I’ve been experiencing this, especially with my descriptions. I have decided to cut back on word count, because I’d rather not write a Stephen King novel with each of my uploads.
Airspeed can be divided into 3 components if you want. Also, angle of attack and angle of slip could be useful. Groundspeed, TAS, and IAS can be nice too.
As far as I know, there is no way to automate anything that is based on the flight data of another entity. So ground tracking wouldn’t be possible, either.
@BuiltBionixInd10 Not sure what the context was, but yeah - I wouldn’t be a good choice for mod. Not enough activity, and my behavior isn’t as stellar as the mods.
I can definitely give it a shot. Is this projectile or reference frame kinematics?
Edit: ignore the question. I read the forum and this is probably a projectile motion problem.
@XenoMorphic The best way to make a stable VTOL is to align your upward thrust with your CoM, and then add a strong gyro. Note that the gyro will require some tweaking - a gyro that is too powerful will be unstable.
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As for stability when aiming, the upwards thrust is designed to rotate with respect to the aircraft’s pitch angle.
Very nice! The idea has been fairly popular among the SP community for a few weeks now. Optimization of the concept, though, is something that I do not think that the community has done too much.
@SnoWFLakE0s Ooh, I forgot about impulse. That would be quite nice, and a funky trees input could be used to apply a thrust as a function of speed. Ultimately, it seems like there are plenty of options to make a fast braking system.
The airbrake would have to have a very high inputMultiplier. Otherwise use a funky trees input on an engine such as clamp01(GS * sin(AngleOfAttack) - 400). The only problem with this input is that, if the engine is too strong, it may overshoot the amount of thrust needed to slow you down.
If the engine alone doesn't work too well, then combine it with airbrakes - that should do the trick.
The tiers were an excellent decision. There were many awesome entries, so I am glad to see that their creators received rewards too! If applicable for me (I was unsure if 3rd got a key or not), I would like the SP key. I have a few friends that would enjoy SP.
Not a bad thing, though there is a chance that your computer is using its integrated graphics card instead of your NVIDIA card. There is a tutorial on SP’s steampage.
@Jauntyccmbr Generally gyros get messed up when their stability is set to be too high. Turn down the stability on the gyro a bit, and see what happens.
Yes, using RCNs is definitely a different way to propel something. The nice thing is that RCNs work in space, too! You will use fuel, but you won't need any air from an intake.
Unfortunately RCNs do use a small amount of fuel. An alternative may be inverted airbrakes. With funky trees, you can design an inverted airbrake with a max velocity.
@Noname918181 @Mysweetbologna @CSP27 Thanks for your interest in Corpus Ikran! I have uploaded the build - with an extra long lore section of the desc this time.
@Mustang51 @TheChosenOne @thefalkenreich Thank you for your interest in Corpus Ikran! The build has been uploaded, and it even has an obnoxiously long description.
Oh my. It seems like, in this case, that the absurd code length is unavoidable. For organizational purposes, you could use a spreadsheet or another scripting language/text editor to display your outcomes. Personally, I used matlab a bit to get familiar with funky trees.
I have also found it very useful to document (and debug) my code in text files
@SnoWFLakE0s Perhaps apply a clamp01 (and maybe even a floor) to your expression.
Perhaps the expression would be something along the lines of floor(clamp01(x / a)) might work.
Otherwise I would tolerance it or use some spaghetti sign logic.
@Treadmill103 Thanks! I hope I didn’t get too carried away on this one.
I’ve been experiencing this, especially with my descriptions. I have decided to cut back on word count, because I’d rather not write a Stephen King novel with each of my uploads.
+1Rate of change would be nice. Thankfully, there are ways to find directional speeds.
Airspeed can be divided into 3 components if you want. Also, angle of attack and angle of slip could be useful. Groundspeed, TAS, and IAS can be nice too.
As far as I know, there is no way to automate anything that is based on the flight data of another entity. So ground tracking wouldn’t be possible, either.
Unfortunately entity tracking isn’t a thing. That would be really, really cool though.
+1Sounds like a fun challenge! I doubt I'll have the time to participate, but I'll bookmark this anyway.
@SnoWFLakE0s Thanks! I wanted to give it an “alive” look. You might find the flight system somewhat interesting too.
I didn’t deliver my joke well. I was trying to get my name added to the list ;)
I think you might have forgot one!
@Gameboi14 ⬇️
+1@BuiltBionixInd10 Not sure what the context was, but yeah - I wouldn’t be a good choice for mod. Not enough activity, and my behavior isn’t as stellar as the mods.
