@mbann1112 not sure. It’s been happening for a lot of people, but whenever I try to replicate the situation it works perfect for me. Sorry, if I can’t see what’s wrong then idk what to fix haha
When you make your airliner cockpits, what do you use for reference where everything is located? For example distance of the main panel to the seats, main panel and seat scale, etc
@PlaneFlightX makes sense, I was stretching for that one haha. Btw i'm getting into some advanced cockpit design and I checked out some of ur older tutorials on variables, switches, etc. Your system you had on SWL-10 for button-incremented values is slightly flawed, I found a way to use 3 varible sets instead of 5 -- lmk if youre interested. I also figured out how to hide the label text by setting font size to zero instead of using piston to pull the label back -- saves part count and performance cost significantly.
What about catering vehicles? Also, are you planning full functionality with the cargo tractor(load suitcases etc into the lower cargo area, onto those little conveyor belt trucks, etc).
@UssrLENIN yeah but every plane is different. This only works for a plane with the same mass, lift, control authority, rotational inertia, drag, etc as “Wasp(simple)”
@GuyFolk well not really, the motion of the rotators isn’t linear to the angle of the nozzle. 0 goes to 0 and 1 goes to 90 but it’s not liner in between if you know what I mean.
@RedFiveR2 @CrazedSundance ok weird, I tested flying from Yeager final approach, on low, medium, and high physics and it worked every time for me. Let me know what your guys’ physics is on — medium came the closest to failing in my tests. Either way, thanks for letting me know, this is a weird issue
@ab haha! I was thinking about that, if it would stop before the end. Aerodynamic braking only works with speed, so in theory the speed would approach but never reach zero. It came close to stopping though, right?
@C47skytrain yep, I tried that. It was being super finicky, so I reasearched it on the sp website, and the location of each ship resets every time you choose a new location. There’s no funky tree variables for that, unfortunately
@OkaNieba yep you can, it’ll be pretty hard to move over and there’s a lot of params to tune, so it could be tricky. Also fyi Carrier landings are impossible to code — the position of any ship does not move consistently
@zwen ok thanks. Another way I think would be even better than that is the pitchangle plus the angle of attack, I’ve been experimenting with that and it is very good at holding a specific altitude or descent angle.
@KudaOni yes it has haha
@mbann1112 ok
How hard can it be to add ft inputs for brakes? Like that would be game changing for me and it can’t take more than an hour to implement right?
+13@mbann1112 not sure. It’s been happening for a lot of people, but whenever I try to replicate the situation it works perfect for me. Sorry, if I can’t see what’s wrong then idk what to fix haha
@MicroZackStudios sweet! Thanks
@realSavageMan but where do you get interior blueprints? Like from normal blueprints you can't see where everything is inside the cockpit
When you make your airliner cockpits, what do you use for reference where everything is located? For example distance of the main panel to the seats, main panel and seat scale, etc
@Bro1001 sorry, it works for me and most people 100% of the time, and others it just doesn’t.
@PlaneFlightX makes sense, I was stretching for that one haha. Btw i'm getting into some advanced cockpit design and I checked out some of ur older tutorials on variables, switches, etc. Your system you had on SWL-10 for button-incremented values is slightly flawed, I found a way to use 3 varible sets instead of 5 -- lmk if youre interested. I also figured out how to hide the label text by setting font size to zero instead of using piston to pull the label back -- saves part count and performance cost significantly.
What about catering vehicles? Also, are you planning full functionality with the cargo tractor(load suitcases etc into the lower cargo area, onto those little conveyor belt trucks, etc).
@2Papi2Chulo yeah I can take a look. My device performance isn’t great, but I can point you in the right direction if all else fails
@UssrLENIN yeah but every plane is different. This only works for a plane with the same mass, lift, control authority, rotational inertia, drag, etc as “Wasp(simple)”
+2@iic011 no the entire aircraft is integrated
@iic011 you’d basically have to make the system from scratch
+2@Miscboi666 it wasn’t easy haha
@SavMonkey because it’s an f-18??
@SanyaPAM12 good idea!
@axelthomasradke haha that’s a very in depth question
+1@NotHappy potentially
@axelthomasradke muy tiempo y trabajo. Perdon, mi hablar de español no es bueno 😂
+1@Rizik23 thanks
@axelthomasradke y qué es la pregunta?
+1@XandyCandy done.
@Jurmala oh nice, good to know
@crazyplaness sorry, that has been happening for some people. It always works for me and most people, not sure what the issue is
@Xxxdeadx haha yeah it’s pretty cool
@PuckusAirplanesAndMore yep!
@XandyCandy no, it doesnt, you can read in the description or the comments
@GuyFolk yeah. Yours seems to work fine, usually a good pid system can overcome error but who doesn’t love perfection
@aFeatOfYeet8 haha lots of work
@VictorMations idk, it’s confusing. If I don’t understand it, I usually start from scratch. I don’t like copy-pasting and fixing
@pram1234 haha maybe. I’ll have to do it with the target data though
@VictorMations yeah I’m on mobile too. Idk it’s a different plane so for it to work correctly I’d have to do it from scratch
@GuyFolk well not really, the motion of the rotators isn’t linear to the angle of the nozzle. 0 goes to 0 and 1 goes to 90 but it’s not liner in between if you know what I mean.
@VictorMations yeah just the longitude variable was backwards on the other wasp idk why though
@Scrugy51 haha please no more!! Leave it at perfect 100
@VictorMations yeah just give credit when you post it please and I’ll take a look
@Mousewithamachinegun123 definitely the physics mode if you ask me. I tried spawning from Yeager and it worked for me
@Mustang51 yeah I would do custom gear but I didn’t want to ruin the default wasp look. Can’t control default gear with ft, I put that in the desc
+1@Mousewithamachinegun123 sorry, not sure why it’s doing that for a lot of people. It’s always worked for me though. Maybe the map? Idk
@RedFiveR2 weird. Not sure why it didnt work
@RedFiveR2 @CrazedSundance ok weird, I tested flying from Yeager final approach, on low, medium, and high physics and it worked every time for me. Let me know what your guys’ physics is on — medium came the closest to failing in my tests. Either way, thanks for letting me know, this is a weird issue
@ab haha! I was thinking about that, if it would stop before the end. Aerodynamic braking only works with speed, so in theory the speed would approach but never reach zero. It came close to stopping though, right?
@RedFiveR2 oh dang, sorry. It’s probably your physics mode. I run high physics.
@C47skytrain yep, I tried that. It was being super finicky, so I reasearched it on the sp website, and the location of each ship resets every time you choose a new location. There’s no funky tree variables for that, unfortunately
+2@Jiju20 haha thank you
@M4RBR3D4_BR34KF45T yep it’s pretty cool
@Clutch123 sorry my device can’t run the wasp, or any of the new default planes. You could probably do it though
@OkaNieba yep you can, it’ll be pretty hard to move over and there’s a lot of params to tune, so it could be tricky. Also fyi Carrier landings are impossible to code — the position of any ship does not move consistently
+2@zwen ok thanks. Another way I think would be even better than that is the pitchangle plus the angle of attack, I’ve been experimenting with that and it is very good at holding a specific altitude or descent angle.
+1