@CloakPin that is not what I said.
Missile is on autopilot. Parent craft remains primary. Missile veers off target as if it was using primary craft’s orientation instead of its own.
@CloakPin here’s the thing: the missile has its own controls being monitored and adjusted by a programme. It is not possible for me to control it once it has left.
If my target is off to the right, the missile veers off to the right, but it keeps going because my craft is still not pointed at the target. The missile ends up doing a loop trying to veer towards a target that my craft is not facing.
@TomKerbal I meant an actual war game conducted by military powers, sorry!
Anyways, the way I define complexity lies between possibility and the calculation of said possibilities. The many combinations of a pack of skittles is just as insane as that of chess, but chess is harder to compute, making it more complex. However, a single result from a difficult equation (say, one for calculating the way space time curves in the presence of a Kerr black hole) is still complex because of raw computation rather than possibilities.
I define complicated more similarly to convoluted than to complex; something complex is at its base state whilst something complicated can be simplified.
@TomKerbal I wouldn’t say chess is super complex; rather, it’s size of board is what gives it so many possibilities, but the rules are simple. And yes, I like chess.
With a war game, a single warship can occupy tons of spaces.
@TomKerbal it was mostly just in context. It’s like chess is complex compared to noughts and crosses and a war game is complex to chess.
Although the derivation is a bit cracked.
I believe it’s because the game does not recognise hydrazine. It recognises all of the defaults and penthrite, and I believe that you can set your engines to any of those, but hydrazine is probably not possible.
@ElmerTheCat there are a few posts which introduced codes for betas. These codes probably don’t work anymore, but you can always try. If it works, 1.0.7 should show up.
@ElmerTheCat it’s an Apple app you can grab from the AppStore. It’s basically a beta trial software that allows you to download betas with codes given by the developer.
If you do not edit anything about your position at all, it is a vector with the origin placed on the centre of the world whose SOI you reside in. This does not account for the rotation of your planet, so it will continually carry you around a latitudinal circle until you reach where you started.
I can’t tell you why the origin is oriented the way it is nor how to account for said orientation :(
@DMNK99 if you have a dot product, it will show you how well the two vectors align. I suggested this since you asked for determining the sign value and that is the only was I can think of doing it. Sadly, this means that you will almost never get the full magnitude of acceleration, but it will be close.
When I say normal, I mean the magnitude is being constrained to 1. The operation is basically this in FunkyTrees:
dot(FlightData.Acceleration,normalise(FlightData.SurfaceVelocity))
As I stated earlier, this should give you an acceleration close to the actual value with a sign depending on whether or not it opposes or adds to the current velocity. If this doesn’t work, I can always submit a demo craft.
@ChaoticGraviton Basically, what I’m trying to do is to attach that one slider you can adjust in flight mode to the input itself, basically adjust that power slider with an input such as throttle.
@CloakPin that is not what I said.
2.1 years agoMissile is on autopilot. Parent craft remains primary. Missile veers off target as if it was using primary craft’s orientation instead of its own.
@CloakPin here’s the thing: the missile has its own controls being monitored and adjusted by a programme. It is not possible for me to control it once it has left.
2.1 years agoIf my target is off to the right, the missile veers off to the right, but it keeps going because my craft is still not pointed at the target. The missile ends up doing a loop trying to veer towards a target that my craft is not facing.
My Mk.II Sentinel has a useable walker programme. It can be found in the main command chip.
2.1 years ago:)
2.1 years ago@TomKerbal I meant an actual war game conducted by military powers, sorry!
2.1 years agoAnyways, the way I define complexity lies between possibility and the calculation of said possibilities. The many combinations of a pack of skittles is just as insane as that of chess, but chess is harder to compute, making it more complex. However, a single result from a difficult equation (say, one for calculating the way space time curves in the presence of a Kerr black hole) is still complex because of raw computation rather than possibilities.
I define complicated more similarly to convoluted than to complex; something complex is at its base state whilst something complicated can be simplified.
@TomKerbal I wouldn’t say chess is super complex; rather, it’s size of board is what gives it so many possibilities, but the rules are simple. And yes, I like chess.
2.1 years agoWith a war game, a single warship can occupy tons of spaces.
