@BagelPlane you could multiply the entire expression by clamp01(Alt.max - Altitude).
Where Alt.max is the maximum height, in meters. Note that Altitude can be switched for AltitudeAgl to evaluate the altitude above ground level.
Sounds good. We would use the following code, in the gun's activationGroup: floor(smooth(clamp01(-1 * GearDown), -1 * GearDown ? 1 / delayTime : pow(10,10) ))
Where delayTime is whatever delay you need, in seconds.
.
This code is derived from a delay structure that I call the bidirectional delay. I first introduced it with Orbidyn-L to meet a variety of operating conditions for its weapons, including landing gear retraction.
.
I'm a little rusty when it comes to code that includes GearDown, so if it doesn't work, try removing the -1 that is multiplying the variable.
An easy hover code is as follows: Activate1 ? clamp01(-1 * rate(Altitude)) : VTOL
.
This code is very much entry-level. As a result, the ride might be a little bumpy when your drone is in hover mode. If that is the case, you can multiply the clamp01 term by a decimal such as 0.75, 0.5, 0.25. Alternatively, I can make some fancier code, but I can't do that quite yet bc finals.
Hmmm, they deploy if throttle is above 80? If so, you might want to change the direction of your comparison operator with the throttle term (Throttle > 0.8). That way, it will deploy when throttle is over 80%
Shouldn’t be too hard. Divide the entire expression by a clamped groundspeed clamp(1, 100, GS) and that should produce the desired behavior. If the reduction is too much, you can multiply GS by a decimal (i.e. 0.5, 0.25, 0.1, etc).
it was probably a capitalization error then. Try both cases that I gave while capitalizing Yaw. In other words, replace yaw with Yaw for both cases. If those don't work, the GearDown variable might be the culprit.
no worries - I'm always happy to give code. Your input would be: clamp01(GearDown)*yaw
.
Its been a little while since I used GearDown, so lemme know if it doesnt work.
@CRJ900Pilot Definitely. For your input, you would use clamp(pitch, -x, y)
.
Where:
Y = your upper limit (can be between 1 and zero)
X = your lower limit (can be between -1 and zero)
.
There are a few other approaches, too. This is the most simple one tho
By interesting, I mean substantive. If a forum post consists of only two sentences, that hold very little meaning, then the post will most likely be seen as annoying/spammy. In this case, it is most useful to provide examples of posts that are substantive/interesting and nonsubstantive/annoying:
- Substantive/interesting
- Substantive/interesting
- Nonsubstantive/annoying
- Nonsubstantive/annoying
.
Once again, teasers are cool - just make sure that they are actually entertaining. If I was given an advert for a product that said "hey hey hey hey hey hey buy this buy this buy this buy this buy this buy this hey hey hey hey buy this", I would be significantly more annoyed than I would be for an advert of a product that had cool visuals, story, etc. Quality over quantity with teasers.
no-can-do. Unfortunately funky trees is not supported in the firing input of a weapon. Guns are still confined to fireguns, and cannons are still confined to fireweapons.
I think that it is perfectly valid to be annoyed by spammy forum behavior. I'd rather see worthwhile discussion and actually interesting forum posts than low-effort spam cluttering the forums. I like teasers, but the teasers should actually have substance to them. Simply posting a single badly-taken screenshot of a plane and adding 'T to tag' is just a cynical way to point farm. If the teaser has information about the processes used to build the plane, or some nice graphic design, then it is actually a cool teaser.
.
I think the point here is that I'd actually like the forums to be interesting and fun, rather than a place for annoying and unfunny sh*tposts.
A jet aircraft is flying at a speed of 1700 km/h. The air temperature is 20°C. The molecular weight of air is 29 g/mol. What is the Mach number of the aircraft?
Consider the tank and disk flow system shown in the figure below. Flow discharges to air through the thin gap between the two disks. Water in the tank is pressurized. Gauge fluid is also water. All dimensions are shown in the figure. Neglect water level change in the tank and the viscous effect.
Find:
(a) Air pressure in region 1
(b) Flow speed exiting the edge of the disks
(c) Pressure distribution inside the disks: 𝑝(𝑟)
@Greggory005 Ty! I'd say that you should continue with your heli. Every build is unique and has its own value. Additionally, I think a heli of your style would be quite interesting to see ;)
Nothing too insane haha - just a nice gig I picked up a few summers ago. My experience with Taylor's solution comes from outside of SP - I did some research a while ago to adjust for some of the assumptions made when that equation was derived. As much as I would like to elaborate, I would be giving you some personally-identifiable info as the research (and its context) was pretty niche. I didn't make anything blow up if that makes you feel more comfortable :)
.
