Generally you use smooth() to create a linear progression then add some sort of comparative operator to check when that progression reaches a certain threshold so you get the right sync times.
@Formula350
.
GearDown is a lot more intuitive.
Quite simply, if the gear is down, GearDown = true, and if the gear is up, GearDown = false.
.
The same applies for Activation Groups.
To take an example with AG1, if the AG1 is on, Activate1 = true, and if AG1 is off, Activate1 = false.
.
Basic Funky Trees documentation and guides are available at the FT guide page.
@AN2Felllla
.
Check your brackets. FT tries to auto-complete if possible, sounds like that might be the case. Are you using implicit multiplication as well?
@AN2Felllla
.
Please, I challenge you, point out where I have been needlessly verbose. If you can simplify my words without changing the meaning or making it too long, I'll gladly accept the proposition that I'm doing this verbose thing intentionally.
.
I forgot to mention, please drop the openly mocking attitude. It helps no-one.
@CaptFoxworth19
.
It's simply a stepped function. Each piston has a dependency on the threshold of the Throttle value, for example the first piston would have Throttle > 0.25 as the qualifier, the next Throttle > 0.5, etc.
@Lanc
.
We've gone over this once before--I assume this is a joke, but still, for those who take this a bit too far: just because one can make maps does not make you a developer... The two are very different things.
.
One can do programming magic... the other does not necessarily.
@Numbers
.
The current guide is definitely not the most easy thing to understand, but it still functions as extensive documentation that most can get by. Don't worry though, the project I'm pushing ahead right now is precisely an easier, more interactive course for FT.
@shipster
.
Seems like a known issue. I've had one other report from a iOS user that the sights do not seem to function. Thank you for the notification.
Stating the obvious is not a "theory"- that's the opposite of a theory
"I've calculated it is impossible"- how do you even calculate this? Care to give a formula?
"It is the same reason an AI cannot create a perfect circle"- ROFL. The definition of a circle is given by x^2 + y^2 = r^2, you're saying an equation can't be calculated, what?
Your idea about "impeccable detail" is simply invalid because by your logic no production aircraft is perfect in the first place because they all have minute differences. You do realize that, no?
SP replicas are supposed to be a visual/performance replica. If it looks similar enough it's good enough. If it acts similar enough it's good enough, because in the given context it's the best thing we have.
Stop packaging your statements in such a verbose fashion. It helps no-one.
The missile knows where it is at all times. It knows this because it knows where it isn't. By subtracting where it is from where it isn't, or where it isn't from where it is (whichever is greater), it obtains a difference, or deviation. The guidance subsystem uses deviations to generate corrective commands to drive the missile from a position where it is to a position where it isn't, and arriving at a position where it wasn't, it now is. Consequently, the position where it is, is now the position that it wasn't, and it follows that the position that it was, is now the position that it isn't.
In the event that the position that it is in is not the position that it wasn't, the system has acquired a variation, the variation being the difference between where the missile is, and where it wasn't. If variation is considered to be a significant factor, it too may be corrected by the GEA. However, the missile must also know where it was.
The missile guidance computer scenario works as follows. Because a variation has modified some of the information the missile has obtained, it is not sure just where it is. However, it is sure where it isn't, within reason, and it knows where it was. It now subtracts where it should be from where it wasn't, or vice-versa, and by differentiating this from the algebraic sum of where it shouldn't be, and where it was, it is able to obtain the deviation and its variation, which is called error.
@Highground @MausTrap1946
.
Y'all are wrong. I don't know how the myth of SelectedWeaponName propagated, but the correct variable name is SelectedWeapon, not SelectedWeaponName. When in doubt, verify your variables with the Funky Tree Guide.
Probably the first application of FT.
+1@PlaneFlightX
+1.
I can't make any promises, but at least not long after 1.11 is out of beta. A lil' busy with schoolwork.
zum zum
+1@Sosig1
+1.
Feel free.
CoolPeach has it right, the devs have said already that they are planning to add more variable write out.
+1Documentation
+1Epic!
+1@BaconAircraft
+1.
smh im boutta orthographically project your butt
<3
Use sum for non returning values.
+1たしかに徹夜テンーションだなこりゃ
+1@Kangy
+1.
Scripts exist, they take 2 seconds for the job
@TheIronGamer300
+1.
Ping a mod to add the successor link for you, thanks for entering!
Here's something for doors that open then also close:
https://www.desmos.com/calculator/j3wlgr4mui
Generally you use smooth() to create a linear progression then add some sort of comparative operator to check when that progression reaches a certain threshold so you get the right sync times.
You could also change up this code format to work with GearDown.
+1@MaverickHendricks
+1.
Feel free.
@Formula350
+1.
GearDown is a lot more intuitive.
Quite simply, if the gear is down, GearDown = true, and if the gear is up, GearDown = false.
.
The same applies for Activation Groups.
To take an example with AG1, if the AG1 is on, Activate1 = true, and if AG1 is off, Activate1 = false.
.
Basic Funky Trees documentation and guides are available at the FT guide page.
@GuyFolk
.
Yeah! I first saw it on the Doom game that came up some months ago. It's useful but seems kinda gimmicky for moving components.
Still, this seems very well done.
+1Whoa! Interested in how you would've done the bouncing algorithm. Got a headache and gave up the last time I tried.
+1I object.
+1kthnxbye
+1@Dathcha
+1.
Maybe! I'll see what I can do to make a barebones computer.
@Sadboye12
+1.
Yeahhhhh!!
@AN2Felllla
+1.
Check your brackets. FT tries to auto-complete if possible, sounds like that might be the case. Are you using implicit multiplication as well?
@RC1138Boss
+1.
Quite literally a graphing calculator.
@Vincent_
+1.
Oh no! What am I gonna do now???
@AN2Felllla
+1.
Please, I challenge you, point out where I have been needlessly verbose. If you can simplify my words without changing the meaning or making it too long, I'll gladly accept the proposition that I'm doing this verbose thing intentionally.
.
I forgot to mention, please drop the openly mocking attitude. It helps no-one.
@ArkRoyalTheDDhunter
+1.
Nope, completely unrelated. It's made using rockets. It's a further development of this system here.
Might be possible to have the AI cockpit track the player.
+1elongated circle
+1@CaptFoxworth19
+1.
It's simply a stepped function. Each piston has a dependency on the threshold of the Throttle value, for example the first piston would have Throttle > 0.25 as the qualifier, the next Throttle > 0.5, etc.
@edensk
.
Possible**.
**Requires stupid amounts of math. Math not included.
+1@Lanc
+1.
We've gone over this once before--I assume this is a joke, but still, for those who take this a bit too far: just because one can make maps does not make you a developer... The two are very different things.
.
One can do programming magic... the other does not necessarily.
Very scenic.
+1@PvtJok3r
+1.
Join link is uh, in the post.
@Numbers
+1.
The current guide is definitely not the most easy thing to understand, but it still functions as extensive documentation that most can get by. Don't worry though, the project I'm pushing ahead right now is precisely an easier, more interactive course for FT.
@spefyjerbf
+1.
Ha! Happens to me from time to time as well. No idea.
@KingOog000
+1.
;) Meant to be
@shipster
+1.
Seems like a known issue. I've had one other report from a iOS user that the sights do not seem to function. Thank you for the notification.
@Nirvash
+1.
why must you do this
@RYAviation
+1.
And selected the weapon? Sounds like it might be some isolated issue on your end- never seen that one happen to anyone else.
Well edited!
+1@HappyFeetWhyshouldi @Jefftheneef @Bernkastel
+1.
Thanks for the kind words!
@DarthAbhinav
+1.
A bit too long! I might make a little something about exactly that sometime. A reflection of sorts, perhaps?
Stop packaging your statements in such a verbose fashion. It helps no-one.
+1@typeZERO
+1.
誤解してます、Adithecat3459ーさんは島風がアメリカの船だと言いませんでした
Fair point. I'll concede on that. Although, I've to admit that it genuinely is intrusive when I'm exposed to something multiple times a day.
+1@KnightOfRen
+1.
Do the parachutes not have a delay function inbuilt? I suppose you can use a smoothed boolean to do that then.
The missile knows where it is at all times. It knows this because it knows where it isn't. By subtracting where it is from where it isn't, or where it isn't from where it is (whichever is greater), it obtains a difference, or deviation. The guidance subsystem uses deviations to generate corrective commands to drive the missile from a position where it is to a position where it isn't, and arriving at a position where it wasn't, it now is. Consequently, the position where it is, is now the position that it wasn't, and it follows that the position that it was, is now the position that it isn't.
+1In the event that the position that it is in is not the position that it wasn't, the system has acquired a variation, the variation being the difference between where the missile is, and where it wasn't. If variation is considered to be a significant factor, it too may be corrected by the GEA. However, the missile must also know where it was.
The missile guidance computer scenario works as follows. Because a variation has modified some of the information the missile has obtained, it is not sure just where it is. However, it is sure where it isn't, within reason, and it knows where it was. It now subtracts where it should be from where it wasn't, or vice-versa, and by differentiating this from the algebraic sum of where it shouldn't be, and where it was, it is able to obtain the deviation and its variation, which is called error.
Wikipedia
+1Other
.
People take university courses in learning how to tune PIDs. You can learn it using online resources, but it is difficult.
@marcox43
+1.
Correct.
@Highground @MausTrap1946
+1.
Y'all are wrong. I don't know how the myth of
SelectedWeaponName
propagated, but the correct variable name isSelectedWeapon
, notSelectedWeaponName
. When in doubt, verify your variables with the Funky Tree Guide.