever your first stage is called). It should work, it works for me. It might be a connections issue, have you checked that?@DickBrazen
.
Anything works as long as you can represent it mathematically. Try building a function for it first mathematically, if you have trouble converting that to FT I can help you there.
@Type2volkswagen
+1.
No, that's just something with funky trees. To disable it, just enter
0
. (I think that should work.)@EGplanes
.
No.
@LeonardoEngineering
+1.
It's especially more useful when you manipulate the
rate
of thesmooth
function.@Hedero
.
It's usually under some directory titled
AircraftDesigns
, but idk where you can find that on iPad.@ChallengerHellcat
+1.
In your Steam library... I think you need to use some common sense here. Also you can access the
Library
directory on a Mac.@ChallengerHellcat
.
Well then follow instructions in Andrew's comment.
@vcharng
+1.
The point is to not use
LandingGear
as a standard FT variable. UseGearDown
instead. The input response algorithm changed in the first place. It's not meant for you to useLandingGear
as a FT input anymore.@EGplanes
.
Game time may not be exactly in line with IRL time. Try checking
time
with the debug console.@ChallengerHellcat
.
Not for App Store.
@CptJacobson
.
Unlikely, the reason why Overload & FineTuner was added in was because those mods were made by current devs. The Tracks mod is made by an inactive user, there's problems with trying to integrate such mods into the game. Think a good five minutes about why it's difficult.
@Hedero
.
You've done something wrong. You can't load the file if:
So it's pretty clear that you've made a faulty XML edit that causes problems. If you can access the game files, then I can take a look at the problematic file and try to spot the error.
Something went wrong. It's not a bug- if your plane file is corrupted, it won't load. Likely a bad XML edit.
@Pnicks15
+11. No
2. Yes
@vcharng
.
Yep. Check this for some useful info.
@MakarnaliMussolini
.
Of course.
@EGplanes
.
That's 25 rps, so 25 full loops per second... Set your rotator to 180º, one loop is input = 2, so input as
50*Time
should get you 1500 rpm. Set the rotator speed to some really high value though. For your second request, right now the input for that particular system is bugged. Wait for next beta patch.@ChisP
.
This does not use
Time
in any form.@MAHADI
.
Utilization of the spring constant. If thrust is a net horizontal force, then thrust, T, can be put as t = kx.
Doesn't get much simpler.
+1@F4f879
+1.
Completely depends on whatever you're modeling. If you can bring me an RPM curve graph, I can help you; otherwise I can't really help.
@Parshainaerospace
.
So it was a thing. Interesting, Wikipedia seems to differ from other sources, though...
@spefyjerbf
+1.
It caps a boolean input to increase at a certain rate instead of instantly. In this case, the boolean goes from 0 to 1 instantly, but smooth caps it at a rate of 1/60ths per second. Therefore, every second, the ouput of
smooth
increases by 1/60ths. You can use the rate further: by adding a boolean modifier to the rate part ofsmooth
, if I set the rate of change to 0 it simply stays at whatever value it was on, hence a working stop/start system for the stopwatch.@MrSilverWolf
+1.
The method is simply an integral of the XYZ components of the velocity. It's not too complicated.
I'm thinking this could be further developed with a topographical map to create a minimap-esque design, with customizable spawn points. Vertical guidance is definitely possible, in fact, I'm fairly sure you could create a 3D map... Though making the map model is more effort than the funky trees.
@LiamW
.
My only problem with these is that this should be relative measurement- making these absolute/global would be confusing as hell.
Nightmare fuel.
+1@SenSkysh
.
The
=
operator is bugged right now and needs fixes. It will be fixed, hold tight.@EliteArsenals24
.
Hmm, mobile can't fire w/o the button onscreen, right? I think it should work, I'll try testing what you put there. Though, it might end up being just some weird GUI issue (like the VTOL or Trim bars not showing up last patch).
@Nerfaddict
.
Derivatives is a part of
PID
.@Nerfaddict
.
If you can use
rate
, you can usePID
.@RYAviation
.
They're fuselage inlet pieces, not shells.