@ollielebananiaCFSP This FT line was designed before we have calculus. This FT command uses aircraft speed to "calculate" (instead of directly measure) the vertical speed/climb rate (they ARE the same thing).
As such, there will be errors due to not being able to eliminate all the factors (for example, AoA works on the aircraft's coordinate system, not on the absolute coordinate system, so unless you are perfectly level on the roll axis there WILL be an error).
After the introduction of calculus, a simpler and more accurate way will be to use "rate(Altitude)" instead
Oh by the way, if your landing gear "will stop at halfway" then you definitely set the wrong zero.
landing gears have always been a 0-1 stuff (either by setting the max as 1 and min as 0, or by using clamp functions), if any one of your component requires a full 1~-1 to work ,that can only mean on thing: that component is zeroed at halfways, which nobody does.
@FeiWu No, my original post was coded with LandingGear command and if it works with GearDown that'll be a miracle.
The article was written right before GearDown even existed, and they have only barely changed the old LandingGear command back to give it some backward compatibility (at my request!).
There is no guarantee that they didn't make further changes afterwards and I will not make changes to my (possibly outdated) post for this.
@FeiWu GearDown and LandingGear is different.
GearDown is 1 when gear is down, LandingGear is -1.
in my post I was using LandingGear, if you use GearDown it will be reversed, though after a few adjustment you should be able to make it work.
@hpgbproductions Yeah, directly dropping default bombs doesn't seem to be problematic, but when you're making custom bombs there are cosmetic as well as functional reasons that require you to add a fuselage shell to it.
In my case I made a "skip bomb" (a bomb that skids above water, can hit ships from 10km away) which require buoyancy, which in turn requires fuselage part.
I think I'm gonna try hiding the fuselage INSIDE the bomb then (I think the problem is caused by the fuselage shell somehow "shielding" the bomb part from impact, so supposedly making the bomb part entirely exposed should work).
Luckily I'm making an American plane and chances are I can find a default bomb more or less similar to it.
@KnightOfRen Which is why this original post existed.
I cannot agree with the community's standard for the upvote system so I announce that I will no longer pursue it. Legit.
@DerpTheSoyacfartala in my case the bomb doesn't explode. You can see a tiny explosion, which is the shell (fuselage parts) being destroyed on impact, but the bomb just continues going down.
@KnightOfRen I still respectfully disagree turning my thumbnail into a big-head photo.
I prefer showing my plane WITH CONTEXT. Like when dropping bombs or otherwise interacting with the environment (perhaps when pulling a post-stall maneuver).
For contrast I noticed that I'm struggling with the contrast of SP's in-game screen. They are too bright this instance and too dark the next...I hope it's a screen config issue and not my eyes.
Ah, nue...
In Japanese, "nue" is written in Kanji as a "night" on the left of "bird"
”鵺” <<I hope it shows up normally.
Could it be that you're referencing to this?
Please raise any questions if you fail to understand what the hell I'm saying. I understand some of the stuff is pretty complicated (especially the bomb solution finder)
@brians1209 German autocannons do have blinding issues, actually. Especially at night.
BK5 (50mm autocannon) mounted on night fighters are even said to cause actual temporary blindness when the pilot fires it at night.
0:32 : Rocket timing calculator
0:39 and many other occasions: proximity fuse cannon
0:42 "pilot's neck"
0:53 and 2:50 Radar on the bottom of the dashboard
1:36 Dual-purpose bombing solution finder (dive bombing mode), and then skip-bombing with the same solution finder (cockpit footage not shown)
2:00 Jager BMW 803 ADV with its predecessor the plain Jager BMW 803
2:11 /unknown/
I'd like a getdata([part ID], [data name]) command.
for example getdata(352, health) returns the hit points of part ID 352.
I would also like to have an addition system of the target-related commands in 1.10, on that sets on your plane's system.
like, targetelevationplane means the elevation angle of the target relative to your plane's current orientation, instead of relative to the absolute elevation.
Using all the coordinates and stuff to calculate target direction from your plane is just so much trouble...
Question: does it make all ships aggressive to you when you attack one of them?
In vanilla game the aggression are grouped: USS Tiny Two + 2 WWII DD is one group, 2xDestroyer and USS beast is another, and USS Tiny is its own group. You will not trigger aggression from the destroyers when you attacked the USS Tiny, for example.
@marcox43 I think it means the radar "swings" +/- 55 degrees.
In my take I made it rotate 54 degrees to each side (because easier to code), and only show targets within that range.
It is hard to make a +/-55 deg arc in SP's systems, so I made the screen to have a 180 deg arc, but only the front 110 degrees (+/- 55 deg) is used.
I am going to use the Lichtenstein display for my FuG 200 radar. I will not touch the Berlin but I'll remake the FuG 200 so that it has the performance of FuG200 (except range) but uses the interface of Lichtenstein.
The page about Lichtenstein in the PPT you shared is kinda chaotic because the author copy-pasted the radar screen from other pages.... I will try my best to make a version that will both work in SP and more or less resembles the real thing.
@marcox43 ugh.... great, now I have to remake both screens....
