@vcharng
.
Vertical speed is simply cos(PitchAngle)*IAS. I don't know why people keep requesting that. Although, the other ones are valid ideas. I will say though, most things can be done via algebraic methods, if you need any calc you do it by hand and input that expression. Calc is only useful if we get specific functions, say the velocity function.
You are incorrect. You're on the right track, but you have completely neglected the physics of projectile motion that cannon shells follow, both IRL and in SP. For this to be true, cannon shells would have to move like laser beams.
Help me... My funky tree codes are 3k characters long and SP won't accept it. I'm boggling my brain to fix it, but it's not looking good... My build has already gone on delay for three weeks now as well, lol.
@randomusername
.
Also for testbed purposes I strongly recommend using Desmos. It supports common FT functions such as clamp01, floor, ceil etc. Pretty useful.
@Tums
.
With FineTuner, select the scale menu- and scale everything to whatever scale you want (X, Y, Z should be the same scale factor). Disable the "scale only selected parts" option and press scale. Everything should be scaled accurately at once.
ActiveLimit is simply a number, different for each piston. For piston 1, use ActiveLimit = 0, for piston 2, ActiveLimit = 0.125, and I think you know the rest of the drill. Just replace the word with the respective number.
The first segment of the statement checks if the respective piston should be activated or not. That is, it checks if the level of throttle is appropriate for the piston to activate, and returns 1 if it is true. The second segment is the actual input.
Anyway, try it out and tell me if it doesn't work.
@Minecraftpoweer
.
Procedural inputs, huh. Just was messing around with it the other day. If you have 8 pistons to do that ordered extension, you need to use comparison operators– each at 1/8th increments of Throttle. So, Throttle = 0.125, 0.25, 0.375, 0.5, 0.625, 0.75, 0.875, and 1. For piston 1, have ceil(clamp01(Throttle - 0.125)) as the input, the second ceil(clamp01(Throttle - 0.25)), and so on, you get the drill. This should work in the way you mentioned.
Your phrasing is sort of unreadable, but regardless what use would anyone have for an oscillating turret? The very purpose of a turret is to be controllable.
@Minecraftpoweer
.
This system is really messy though. The following is code for just one, just one of the lights in a digital display for the thousands place: (formatting broken)
The lower places (hundreds, tens, ones) get even more messy. The above is merely one light though- I have basically 7 of those for each digit-display. Works fantastically, though.
@spefyjerbf
.
Hey spefy, I've come upon a pretty large need for the ability to make an equation operator. Mind showing me how this might be done? I was thinking to divide x by a in order to check if x/a = 1, but this fails if x is larger than a. Any hints here?
@spefyjerbf
.
Thanks. Originally, meant to make a full-on fire control system with automatic lead compensation based on flight time and target velocity, but I can only solve it via vector mathematics right now and I'm figuring out a way to convert that into the appropriate syntax for the input system. This was possible to do with normal kinematics so I did this first.
@Pulkit
+1.
That's all there is to it, you have it.
@Pulkit
.
First set your hinge rotator to a range of 45º, then try the following.
abs(Brake - 1) * ((-1 * clamp01(GS - 100) * clamp01(200 - GS)) + (0.18 * clamp01(GS - 200))) + -Brake
I think it should work. It's something I made in a hurry, sorry that it looks bad.
+1@Pulkit
.
So the brake part ignores speed?
+1You're breaking the physics engine with unconventionally modded parts.
+1@Pulkit
+1.
Please don't use the <, > type qualifiers- they're outdated and are incompatible with 1.9 inputs.
I might get around to doing some data farming soon. Probably will include fuel consumption rates, spring constants, power, and the like.
+1@GeneralPatrick2
+1.
Nope, there is, and that's what I'm doing. Kinematics for the win!
This is a secret society
+1@vcharng
+1.
Vertical speed is simply
cos(PitchAngle)*IAS
. I don't know why people keep requesting that. Although, the other ones are valid ideas. I will say though, most things can be done via algebraic methods, if you need any calc you do it by hand and input that expression. Calc is only useful if we get specific functions, say the velocity function.You are incorrect. You're on the right track, but you have completely neglected the physics of projectile motion that cannon shells follow, both IRL and in SP. For this to be true, cannon shells would have to move like laser beams.
+1@Thueerra
+1.
I'll do so when I find the time.
@Thueerra
+1.
Yep, use boolean logic. Something like
clamp01(Pitch)*sin(180*Time)
.Help me... My funky tree codes are 3k characters long and SP won't accept it. I'm boggling my brain to fix it, but it's not looking good... My build has already gone on delay for three weeks now as well, lol.
+1Very nice. Like the oscillating thingy there.
+1@randomusername
+1.
Cool, great to hear I helped.
@randomusername
+1.
Look here for a interactive graphing visual of your function. I'm not sure what to make of this, though.
@randomusername
+1.
Also for testbed purposes I strongly recommend using Desmos. It supports common FT functions such as clamp01, floor, ceil etc. Pretty useful.
It's all cool. All's good to help our favorite devs stay afloat.
+1@SimpleMachineIndustry
+1.
I definitely do need to up my aesthetics game a bit, working on it!
@edensk
+1.
Cool, will do.
