@jamesPLANESii Err... I think I said in my earlier teasers that T/upvotes means to be tagged on the next teaser (and in the case of final teasers like this one, tagged on the released plane).... this has been how I do teasers for quite a number of planes...
Well if this is inappropriate I can stop that nonetheless.
@exosuit Well it's not that hard.
code the activation group of the gun as
sum(clamp01(FireGuns)) < X
X being the time you want to be able to fire.
if you shoot 10 rounds per second (600 RPM) and you want to have an ammo capacity of 300 then just set X as 30.
@exosuit I joined in 1.8 and as such I only know this new burst mechanism. Once you release the trigger your bullets are reloaded.
As I said, that system is for overheating, not for ammo consumption.
@exosuit You don't understand.
That method only works when you shoot 600 rounds in one burst. It does NOT simulate ammo consumption. It simulates gun overheat instead.
If you stop firing halfway, say, in 300 rounds, supposedly you should only have 300 rounds left, but the burst count system will reset you back to first round and you will still have 600 rounds in your next burst.
@exosuit That wouldn't work. once you stop firing the burst count is reset.
For example, assume you have burst count 200, and you stopped firing after 100 rounds.
Your next burst will still have 200 rounds, and unless you accidentally fired 200 rounds in one burst, you will still have indefinite ammo.
Uh, perhaps I should ask something before answering.
Do you comprehend the term "PitchAngle" correctly?
This is about AIRCRAFT pitch (i.e. nose up or down) not propeller or rotor pitch.
I see you mentioning rotors and it's quite alarming, so I think it's better to ask beforehand.
Now, assume that you know what PitchAngle does, and by "rotor" you mean "rotator"...
"The rotor rotates an additional 5 degrees each time "...
I assume you want a continuous output, not a step output as you are saying literally.
The input "PitchAngle" maxs out at 90 so you don't have to worry about upper limit, so it's PitchAngle/90 and set the rotator max at 1.
"how does the rotor can only be controlled when PitchAngle is below 0?"
you need to funky tree the activation group.
type "PitchAngle < 0" in the "activationGroup" slot.
@P0TET0Z uhhhhhhhhhhhhhh that's gonna be another problem...
I'm not even sure what's gonna happen, because "max" is supposed to be bigger than "min".
Try to set max to 1 and then activate "invert", see what happens next, and we'll go from there.
@P0TET0Z It's not about input, it's about initial position and "max/min" setting.
Your gear doors are probably defaulted at "closed", mine are defaulted at "open".
@P0TET0Z check the actuators' upper and lower limits, you may have gotten the wrong starting and ending value.
also I suggest removing collision model for every parts that construct the landing gear.
you need to copy door input to door input, and gear input to gear input.
From that gif I think the landing gear actuators are still using traditional input.
The Luftwaffe has a few propeller aircraft projects that uses the MG213 revolver cannon, which "would" require using the minigun part to simulate, is that okay?
OK, perhaps I'll write a separate article about this, but basically it's like this:
Smooth function makes a variable go from the "start value" to "end value" smoothly, rather than instantaneously.
Without smooth function, LandingGear would go from 0 to 1 instantly, but with smooth, it will go from 0, 0.1, 0.2..... all the way to 1. This progress is continuous, so every value between 0 and 1 will be covered.
For landing gear doors, it would be like this:
First, write down the sequence you want.
for example:
Gear retraction for 1 second, then door close for 1 second.
for this you need to go from 0 to 1 in two seconds.
Therefore you need this function:
smooth(LandingGear, 0.5)
in other words the function follows the LandingGear input, but only changes 0.5 per second, therefore taking 2 seconds to go all the way to 1.
Then, you need to tweak your rotaters so that the landing gear rotator operates from 0 to 0.5, and door operates from 0.5 to 1.
For this case:
LG rotator:
min 0
max 1
angle your discretion (usually 90)
input:
clamp01(smooth(LandingGear, 0.5) * 2)
Door rotator:
Input:
clamp01(smooth(LandingGear - 0.5, 0.5) * 2)
(others are the same)
As for railgun, what you describe is not a railgun, but a coil gun ("gauss rifle" in sci-fi nomenclature)
The accurate timing was proven impossible even IRL, let alone in SP's imperfect physics.
airships are indeed being revived, usually for humanitarian usages as they can be designed to require less facilities than an airport, and can drop goods at a speed slower than fixed-wing aircrafts, while not requiring as much gas as helicopters.
Though modern airships are like wing-and-balloon hybrids. They use both wing mechanics and lighter-than-air flotations.
When flying over barren, disaster-struck areas, space is no longer a problem; and since those are for humanitarian purposes, you don't have to worry about enemy attacks. So this probably will indeed be the most advantageous field for airships.
Should be possible. From my experience in my G-2 (where I initially tried to make an actual reloading system for the Duka 280), the problem would be using piston to move the mass over a long distance (the piston would bend downwards)
@CoolPeach Oh so it's "I beg to differ".
Well unless you spawn your plane with gears retracted.
I think real world aircrafts are designed with gear up as default status (because that's how it is the most of the time the plane's running)
But for SP, since we have to spawn with gear down (or your propellers would hit the ground before your gears).... yeah I think having gear down as default (since the system itself also goes this way) would make more sense to me.
@SnoWFLakE0s Sincerely, I pledge to disagree (is that the correct polite way to say it?)
Planes start at gear down, but GearDown starts at 1, while LandingGear starts at 0. From this perspective it's still more intuitive to use LandingGear.
@ChiChiWerx I just noticed that you weren't tagged despite you showed interest in the Lorenz Beam system on this beam. Come take a look!
@SimoneRomano Good to hear.
+1Next time I make a plane with a manual fuel pump, I'll stop using countermeasures as input.
@Strikefighter04
@Notaleopard
@MethaManAircraft
@Gameboi14
@AircraftoftheRedStar
@USSR
+1@WarHawk95
@Miyubiaircraft
@jamesPLANESii
@edensk
@Dastin
@goboygo1
@FlyingHueman
@Solarisaircraft
@Fartspoppop If you spawn in the air, use 50-75% throttle to fly. Read the descriptions, I put it fairly front in the article.
@Fartspoppop I tried, you might have to attach a countermeasure to this plane then.
@Fartspoppop Oh crap, does mobile players rely on clicking the countermeasure icon to release countermeasure?
@Fartspoppop what's the problem?
@PointlessWhyshouldi I know, I got an error message on the first one.
I have already deleted the first one.
I have seen a real one ,and it's just bloody crazy how this is similar to the one I saw.
Great job.
@jamesPLANESii Err... I think I said in my earlier teasers that T/upvotes means to be tagged on the next teaser (and in the case of final teasers like this one, tagged on the released plane).... this has been how I do teasers for quite a number of planes...
Well if this is inappropriate I can stop that nonetheless.
@Gameboi14 Sorry, mate, I probably shouldn't captured such a long gif....
@PointlessWhyshouldi
@TheFantasticTyphoon
@AircraftoftheRedStar
@Gameboi14
@Notaleopard
@WarHawk95
@USSR
@jamesPLANESii
@spefyjerbf
@edensk
@Random40
@ChisP
@FlyingHueman
@Miyubiaircraft
+1@ChiChiWerx
@Dastin
Those instruments are possible now already. I think we need some advanced parts shaping tool (like subtraction) and better damage/crash model.
+1@exosuit Well it's not that hard.
code the activation group of the gun as
sum(clamp01(FireGuns)) < X
X being the time you want to be able to fire.
if you shoot 10 rounds per second (600 RPM) and you want to have an ammo capacity of 300 then just set X as 30.
@exosuit I joined in 1.8 and as such I only know this new burst mechanism. Once you release the trigger your bullets are reloaded.
As I said, that system is for overheating, not for ammo consumption.
@exosuit You don't understand.
That method only works when you shoot 600 rounds in one burst. It does NOT simulate ammo consumption. It simulates gun overheat instead.
If you stop firing halfway, say, in 300 rounds, supposedly you should only have 300 rounds left, but the burst count system will reset you back to first round and you will still have 600 rounds in your next burst.
+1@exosuit That wouldn't work. once you stop firing the burst count is reset.
+1For example, assume you have burst count 200, and you stopped firing after 100 rounds.
Your next burst will still have 200 rounds, and unless you accidentally fired 200 rounds in one burst, you will still have indefinite ammo.
Uh, perhaps I should ask something before answering.
Do you comprehend the term "PitchAngle" correctly?
This is about AIRCRAFT pitch (i.e. nose up or down) not propeller or rotor pitch.
I see you mentioning rotors and it's quite alarming, so I think it's better to ask beforehand.
Now, assume that you know what PitchAngle does, and by "rotor" you mean "rotator"...
"The rotor rotates an additional 5 degrees each time "...
I assume you want a continuous output, not a step output as you are saying literally.
The input "PitchAngle" maxs out at 90 so you don't have to worry about upper limit, so it's PitchAngle/90 and set the rotator max at 1.
"how does the rotor can only be controlled when PitchAngle is below 0?"
+1you need to funky tree the activation group.
type "PitchAngle < 0" in the "activationGroup" slot.
It's getting close to sleeping hours in my time zone
@P0TET0Z uhhhhhhhhhhhhhh that's gonna be another problem...
I'm not even sure what's gonna happen, because "max" is supposed to be bigger than "min".
Try to set max to 1 and then activate "invert", see what happens next, and we'll go from there.
@P0TET0Z It's not about input, it's about initial position and "max/min" setting.
Your gear doors are probably defaulted at "closed", mine are defaulted at "open".
the correct setting is:
Door: 0 for open, 1 for closed
Gear: 0 for down, 1 for up.
I think you probably reversed the door part.
@P0TET0Z check the actuators' upper and lower limits, you may have gotten the wrong starting and ending value.
also I suggest removing collision model for every parts that construct the landing gear.
you need to copy door input to door input, and gear input to gear input.
From that gif I think the landing gear actuators are still using traditional input.
I thought that's what you asked for? as in, "door start being closed"?
Check my 1.9.203 funky trees demonstrator,
It has two custom landing gears using different settings, the one on the left side fits your request.
@PointlessWhyshouldi
@FlyingHueman
@edensk
@Notaleopard
@F4f879
@Solarisaircraft
@TheFantasticTyphoon
@WarHawk95
@MrPorg137
@Random40
The Luftwaffe has a few propeller aircraft projects that uses the MG213 revolver cannon, which "would" require using the minigun part to simulate, is that okay?
OK, perhaps I'll write a separate article about this, but basically it's like this:
Smooth function makes a variable go from the "start value" to "end value" smoothly, rather than instantaneously.
Without smooth function, LandingGear would go from 0 to 1 instantly, but with smooth, it will go from 0, 0.1, 0.2..... all the way to 1. This progress is continuous, so every value between 0 and 1 will be covered.
For landing gear doors, it would be like this:
First, write down the sequence you want.
for example:
Gear retraction for 1 second, then door close for 1 second.
for this you need to go from 0 to 1 in two seconds.
Therefore you need this function:
smooth(LandingGear, 0.5)
in other words the function follows the LandingGear input, but only changes 0.5 per second, therefore taking 2 seconds to go all the way to 1.
Then, you need to tweak your rotaters so that the landing gear rotator operates from 0 to 0.5, and door operates from 0.5 to 1.
For this case:
LG rotator:
min 0
max 1
angle your discretion (usually 90)
input:
clamp01(smooth(LandingGear, 0.5) * 2)
Door rotator:
Input:
clamp01(smooth(LandingGear - 0.5, 0.5) * 2)
(others are the same)
As for railgun, what you describe is not a railgun, but a coil gun ("gauss rifle" in sci-fi nomenclature)
+11The accurate timing was proven impossible even IRL, let alone in SP's imperfect physics.
Please give us destructable Kraken... I made a bloody 280mm "flying dinosaur gun" for large targets, and I certainly can do with a Kraken.
Vertical stablizer is probably too small for SP physics...
airships are indeed being revived, usually for humanitarian usages as they can be designed to require less facilities than an airport, and can drop goods at a speed slower than fixed-wing aircrafts, while not requiring as much gas as helicopters.
Though modern airships are like wing-and-balloon hybrids. They use both wing mechanics and lighter-than-air flotations.
When flying over barren, disaster-struck areas, space is no longer a problem; and since those are for humanitarian purposes, you don't have to worry about enemy attacks. So this probably will indeed be the most advantageous field for airships.
@ArcturusAerospace Well you might want to check your PC hardware... I'm running on 1.9.20X beta with my 500+ parts plane and it doesn't crash.
@asteroidbook345 I tried, increasing the piston's mass does not make it less prone to bending.
Should be possible. From my experience in my G-2 (where I initially tried to make an actual reloading system for the Duka 280), the problem would be using piston to move the mass over a long distance (the piston would bend downwards)
@CoolPeach Oh so it's "I beg to differ".
Well unless you spawn your plane with gears retracted.
I think real world aircrafts are designed with gear up as default status (because that's how it is the most of the time the plane's running)
But for SP, since we have to spawn with gear down (or your propellers would hit the ground before your gears).... yeah I think having gear down as default (since the system itself also goes this way) would make more sense to me.
@SnoWFLakE0s Sincerely, I pledge to disagree (is that the correct polite way to say it?)
Planes start at gear down, but GearDown starts at 1, while LandingGear starts at 0. From this perspective it's still more intuitive to use LandingGear.
I prefer wheel skis. Functionality FTW.