It seems like my info helped, which was really cool! Often guesstimation and ballparking is the best option we have.
No problem! I took another look at the description - my note about blast waves was actually useful here? That's awesome - I never knew that, of all things, my experience with Taylor blast wave solutions would actually be applicable to SP! I'm geeking out at this intersection of my technical interests with my hobbies. If your results worked while using my little aside, that's really, really, cool.
Consider a uniform flow with velocity U in the positive x direction combined with two free vortices of equal strength located along the y-axis. Let one vortex located at y = a be a clockwise vortex (ψ = K ln r) and the other at y = −a be a counterclockwise vortex. where K is a positive constant. It an be shown by plotting streamlines that for Ua/K < 2 the streamline ψ = 0 forms a closed contour, as shown in the figure below. Thus, this combination can be used to represent flow around a family of bodies called Kelvin ovals. For the case of U = 10 m/s, a = 1 m, if the body has half-hight H = 1.5 m: a) calculate the value of K; b) for the same Kelvin oval, calculate its maximum width along x.
.
Had to do it to em
Unfortunately it was only simple for some of the population during the 50s.
@scottb13101 Try the following:
ceil(smooth(Activate1, pow(10,10), 1/delayTime))
Replace “delayTime” with how long your delay is, in seconds.
+8Lmao drama actually used to be at least interesting, but now it’s so manufactured, boring, and annoying
+4Deez nutz
+3Deez nutz
+7Ah. Guess I haven't been caught yet ;). I've definitely had some moments, though nothing rulebreaking.
Now I’m curious about what kind of mod notes I have lmao
Some stuff about fuel consumption rates might be useful:
+7FuelCalc - calculate the amount fuel you need
The pinned comments on this forum post have the fuel consumption rates
.
Might be useful, idk.
I have been playing a lot lately bc I got it for free on the epic games store. My CMDR name is the same as my SP name!
My advice would be to not go overboard with lights. I like lights, but they need to be done tastefully.
+2deez nutz
+13@BagelPlane you could multiply the entire expression by clamp01(Alt.max - Altitude).
Where Alt.max is the maximum height, in meters. Note that Altitude can be switched for AltitudeAgl to evaluate the altitude above ground level.
Sounds good. We would use the following code, in the gun's
activationGroup
:floor(smooth(clamp01(-1 * GearDown), -1 * GearDown ? 1 / delayTime : pow(10,10) ))
Where
delayTime
is whatever delay you need, in seconds..
This code is derived from a delay structure that I call the bidirectional delay. I first introduced it with Orbidyn-L to meet a variety of operating conditions for its weapons, including landing gear retraction.
.
I'm a little rusty when it comes to code that includes
GearDown
, so if it doesn't work, try removing the-1
that is multiplying the variable.No worries - I like helping other users with code. It sounds like you want your guns to be inoperable until the gear is fully retracted?
An easy hover code is as follows:
Activate1 ? clamp01(-1 * rate(Altitude)) : VTOL
.
This code is very much entry-level. As a result, the ride might be a little bumpy when your drone is in hover mode. If that is the case, you can multiply the clamp01 term by a decimal such as 0.75, 0.5, 0.25. Alternatively, I can make some fancier code, but I can't do that quite yet bc finals.
odd. What is your current code? Just so I can see exactly what you are working with. Also, what type of part is this on - a rotator?
Hmmm, they deploy if throttle is above 80? If so, you might want to change the direction of your comparison operator with the throttle term (Throttle > 0.8). That way, it will deploy when throttle is over 80%
No problem! Put a clamp01 around both statements, and multiply them using an asterisk (*)
My bad. I messed up the clamp syntax. Replace the clamp with clamp(GS, 1, 100)
Shouldn’t be too hard. Divide the entire expression by a clamped groundspeed clamp(1, 100, GS) and that should produce the desired behavior. If the reduction is too much, you can multiply GS by a decimal (i.e. 0.5, 0.25, 0.1, etc).
it was probably a capitalization error then. Try both cases that I gave while capitalizing Yaw. In other words, replace
yaw
withYaw
for both cases. If those don't work, the GearDown variable might be the culprit.Try inverting the clamp argument:
clamp01(-1 * GearDown) * yaw
no worries - I'm always happy to give code. Your input would be:
clamp01(GearDown)*yaw
.
Its been a little while since I used GearDown, so lemme know if it doesnt work.
@Greggory005 Wish I could, but the mod is not that simple for non-modders to use. It would be unusable to anyone who does not know how to use Unity.
@CRJ900Pilot Definitely. For your input, you would use clamp(pitch, -x, y)
.
