clamp(x , min, max) basically limits the x.
If you have clamp(Pitch , -0.5, 0.7), the value it will output won't be lower than -0.5 or higher than 0.7 clamp01(x) is the abbreviation for clamp(x , 0, 1)
smooth(x , rate) goes from 0 to x at a specific rate. The rate is the "units" per second. smooth(1, 0.5) will go from 0 to 1 at the rate of 0.5 per second, so it will take 2 seconds to get there.
Beacon lights apparently activate above 0.5, iirc, so the input should make sure they activate even with the smallest Pitch input. clamp(Pitch*100, -1,0) should be fine.
@JolyLoly I don't think there's an easy way of doing that, you could take a look at EternalDarkness' latest boat's turret to figure out a better system
You could use that input for your engine, change the 0.99 if you want the WEP to activate above a different throttle value and the 0.1 to change how much power is added when using it.
@shipster You should make it using PitchRate, not AoA
You could use and tune a PID
clamp(PID(0, PitchRate, 0, 0, 0))
The last three zeros are the values you will have to tune. Start increasing the first one (P) until the pitch rate is more or less maintained at 0 (it will overshoot a lot, it's normal), then tune the next one (I) so that it's dampened and doesn't overshoot at all, then tune the last one (D) until it's more or less perfect.
.
I assume you want to combine it with Pitch so:
clamp(PID(0, PitchRate, 0, 0, 0))*clamp01(Pitch = 0) + Pitch
@ArcturusAerospace I guess you're an exception, because I've only heard of people whose game crashed because of Upload with Screenshots, and never because of the other mod...
First of all, mobile users can't do it on 1.9.
Second, avoid the mod @ArcturusAerospace mentioned, it makes the game crash very often and is pretty limited.
.
Use the Designer Suite mod (the actual mod, not theone that is implemented ingame).
Open the image you want to use as thumbnail with the mod, edit the offset so that the actual plane doesn't appear, and take the screenshots (the ones you have to take when uploading) of the image.
clamp(x , min, max)
basically limits the x.If you have
clamp(Pitch , -0.5, 0.7)
, the value it will output won't be lower than -0.5 or higher than 0.7clamp01(x)
is the abbreviation forclamp(x , 0, 1)
+14smooth(x , rate)
goes from 0 to x at a specific rate. Therate
is the "units" per second.smooth(1, 0.5)
will go from 0 to 1 at the rate of 0.5 per second, so it will take 2 seconds to get there.The windscreen looks pretty weird but the rest is nice
So cute, lol
+1Set the tai rotor to heading hold
Since we're talking about fighters it could be either the Hurricane Mk IIB or the Typhoon Mk Ia, both of them with 12 x 7.7mm machine guns.
Why do you need it to work with those min & max values?
Nice, lol
Oh, just put the reticle far forwards, unfortunately you can't make it disappear as it reaches the limit, so you'll have to take that into account.
It does work with control surfaces
+1huh?
Bv 238
+1huh
Any mods installed from the website?
I hope they fix the cannon's sound effect. It has the same volume even if you've zoomed out as much as you can.
+1@thefalkenreich It's not complicated...
link
+1Nice Tiger
@Pophead Sure, thanks :)
+1@AnOlympicWalnut My bad, I copied her formula without looking at it too much.
-clamp01(-Pitch*100)
should work fineBeacon lights apparently activate above 0.5, iirc, so the input should make sure they activate even with the smallest Pitch input.
clamp(Pitch*100, -1,0)
should be fine.@JolyLoly I don't think there's an easy way of doing that, you could take a look at EternalDarkness' latest boat's turret to figure out a better system
reason.
+2To learn about Funky Trees go here.
Throttle+clamp01(Throttle>0.99)*0.1
You could use that input for your engine, change the 0.99 if you want the WEP to activate above a different throttle value and the 0.1 to change how much power is added when using it.
@JolyLoly You're welcome :)
Roll
-range: 180
RollAngle/180
Yaw
-range: 180
-
shortestAngle
:true
Heading/180 + (whatever input you use to turn the turret)
For the roll one change the 180s by whatever max angle you want, and use
-Heading
and-RollAngle
if you have to invert them.Do you want it stabilized on the roll axis too? Or just pitch?
What would be the duration of the entire sequence?
@JolyLoly Kinda depends on what it is for.
mhm
That's weird...
The @0 means 0 fps, by the way
@ChisP I doubt it, since some instruments are inaccurate and the A-8 isn't in DCS. He probably used images.
hm, I've found many flaws (I can say them if you want).
+1Nonetheless, I can see how much effort was put in this, nice work.
+1clamp01(abs(Pitch)+abs(Roll))
You're welcome
Shows parts that are damaged in different tones of red depending on how damaged they are
@shipster You should make it using PitchRate, not AoA
You could use and tune a PID
clamp(PID(0, PitchRate, 0, 0, 0))
The last three zeros are the values you will have to tune. Start increasing the first one (P) until the pitch rate is more or less maintained at 0 (it will overshoot a lot, it's normal), then tune the next one (I) so that it's dampened and doesn't overshoot at all, then tune the last one (D) until it's more or less perfect.
+1.
I assume you want to combine it with Pitch so:
clamp(PID(0, PitchRate, 0, 0, 0))*clamp01(Pitch = 0) + Pitch
It's basically modding, but I can't explain it in depth so you'll will have to ask someone else, sorry
+1Many people have, for example this one.
You would have to make a part mod with the 3d model.
@ArcturusAerospace I guess you're an exception, because I've only heard of people whose game crashed because of Upload with Screenshots, and never because of the other mod...
+1First of all, mobile users can't do it on 1.9.
+1Second, avoid the mod @ArcturusAerospace mentioned, it makes the game crash very often and is pretty limited.
.
Use the Designer Suite mod (the actual mod, not theone that is implemented ingame).
Open the image you want to use as thumbnail with the mod, edit the offset so that the actual plane doesn't appear, and take the screenshots (the ones you have to take when uploading) of the image.
@ACEPILOT109 You're welcome :)
here
Pretty neato
+1I have no idea then.
@ACEPILOT109 I have a pretty good F-5E blueprint you could use for the Mig, if you want.
@SnoWFLakE0s True, it would be with more than one cannon, right?
@SnoWFLakE0s Ohhhhh, I'm dumb, lol
And here you can learn about Funky Trees and all the possible inputs.
Keep the " "
+1For example: