Debug Command:
Open the dev console in level and type DebugExpression "expression" (for instance, DebugExpression "AltitudeAgl > 10").
Use ClearDebugExpressions to clear the list.
@EGplanes
.
The code behind gyros working is a bit funky right now. Hold on tight, I think devs will fix that issue for sure. If anything, submit a bug report to help them.
@vcharng
.
In 1.9.1: LandingGear - 0.5 will be -0.5 if LandingGear is ON or 0.5 if LandingGear is OFF
.
In 1.9.202: LandingGear - 0.5 will be 0.5 if LandingGear is OFF or -1.5 if LandingGear is OFF.
It has indeed been reversed, check using the debug command.
@vcharng
.
Yes, that's a known thing. In FT 1.9.1 the values of LandingGear was 0/1, but with the new fix it is now -1/1. There was an inherent issue with the parsing of such inputs, so it had to be changed. Unfortunate, but it's for a better, consistent system going forward.
I've talked to the devs about this already, that's basically what they said.
@spefyjerbf
.
I found that it works, if you do rate(rate(Altitude)) on a cockpit w/ no drag, the console displays a value around the gravitational constant.
@DJS8Corporations
.
Sorry if it came across in a negative way, but there already were multitudes of the same question already... A search or two would help.
@DJS8Corporations @Jetjjj
.
Unity has nothing to do with mod support, only Google. So never until Google changes their policies. Stop bugging Jundroo for it.
@Minecraftpoweer
.
I'm not entirely sure about toggling on/off, but if launchCountermeasures is a valid variable you definitely something along those lines.
Yes, you should be able to do this. Either make me a logic table for me to generate an input for you, or visit this link to orient yourself on a way to do this.
Here's an example of a logic table:
AoA > 4 degrees and IAS < 103 m/s, flaps extend to 3/4 (.75)
AoA > 4 degrees and IAS > 103 m/s, flaps retract back down to 1/4 (.25)
AoA > 8 degrees and IAS < 103 m/s, flaps extend to full (1.0)
AoA > 8 degrees and IAS > 103 m/s, flaps retract back down to 1/2 (.5)
@Erebos
.
Exponential functions exist. It's you wgo hasn't looked hard enough for them. They're done through pow(a, b).
Given that you can manipulate a logarithm, I think you also realize that nth root functions are in actuality exponential functions. So there you go, everything you needed... From exponentials to nth root functions.
One note on text formatting with the code style formatting option for your system... You've used a character that it doesn't support. Try to fix that, else people can't copy / paste. I'm being mean here, but run through the spelling once more.
@Stormfur
.
Probably is somewhere, although this the method I was sure was going to work 100%. I use what works. You have any other periodic functions that sinusoids? Not really...
@Strikefighter04
.
You need to model the sinusoidal movements of each joint and find the expression for each of them in order to make the most accurate movement.
@Pulkit
.
Not my best work, but it works. Thanks for putting it in an easily understandable format. Part 1: clamp(ceil(Trim - 0.99) + ceil(x), -1, 1) Part 2: clamp01(ceil(Trim + 0.1))*clamp01(ceil(0.1 - Trim)) Part 3: clamp01(ceil(Trim - 0.99))*clamp01(ceil(Trim - 0.99)) - clamp01(ceil(0.99 - Trim))*clamp01(ceil(0.99 - Trim))
No, I have not played such a game. Sorry for the delay.
@spefyjerbf
.
Awesome! So you did find a way to make it work out with repl. Cross platform, lightweight, and smooth. You've done everything you needed to do! Nice job.
@Trollium
.
That's a bit far fetched, regardless of something being a valid successor you could delete just to spite the person. Not to mention stuff about challenges.
@vcharng
.
Read the post....
Appears in top left corner.
@EGplanes
.
The code behind gyros working is a bit funky right now. Hold on tight, I think devs will fix that issue for sure. If anything, submit a bug report to help them.
@vcharng
.
In 1.9.1:
LandingGear - 0.5
will be-0.5
if LandingGear is ON or0.5
if LandingGear is OFF.
In 1.9.202:
LandingGear - 0.5
will be0.5
if LandingGear is OFF or-1.5
if LandingGear is OFF.It has indeed been reversed, check using the debug command.
@EGplanes
.
Gyros have some problems right now. It's to do with the activationGroups.
@ASJS
.
It's a beta. Did you select the beta option?
@vcharng
.
Yes, that's a known thing. In FT 1.9.1 the values of
LandingGear
was 0/1, but with the new fix it is now -1/1. There was an inherent issue with the parsing of such inputs, so it had to be changed. Unfortunate, but it's for a better, consistent system going forward.I've talked to the devs about this already, that's basically what they said.
+1@jamesPLANESii
.
Huh? What do you mean by use them in the
Trim
input?@CDRxavier
.
Why not?
@ArcturusAerospace
.
It's "Altitude Above ground level." Go figure...
@ArcturusAerospace
.
The
AltitudeAgl
parameter is defined by the location of your cockpit, so if your cockpit is attached to the engine, yes.@spefyjerbf
+1.