Try this:
+1clamp01(ceil(V - IAS))*clamp01(ceil(Altitude - 3))
This should allow for your specified requirements.
@Tums
+1.
With FineTuner, select the scale menu- and scale everything to whatever scale you want (X, Y, Z should be the same scale factor). Disable the "scale only selected parts" option and press scale. Everything should be scaled accurately at once.
@Tums
+1.
Sure, with FineTuner you can scale it easily. You can probably find a guide somewhere easily. Well, built upon XML modding and Funky Trees.

Use this to embed your image. Just copy & paste.
+1@nadvgia
+1.
No inputController, no input system. Use a rotator and a wing piece instead.
@AtlasSP
+1.
clamp01(x)
is your friend.@DPSAircraft
.
This is an invalid statement. Also, what are you trying to say? It's not making any sense.
+1Awesome, smart solutions to problems.
+1@IndustrieMilitariStatali
+1.
Hope you read the description- it's simple. Just grab the top part and put it on the belly of your plane.
Use funky trees. It's more universal and is superior.
+1@Minecraftpoweer
.
Hey, sorry for the slight delay. It was 4am at the time so I had to fetch some sleep. Anyway, here's a working system. Use this:
ceil(clamp01(Throttle - ActiveLimit))*clamp01(8*(Throttle - ActiveLimit))
ActiveLimit is simply a number, different for each piston. For piston 1, use ActiveLimit = 0, for piston 2, ActiveLimit = 0.125, and I think you know the rest of the drill. Just replace the word with the respective number.
The first segment of the statement checks if the respective piston should be activated or not. That is, it checks if the level of throttle is appropriate for the piston to activate, and returns 1 if it is true. The second segment is the actual input.
Anyway, try it out and tell me if it doesn't work.
+1@Minecraftpoweer
+1.
Procedural inputs, huh. Just was messing around with it the other day. If you have 8 pistons to do that ordered extension, you need to use comparison operators– each at 1/8th increments of
Throttle
. So, Throttle = 0.125, 0.25, 0.375, 0.5, 0.625, 0.75, 0.875, and 1. For piston 1, haveceil(clamp01(Throttle - 0.125))
as the input, the secondceil(clamp01(Throttle - 0.25))
, and so on, you get the drill. This should work in the way you mentioned.@FlipposMC
+1.
If you wanted, you could also make it such that gear just wont deploy above a certain speed- that might be more useful.
@edensk
+1.
Yep, my mistake.
Edit the
+1massScale
attribute with Overload.Holy mother of building. The screen is awesome.
+1@TheBoeingEngineer
+1.
No- the quality builds receive above 100 upvotes. It's just the oversaturated market that results in a more difficult rating.
Your phrasing is sort of unreadable, but regardless what use would anyone have for an oscillating turret? The very purpose of a turret is to be controllable.
+1Nice reupload. Try not to do that.
+1Try not to reupload- if anything, delete the first version to reduce clutter.
+1@Minecraftpoweer
.
This system is really messy though. The following is code for just one, just one of the lights in a digital display for the thousands place: (formatting broken)
clamp01(ceil(floor(X/1000) + 0.01))clamp01(ceil(0.01 - floor(X/1000))) + clamp01(ceil(floor(X/1000) - 1.99))clamp01(ceil(2.01 - floor(X/1000))) + clamp01(ceil(floor(X/1000) - 2.99))clamp01(ceil(3.01 - floor(X/1000))) + clamp01(ceil(floor(X/1000) - 4.99))clamp01(ceil(5.01 - floor(X/1000))) + clamp01(ceil(floor(X/1000) - 4.99))clamp01(ceil(5.01 - floor(X/1000))) + clamp01(ceil(floor(X/1000) - 5.99))clamp01(ceil(6.01 - floor(X/1000))) + clamp01(ceil(floor(X/1000) - 6.99))clamp01(ceil(7.01 - floor(X/1000))) + clamp01(ceil(floor(X/1000) - 7.99))clamp01(ceil(8.01 - floor(X/1000))) + clamp01(ceil(floor(X/1000) - 8.99))*clamp01(ceil(9.01 - floor(X/1000)))
The lower places (hundreds, tens, ones) get even more messy. The above is merely one light though- I have basically 7 of those for each digit-display. Works fantastically, though.
+1@NirvashTec
+1.
Thank you Nirvash, very cool!
@spefyjerbf
+1.
I'll try that. Thanks for the help!
@spefyjerbf
+1.
Hey spefy, I've come upon a pretty large need for the ability to make an equation operator. Mind showing me how this might be done? I was thinking to divide x by a in order to check if x/a = 1, but this fails if x is larger than a. Any hints here?
Nice desc.
+1@Gameboi14
+1.
Indeed! Applaud my powers of science!
@ArcherDude11
+1.
Thanks, very cool!
S'more tags, probs the last batch.
@USSR @Kimcotupan15 @AstleyIndustries
+1Cool. More trees stuff coming soon.
+1@spefyjerbf
+1.
Thanks. Originally, meant to make a full-on fire control system with automatic lead compensation based on flight time and target velocity, but I can only solve it via vector mathematics right now and I'm figuring out a way to convert that into the appropriate syntax for the input system. This was possible to do with normal kinematics so I did this first.