@TrislandianAlliance I think it's "Zerstörer". German don't have double dotted E.
Zerstörer is German name for heavy fighter so it can't be used to call a single model of planes. Others are worth referencing. Thank you.
@asteroidbook345 Huh? how is this related to that?
Sincerely, having to handle these landing gear questions everyday is getting me tired, you know? I have my own projects, my own troubleshooting, my own life. These landing gear tutorials are meant to be a basic introduction, not something that makes me the next "fancy landing gear mentor".
But during the past month, I was tagged by many people for their landing gear problems here and there, and then I make a suggestion, and then they say something like "no, this doesn't solve my problem, try again".
@asteroidbook345 stacking rotators would make the order the same on gear up and gear down.
Like:
rotate-> fold (gear up)
un-rotate-> unfold (gear down)
@asteroidbook345 C-5's LG rotates before folding, is that what you're trying to say?
clamp01((smooth(LG, 0.25) - 0.5) * 2) for folding
clamp01((smooth(LG, 0.25) + 0.5) for rotating
not including gear bay door.
@ChiChiWerx Most of my builds are designed to be flew by mouse, so ....yeah, I admit, it's not really mobile friendly...
I personally dislike the constant speed propeller design that SP system allows me to do, too. And believe me, I tried to funky tree a better one.... but I haven't find a way to do so yet. A real constant speed propeller should have different RPM settings ,as well as a propeller pitch setting to decide how much propulsion the set RPM should give, but SP's system simply binds the RPM at max and let you decide the pitch...
As for trim.... I'll try to either put auto-trim (again, funky tree) into it or just enable manual trim on my next build, but for this one, since trim is occupied by turret control, it's not really feasible...
For the Lorenz beam, I suggest doing this:
Switch to rear pilot (cam1), click and drag to a good angle to see the lorenz beam, keep your mouse button/finger down, and switch back to cockpit view. This will cause the view angle of the rear camera to be locked, so you will be able to constantly see the Lorenz beam every time you switch to aux. pilot, until you click and drag again.
@WIZARD2017 Yeah, this thing came in a weird timing between 1.9.1 and 1.9.205, so the shell is actually 2x size of the barrel.... (it was designed before there was a explosive scalar setting)
@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.
@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.
On another note, Folke Wulf seems to prefer using bird names.
Fw 189 "Eule" (Owl), Fw 190 "Würger" (Shrike), and so on.
@TrislandianAlliance I think it's "Zerstörer". German don't have double dotted E.
Zerstörer is German name for heavy fighter so it can't be used to call a single model of planes. Others are worth referencing. Thank you.
Die Fliegenfestung!
I live in Taiwan and perhaps I can do that.
@AndrewGarrison
Deja vu intesifies
Ah, yes, a good function that I wanted for a long, long time.
@asteroidbook345 Huh? how is this related to that?
Sincerely, having to handle these landing gear questions everyday is getting me tired, you know? I have my own projects, my own troubleshooting, my own life. These landing gear tutorials are meant to be a basic introduction, not something that makes me the next "fancy landing gear mentor".
But during the past month, I was tagged by many people for their landing gear problems here and there, and then I make a suggestion, and then they say something like "no, this doesn't solve my problem, try again".
This has to end somewhere.
@asteroidbook345 stacking rotators would make the order the same on gear up and gear down.
Like:
rotate-> fold (gear up)
un-rotate-> unfold (gear down)
@WarHawk95 I fixed it, and thanks to this change, now this plane turns a lot better.
@WarHawk95 Yeah I noticed that the horizontal stablizer does NOT show up in the front ortho view.... probably have to re-design...
@asteroidbook345 I think if you use * 2 it would not sequence correctly, it would only make that part rotate quicker.
Also *2 should be inside the clamp01 function, or you will mess up the turning angle.
@asteroidbook345 let me see what your input is and what you want
@asteroidbook345 Yeah, it usually would need actual trial and error to find whether an input actually works
@asteroidbook345 C-5's LG rotates before folding, is that what you're trying to say?
clamp01((smooth(LG, 0.25) - 0.5) * 2) for folding
clamp01((smooth(LG, 0.25) + 0.5) for rotating
not including gear bay door.
@fridolin Actually you can put a countermeasure dispenser on this thing and it will fly.
@fridolin We have a separate key on keyboard to press. I set it on "V", not sure if it's default.
In my later planes I will stop using that as a mechanical input.
@ChiChiWerx Most of my builds are designed to be flew by mouse, so ....yeah, I admit, it's not really mobile friendly...
I personally dislike the constant speed propeller design that SP system allows me to do, too. And believe me, I tried to funky tree a better one.... but I haven't find a way to do so yet. A real constant speed propeller should have different RPM settings ,as well as a propeller pitch setting to decide how much propulsion the set RPM should give, but SP's system simply binds the RPM at max and let you decide the pitch...
As for trim.... I'll try to either put auto-trim (again, funky tree) into it or just enable manual trim on my next build, but for this one, since trim is occupied by turret control, it's not really feasible...
For the Lorenz beam, I suggest doing this:
Switch to rear pilot (cam1), click and drag to a good angle to see the lorenz beam, keep your mouse button/finger down, and switch back to cockpit view. This will cause the view angle of the rear camera to be locked, so you will be able to constantly see the Lorenz beam every time you switch to aux. pilot, until you click and drag again.
@WIZARD2017 Yeah, this thing came in a weird timing between 1.9.1 and 1.9.205, so the shell is actually 2x size of the barrel.... (it was designed before there was a explosive scalar setting)
I think missiles also have a thrust setting... you can lower that as well as the target speed setting in XML modder.
@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!
@Strikefighter04
@Notaleopard
@MethaManAircraft
@Gameboi14
@AircraftoftheRedStar
@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
@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.
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