I found that it works, if you do rate(rate(Altitude)) on a cockpit w/ no drag, the console displays a value around the gravitational constant.
@ChallengerHellcat
.
I'm on Mac as well, but I got it on Steam... I don't know about how the App Store version works.
@DJS8Corporations
.
Sorry if it came across in a negative way, but there already were multitudes of the same question already... A search or two would help.
@DJS8Corporations @Jetjjj
.
Unity has nothing to do with mod support, only Google. So never until Google changes their policies. Stop bugging Jundroo for it.
@Jetjjj @ChallengerHellcat
.
Beta on mobile is on the TestFlight stuff etc.
Mobile = no mods. Say hello to Google, not Jundroo.
@Minecraftpoweer
.
No, inputs work in stuff like detachers now.
@Minecraftpoweer
.
Technically by setting the activationGroup to 'launchCountermeasures' the magnet should activate whenever you press the button.
@Notaleopard
.
What do you mean by that?
@Minecraftpoweer
.
I'm not entirely sure about toggling on/off, but if launchCountermeasures is a valid variable you definitely something along those lines.
@Stormfur
+3.
They've told us how you use them... Pretty darn well actually. I'll make a simplified guide though for those who aren't so sure, though.
@spefyjerbf
+1.
Haha, our guides are now useless! Rejoice! I'm so happy right now.
Rejoice... I'm crying in my seat rn...
+2@NightmareCorporation
+1.
That's a Google issue... Not Jundroo.
@EngineerOtaku
+1.
Input the following...
clamp01(ceil(TAS - 223.52))
This in a piston will do what you asked for.
@Mattangi2
.
SP's physics are surprisingly well done.
Yes, you should be able to do this. Either make me a logic table for me to generate an input for you, or visit this link to orient yourself on a way to do this.
Here's an example of a logic table:
+1I am speed
+2It's from Gravatar, not SP servers.
+3@MethaManAircraft
.
A funky trees input will override inputController attributes.
@Erebos
.
Exponential functions exist. It's you wgo hasn't looked hard enough for them. They're done through
pow(a, b)
.Given that you can manipulate a logarithm, I think you also realize that nth root functions are in actuality exponential functions. So there you go, everything you needed... From exponentials to nth root functions.
One note on text formatting with the code style formatting option for your system... You've used a character that it doesn't support. Try to fix that, else people can't copy / paste. I'm being mean here, but run through the spelling once more.
+1@nadvgia
+1.
Fixed. Thanks.
@BuiltBionixInd10
.
AI has nothing to do with this particular system. As for certain other types of systems, I have yet to test that.
@Stormfur
.
Probably is somewhere, although this the method I was sure was going to work 100%. I use what works. You have any other periodic functions that sinusoids? Not really...
@spefyjerbf
+1.
Definitely- I've also been thinking about the possibility of arcade games using a system like this.
@DickBrazen
+1.
Nah, it's an username I came up with many years ago, just out of randomness.
Feature incoming
@spefyjerbf
.
Makes sense. I suppose I can do that.
@Strikefighter04
.
You need to model the sinusoidal movements of each joint and find the expression for each of them in order to make the most accurate movement.
Funky trees will probably do the job there.
@Pulkit
+1.
Here's your function.
clamp01(ceil(X - 19.99))*clamp01(ceil(20.01 - X))
+ clamp01(ceil(20 - X))
- clamp01(ceil(X - 20))
I think this should work.
@Starlight
+1.
Welcome to 10k! Here's your commemorative upvote.
@wonkapilot
.
Simply put, it's just an anti-tank gun. VTOL for traverse, Throttle for elevation. Extra features have the instructions listed above.
@Pulkit
.
Thanks! Glad to help.
@Pulkit
.
Not my best work, but it works. Thanks for putting it in an easily understandable format.
Part 1: clamp(ceil(Trim - 0.99) + ceil(x), -1, 1)
Part 2: clamp01(ceil(Trim + 0.1))*clamp01(ceil(0.1 - Trim))
Part 3: clamp01(ceil(Trim - 0.99))*clamp01(ceil(Trim - 0.99)) - clamp01(ceil(0.99 - Trim))*clamp01(ceil(0.99 - Trim))
No, I have not played such a game. Sorry for the delay.
@spefyjerbf
+1.
Awesome! So you did find a way to make it work out with repl. Cross platform, lightweight, and smooth. You've done everything you needed to do! Nice job.
@Trollium
.
That's a bit far fetched, regardless of something being a valid successor you could delete just to spite the person. Not to mention stuff about challenges.
You have to be able to work with Unity. The game is built on Unity.
@Leehopard
.
끙... 수학 더 하기 너무 귀찮아서 그냥 이렇게 했어용...
편의상 리호파드님 방식대로하는게 낫긴 할텐데, 시간이 별로 없어서... ㅎㅎ
+2Final Tags... I'll stop here.
.
@marcox43 @destroyerP @FranzPeterSiegfried
Tags
.
@goboygo1 @EliteArsenals24 @marcox43