@TomKerbal it was mostly just in context. It’s like chess is complex compared to noughts and crosses and a war game is complex to chess.
2.1 years agoAlthough the derivation is a bit cracked.
I don’t understand why there’s such complex math being posed for a simple* game.
2.1 years agoI love it.
Y E S
2.2 years agoIt has to do with lift with an AoA of 0 degrees. Symmetric provides no lift, semi delivers some, and flat bottom supplies great lift.
2.2 years agoI believe it’s because the game does not recognise hydrazine. It recognises all of the defaults and penthrite, and I believe that you can set your engines to any of those, but hydrazine is probably not possible.
2.2 years ago@Buzz313th 👍
2.2 years agoI could code one if you’d like.
2.2 years agoSadly, because it is after midday, you are the April Fool :)
2.2 years agoHello!
2.2 years agoSU-27. If you can’t dance a ballet in place whilst firing missiles at your enemies, you’re doing it wrong.
2.2 years ago@CloakPin well yes, but actually N O .
2.3 years ago@ElmerTheCat :D
2.3 years ago@ElmerTheCat the word “this” is a link. Sorry
2.3 years ago@ElmerTheCat this, for instance.
2.3 years ago@ElmerTheCat there are a few posts which introduced codes for betas. These codes probably don’t work anymore, but you can always try. If it works, 1.0.7 should show up.
2.3 years ago@ElmerTheCat it’s an Apple app you can grab from the AppStore. It’s basically a beta trial software that allows you to download betas with codes given by the developer.
2.3 years ago@ElmerTheCat I just discovered it sitting around in TestFlight. Turns out I’m still a tester.
2.3 years agoNO TILL IT GETS RELEASED)
2.3 years ago@DrooMulticompany okay, then. I’m not gonna engage further ¯_(ツ)_/¯
2.3 years ago@SimpleStudent I was hoping you’d follow with “yay.”
2.4 years agoYippee ki Yay!
@SimpleStudent ki
2.4 years ago@ElmerTheCat :)
2.4 years agoA walking house
2.4 years agoIf you do not edit anything about your position at all, it is a vector with the origin placed on the centre of the world whose SOI you reside in. This does not account for the rotation of your planet, so it will continually carry you around a latitudinal circle until you reach where you started.
2.4 years agoI can’t tell you why the origin is oriented the way it is nor how to account for said orientation :(
@DMNK99 if you have a dot product, it will show you how well the two vectors align. I suggested this since you asked for determining the sign value and that is the only was I can think of doing it. Sadly, this means that you will almost never get the full magnitude of acceleration, but it will be close.
2.4 years agoWhen I say normal, I mean the magnitude is being constrained to 1. The operation is basically this in FunkyTrees:
dot(FlightData.Acceleration,normalise(FlightData.SurfaceVelocity))
As I stated earlier, this should give you an acceleration close to the actual value with a sign depending on whether or not it opposes or adds to the current velocity. If this doesn’t work, I can always submit a demo craft.
Dot product of acceleration and velocity (normal).
2.4 years ago:)
2.4 years agohow?
2.4 years agoThat’s not ominous
2.4 years ago@ChaoticGraviton nevermind, I finally got it working! I just misinterpreted what you said.
2.4 years ago@ChaoticGraviton Basically, what I’m trying to do is to attach that one slider you can adjust in flight mode to the input itself, basically adjust that power slider with an input such as throttle.
2.4 years ago@ChaoticGraviton appreciated, but I’m trying to do the reverse, i.e. control fuelConsumptionScale with Throttle.
2.4 years agoHello :)
2.4 years ago:(
2.4 years ago@XionmassResearchDevt we probably have. I tended to speed around in a BT-7 or a T-34. I also had a weird sloped BT.
2.4 years ago@XionmassResearchDevt likely not
2.4 years ago@tar5 my guess is that it may come out in a little over a fortnight.
2.4 years ago@ChaoticGraviton thank you
2.4 years ago@XionmassResearchDevt wot?
2.4 years ago@KellyNyanbinary it noped out
2.4 years agoHappy new year.
2.5 years ago@Unforgettable69 beacon demo is ready
2.5 years ago:)
2.5 years agoI made a very fat rocket once. I think I might be able to build it again
2.6 years ago