Well this is supposed to be a tech demostrator to demonstrate the possibility of 1.10.
I think I'll make a separate, historically-accurate version when the update is officially online.
@SnoWFLakE0s It's odd for me too.
I've seen people making very complicated stuff with the beacon light, but I can't even make a light half as complicated as theirs.
@SnoWFLakE0s that code I posted is basically "returns 1 when the torpedo should hit within 50m of the target ship, -1 when its error is greater than 50m"
But in reality, although this code works perfectly in DebugExpressions and piston, it only works on the beacon light when the target is < 300~400m from my plane. That's why I suspect it could be an overflow issue.
Such situations are common when the code involves squares. square makes values much larger. I remember when I was trying to do the AFN2 navigation instrument, and it had similar problems too.
you can mod the damage and the bullet size with XML.
Basically we use normal gun to model smaller, non-explosive guns (up to 20 mm), and use the cannon to model larger guns with explosive ammunition (30mm and above).
@ollielebananiaCFSP This FT line was designed before we have calculus. This FT command uses aircraft speed to "calculate" (instead of directly measure) the vertical speed/climb rate (they ARE the same thing).
As such, there will be errors due to not being able to eliminate all the factors (for example, AoA works on the aircraft's coordinate system, not on the absolute coordinate system, so unless you are perfectly level on the roll axis there WILL be an error).
After the introduction of calculus, a simpler and more accurate way will be to use "rate(Altitude)" instead
@ollielebananiaCFSP Climb rate and vertical speed is the same thing.
@ollielebananiaCFSP Now we have rate and sum (i.e. calculus), simply doing "rate(Altitude)" would be simpler.
Oh by the way, if your landing gear "will stop at halfway" then you definitely set the wrong zero.
landing gears have always been a 0-1 stuff (either by setting the max as 1 and min as 0, or by using clamp functions), if any one of your component requires a full 1~-1 to work ,that can only mean on thing: that component is zeroed at halfways, which nobody does.
@FeiWu No, my original post was coded with LandingGear command and if it works with GearDown that'll be a miracle.
The article was written right before GearDown even existed, and they have only barely changed the old LandingGear command back to give it some backward compatibility (at my request!).
There is no guarantee that they didn't make further changes afterwards and I will not make changes to my (possibly outdated) post for this.
@FeiWu GearDown and LandingGear is different.
GearDown is 1 when gear is down, LandingGear is -1.
in my post I was using LandingGear, if you use GearDown it will be reversed, though after a few adjustment you should be able to make it work.
@KnightOfRen Yup, and I'm going with what I enjoy.
@hpgbproductions Yeah, directly dropping default bombs doesn't seem to be problematic, but when you're making custom bombs there are cosmetic as well as functional reasons that require you to add a fuselage shell to it.
In my case I made a "skip bomb" (a bomb that skids above water, can hit ships from 10km away) which require buoyancy, which in turn requires fuselage part.
I think I'm gonna try hiding the fuselage INSIDE the bomb then (I think the problem is caused by the fuselage shell somehow "shielding" the bomb part from impact, so supposedly making the bomb part entirely exposed should work).
Luckily I'm making an American plane and chances are I can find a default bomb more or less similar to it.
@KnightOfRen Which is why this original post existed.
I cannot agree with the community's standard for the upvote system so I announce that I will no longer pursue it. Legit.
@DerpTheSoyacfartala Enemy units also didn't take damage, it's not "not rendered" it's simply "didn't explode".
@hpgbproductions But I only encountered this bug after a small patch after 1.10 IIRC...
@DerpTheSoyacfartala in my case the bomb doesn't explode. You can see a tiny explosion, which is the shell (fuselage parts) being destroyed on impact, but the bomb just continues going down.
@KnightOfRen I still respectfully disagree turning my thumbnail into a big-head photo.
I prefer showing my plane WITH CONTEXT. Like when dropping bombs or otherwise interacting with the environment (perhaps when pulling a post-stall maneuver).
For contrast I noticed that I'm struggling with the contrast of SP's in-game screen. They are too bright this instance and too dark the next...I hope it's a screen config issue and not my eyes.
Good note on the discord though.
Perhaps I need to make thumbnails from cockpits then.
(I have been making 100% working cockpits since just before FT existed...)
Some planes are not AI friendly, and AI normally don't land successfully. When they land, they crash.
Ah, nue...
+1In Japanese, "nue" is written in Kanji as a "night" on the left of "bird"
”鵺” <<I hope it shows up normally.
Could it be that you're referencing to this?
Do you have to hover inside it? can I just land in it? (like, by crashing the first time, mark a spawn point and spawn in a new plane)
Also about how much HP does those engines have?
Oh, great, now I have a better thing to base on to make the "Sonoka's M.C. 72R"...
+1Don't worry, will credit properly.
@rexrexThezion Feel free to use any parts on this plane, just remember to credit.
@marcox43 I've always have problem programming lights. In this Radar I simply used a dot and hide it in the sweep axle when not activated.
@Airforcebombervip This plane is based on Fw BMW803 fighter
point counter has some notable delays.
+1After an upvote it could take half an hour before the point counter reflects it.