+2I would paste the needed code, but @SnoWFLakE0s already did that for me. That should work for your purposes.
+1I'm a little late, but yeah, it should work.
I can definitely give it a shot. Is this projectile or reference frame kinematics?
Edit: ignore the question. I read the forum and this is probably a projectile motion problem.
@MrClean666 The fast de-acceleration is caused by this aircraft’s low weight, and high drag.
@XenoMorphic The best way to make a stable VTOL is to align your upward thrust with your CoM, and then add a strong gyro. Note that the gyro will require some tweaking - a gyro that is too powerful will be unstable.
+2.
As for stability when aiming, the upwards thrust is designed to rotate with respect to the aircraft’s pitch angle.
@XenoMorphic Thank you! It was fun to make this one.
+1As cool as it is, multiplayer is most likely never going to happen. Customizable bombs would be nice though!
+2Very nice! The idea has been fairly popular among the SP community for a few weeks now. Optimization of the concept, though, is something that I do not think that the community has done too much.
@SnoWFLakE0s Ooh, I forgot about impulse. That would be quite nice, and a funky trees input could be used to apply a thrust as a function of speed. Ultimately, it seems like there are plenty of options to make a fast braking system.
Not necessarily - if your powerMultiplier is large enough, the speed of your computer. instead of the engine, becomes the limiting factor.
The airbrake would have to have a very high inputMultiplier. Otherwise use a funky trees input on an engine such as
clamp01(GS * sin(AngleOfAttack) - 400)
. The only problem with this input is that, if the engine is too strong, it may overshoot the amount of thrust needed to slow you down.If the engine alone doesn't work too well, then combine it with airbrakes - that should do the trick.
Yes. You would have to use beefy airbrakes and a medium to lightweight aircraft.
+1Congrats!
The tiers were an excellent decision. There were many awesome entries, so I am glad to see that their creators received rewards too! If applicable for me (I was unsure if 3rd got a key or not), I would like the SP key. I have a few friends that would enjoy SP.
+3Nice. Good work!
+1Awesome! I knew it would be nice for a VTOL engine, but I’m assuming that you made it work for control surfaces too?
Very nice. I had a slightly different approach to comparison. The inclusion of the xor operator is really useful!
Very nice. As for the gyro, I think the stability/speed needs to decreased to prevent wobbling.
+1Spefyjerb agrees
+9The article that I used to troubleshoot this problem is here.
Not a bad thing, though there is a chance that your computer is using its integrated graphics card instead of your NVIDIA card. There is a tutorial on SP’s steampage.
+1What graphics card are you using? Is it made by NVIDIA?
@Jauntyccmbr Generally gyros get messed up when their stability is set to be too high. Turn down the stability on the gyro a bit, and see what happens.
Very nice. Looks like you explored a slightly different style here! My only criticism is that the sides could probably be smoothed out a bit.
+1Very nice. It’s great to see a build from you after such a long time!
Unfortunately RCNs don’t use a standard inputController, which means that they can only respond to pitch, roll, or yaw input.
Yes, using RCNs is definitely a different way to propel something. The nice thing is that RCNs work in space, too! You will use fuel, but you won't need any air from an intake.
Unfortunately RCNs do use a small amount of fuel. An alternative may be inverted airbrakes. With funky trees, you can design an inverted airbrake with a max velocity.
+1@goboygo1 Thanks! Looks like we're still tied.
@ThomasRoderick Good to see you too! I hope that this build makes up for my absence.
+1@HarryBen47 Thank you! SP gets exciting when I can apply math to it.
+1@thefalkenreich Thanks! I had that sort of role in mind when designing this.
@Noname918181 @Mysweetbologna @CSP27 Thanks for your interest in Corpus Ikran! I have uploaded the build - with an extra long lore section of the desc this time.
@Mustang51 @TheChosenOne @thefalkenreich Thank you for your interest in Corpus Ikran! The build has been uploaded, and it even has an obnoxiously long description.
+1I forgot to mention that this is very impressive, too!
Oh my. It seems like, in this case, that the absurd code length is unavoidable. For organizational purposes, you could use a spreadsheet or another scripting language/text editor to display your outcomes. Personally, I used matlab a bit to get familiar with funky trees.
I have also found it very useful to document (and debug) my code in text files
@SnoWFLakE0s Yep! That should work.
@SnoWFLakE0s Perhaps apply a clamp01 (and maybe even a floor) to your expression.
Perhaps the expression would be something along the lines of floor(clamp01(x / a)) might work.
Otherwise I would tolerance it or use some spaghetti sign logic.