Where:
Y = your upper limit (can be between 1 and zero)
X = your lower limit (can be between -1 and zero)
.
There are a few other approaches, too. This is the most simple one tho
I love this moth.
+3Not sure. I always prefer cannons/missiles for my loadouts though.
+1sounds good. Glad I could help
By interesting, I mean substantive. If a forum post consists of only two sentences, that hold very little meaning, then the post will most likely be seen as annoying/spammy. In this case, it is most useful to provide examples of posts that are substantive/interesting and nonsubstantive/annoying:
+9- Substantive/interesting
- Substantive/interesting
- Nonsubstantive/annoying
- Nonsubstantive/annoying
.
Once again, teasers are cool - just make sure that they are actually entertaining. If I was given an advert for a product that said "hey hey hey hey hey hey buy this buy this buy this buy this buy this buy this hey hey hey hey buy this", I would be significantly more annoyed than I would be for an advert of a product that had cool visuals, story, etc. Quality over quantity with teasers.
no-can-do. Unfortunately funky trees is not supported in the firing input of a weapon. Guns are still confined to fireguns, and cannons are still confined to fireweapons.
I think that it is perfectly valid to be annoyed by spammy forum behavior. I'd rather see worthwhile discussion and actually interesting forum posts than low-effort spam cluttering the forums. I like teasers, but the teasers should actually have substance to them. Simply posting a single badly-taken screenshot of a plane and adding 'T to tag' is just a cynical way to point farm. If the teaser has information about the processes used to build the plane, or some nice graphic design, then it is actually a cool teaser.
+8.
I think the point here is that I'd actually like the forums to be interesting and fun, rather than a place for annoying and unfunny sh*tposts.
@DEVINBOSS Your name is familiar - good to see you again!
Lmao I just copypasted a random problem. Forgot where it came from
A jet aircraft is flying at a speed of 1700 km/h. The air temperature is 20°C. The molecular weight of air is 29 g/mol. What is the Mach number of the aircraft?
Consider the tank and disk flow system shown in the figure below. Flow discharges to air through the thin gap between the two disks. Water in the tank is pressurized. Gauge fluid is also water. All dimensions are shown in the figure. Neglect water level change in the tank and the viscous effect.
+1Find:
(a) Air pressure in region 1
(b) Flow speed exiting the edge of the disks
(c) Pressure distribution inside the disks: 𝑝(𝑟)
@Greggory005 Ty! I'd say that you should continue with your heli. Every build is unique and has its own value. Additionally, I think a heli of your style would be quite interesting to see ;)
+1Nothing too insane haha - just a nice gig I picked up a few summers ago. My experience with Taylor's solution comes from outside of SP - I did some research a while ago to adjust for some of the assumptions made when that equation was derived. As much as I would like to elaborate, I would be giving you some personally-identifiable info as the research (and its context) was pretty niche. I didn't make anything blow up if that makes you feel more comfortable :)
+2.
It seems like my info helped, which was really cool! Often guesstimation and ballparking is the best option we have.
No problem! I took another look at the description - my note about blast waves was actually useful here? That's awesome - I never knew that, of all things, my experience with Taylor blast wave solutions would actually be applicable to SP! I'm geeking out at this intersection of my technical interests with my hobbies. If your results worked while using my little aside, that's really, really, cool.
+1slammed my hand on a keyboard a few times
+3Haha stinky
+11Seems like a nice system tbh. I just use unlisteds though
+4Consider a uniform flow with velocity U in the positive x direction combined with two free vortices of equal strength located along the y-axis. Let one vortex located at y = a be a clockwise vortex (ψ = K ln r) and the other at y = −a be a counterclockwise vortex. where K is a positive constant. It an be shown by plotting streamlines that for Ua/K < 2 the streamline ψ = 0 forms a closed contour, as shown in the figure below. Thus, this combination can be used to represent flow around a family of bodies called Kelvin ovals. For the case of U = 10 m/s, a = 1 m, if the body has half-hight H = 1.5 m: a) calculate the value of K; b) for the same Kelvin oval, calculate its maximum width along x.
.
Had to do it to em
Sounds pretty cool. Not sure if I had anything like this in my collection. Every good wep I’ve made I have posted, so looks like you beat me to it
+1It has a very nice shape to it. Spotlight-worthy IMO
+1@ThomasRoderick Yep!
+1Looks nice. Please tag me!
It is for me lol. Since you had a bunch of builds I made an assumption - guess I was wrong!
On Thanksgiving break? I'm jealous haha. Got an exam tomorrow and then I can finally rest.
No problem! This is a good build.
@ThomasRoderick This one was a pretty good build. I would probably smooth out some rough edges on the shape too. Ty!
+1