It would be nice to have the possibility of using
Piston.currentPosition
JointRotator.currentAngle
InputController.currentValue
InputBasedActivator.currentState

This would make it possible to create logic gates (with complex automation, calculators...), low pass filters (for smoothing any input), displays (7 segments, oscilloscopes...). I think this can be something great for the game and the community.

Also vertical/horizontal speed and orbital parameters would be cool cough cough

Suggestion Implemented Fixed in 0.7.0.0

6 Comments

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    5,778 pedro16797

    @NathanMikeska NIIIICCCEEEEE QLSBEVFKWKWVDJWJA

    +1 14 days ago
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    So I didn't deal with orbital parameters or the prograde/retrograde stuff (more complicated situation), but in the next update, you should have access to the part modifier data properties similar to how you access the part modifier data script properties now.

     

    input="[Piston Modifier Id].Data.CurrentPosition"
    input="[Rotator Modifier Id].Data.CurrentAngle"
    etc.

     

    @pedro16797 @WNP78

    +1 14 days ago
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    @pedro16797 Oh, interesting... I'm not sure. I'll try to take a look at that when I dig back in to SR2 soon.

    +1 27 days ago
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    5,778 pedro16797

    @NathanMikeska nope, the inverse thing. Locking prograde whith the activator. Something like

    <InputController input="FlightData.AltitudeAboveGroundLevel" inputId="Activator" />
    <InputBasedActivator target="Prograde" />

    +1 28 days ago
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    @pedro16797 Not sure, I can try and take a look at some point. Are you talking about activating staging or something when prograde/retrograde is locked?

    +1 28 days ago
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    5,778 pedro16797

    @NathanMikeska would it be possible to link the activators to the stabilizators? (Fix direction, Prograde, Retrograde)

    +1 28 days ago

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