@ThomasRoderick check the air-to-air rocket part, it answers your question on the plane page.
@ThomasRoderick Your answer is in the thread given above
Please raise any questions if you fail to understand what the hell I'm saying. I understand some of the stuff is pretty complicated (especially the bomb solution finder)
@ThomasRoderick Ah yes, I forgot to update the codes, hold on.
+1@ThomasRoderick yeah, should've given it an ejection seat, lol.
+1@brians1209 German autocannons do have blinding issues, actually. Especially at night.
BK5 (50mm autocannon) mounted on night fighters are even said to cause actual temporary blindness when the pilot fires it at night.
0:32 : Rocket timing calculator
0:39 and many other occasions: proximity fuse cannon
0:42 "pilot's neck"
0:53 and 2:50 Radar on the bottom of the dashboard
1:36 Dual-purpose bombing solution finder (dive bombing mode), and then skip-bombing with the same solution finder (cockpit footage not shown)
2:00 Jager BMW 803 ADV with its predecessor the plain Jager BMW 803
2:11 /unknown/
Song used: Sabaton - Red Baron
I'd like a
getdata([part ID], [data name])
command.for example
getdata(352, health)
returns the hit points of part ID 352.I would also like to have an addition system of the target-related commands in 1.10, on that sets on your plane's system.
+1like,
targetelevationplane
means the elevation angle of the target relative to your plane's current orientation, instead of relative to the absolute elevation.Using all the coordinates and stuff to calculate target direction from your plane is just so much trouble...
Question: does it make all ships aggressive to you when you attack one of them?
In vanilla game the aggression are grouped: USS Tiny Two + 2 WWII DD is one group, 2xDestroyer and USS beast is another, and USS Tiny is its own group. You will not trigger aggression from the destroyers when you attacked the USS Tiny, for example.
Someone put a KMS Tirpitz there..... preferably a damaged one.
@BagelPlane interesting.... I should give it a try next time
@BagelPlane I'm having some problem with the beacon light part, so it'll be hard for me to build a glow-at-night thing.....
@Uchanka well for now it is achievable with angle of attack and angle of slip.... just very troublesome.
BTW, "<" means the "less than" sign, I guess the "bigger than" sign would be ">" or something.
+1@marcox43 For 240 berlin:
The rotator doing the sweep: pingpong(Time, 2) - 1
The rotator to decide the angle of the radar blip:
activation group:
Input:
(Rotator range 180, speed 100%)
The piston that decides how far the blip goes from the center:
AG:
Input:
You will have the adjust for the starting, ending position and the range etc by yourself though.
+2@marcox43 Which one? I practically have 4 radar screens now.... and each of them have at least two FT'd parts.
@marcox43 both 404'd.
And don't bother, I have already finished the Lichtenstein display, please don't make me do it again.....
@marcox43 I think it means the radar "swings" +/- 55 degrees.
In my take I made it rotate 54 degrees to each side (because easier to code), and only show targets within that range.
It is hard to make a +/-55 deg arc in SP's systems, so I made the screen to have a 180 deg arc, but only the front 110 degrees (+/- 55 deg) is used.
I am going to use the Lichtenstein display for my FuG 200 radar. I will not touch the Berlin but I'll remake the FuG 200 so that it has the performance of FuG200 (except range) but uses the interface of Lichtenstein.
The page about Lichtenstein in the PPT you shared is kinda chaotic because the author copy-pasted the radar screen from other pages.... I will try my best to make a version that will both work in SP and more or less resembles the real thing.
+1@marcox43 Not really, the 240 doesn't sweep a full 360 deg, to begin with.
+1@marcox43 Also, what you found seems to be FuG 224 Berlin A, not Fug 240 Berlin.
The one similar (in interface) to the H2S is also FuG 224.
@marcox43 ugh.... great, now I have to remake both screens....
Well this is supposed to be a tech demostrator to demonstrate the possibility of 1.10.
I think I'll make a separate, historically-accurate version when the update is officially online.
@SnoWFLakE0s It's odd for me too.
I've seen people making very complicated stuff with the beacon light, but I can't even make a light half as complicated as theirs.
@SnoWFLakE0s that code I posted is basically "returns 1 when the torpedo should hit within 50m of the target ship, -1 when its error is greater than 50m"
But in reality, although this code works perfectly in DebugExpressions and piston, it only works on the beacon light when the target is < 300~400m from my plane. That's why I suspect it could be an overflow issue.
Such situations are common when the code involves squares. square makes values much larger. I remember when I was trying to do the AFN2 navigation instrument, and it had similar problems too.
@SnoWFLakE0s Yes I did. Is that a wrong thing to do?
@marcox43 The radar screen is the last picture. It doesn't really follow the historical one because I couldn't find any reference about it.
@SnoWFLakE0s The code is:
this exact same code works for piston and DebugExpression, but only works for beacon light when the target is < 400m away.
you can mod the damage and the bullet size with XML.
Basically we use normal gun to model smaller, non-explosive guns (up to 20 mm), and use the cannon to model larger guns with explosive ammunition (30mm and above).
@WNP78 ah, no wonder it didn't work when I tried.
Thanks.