i don't know exactly how to do it, but there's two methods i know of:
for both of these you need to enable Show Advanced Properties under Additional Settings
1. change the Input using the arrows until you land on "AG 1" or "AG 10" (AG 2 to 9 are of course between them), these correspond to the activation groups, though i don't use these myself as the last time i checked they don't always seem to work
2. change the Input using the arrows until you land on "FD.MachNumber", then add ">=0" on the end of it ("FD.MachNumber>=0" — this essentially makes the input controller behave as an "always on" thing), after that all you need to do is assign the rotator to an AG and it should work (i myself use this method as 1. it works pretty much 99%+ of the time 2. it is compatible with crafts that have more activation groups than the default 10, and a lot of my creations are like that)
hope this helped :)
i don't know exactly how to do it, but there's two methods i know of:
for both of these you need to enable Show Advanced Properties under Additional Settings
1. change the Input using the arrows until you land on "AG 1" or "AG 10" (AG 2 to 9 are of course between them), these correspond to the activation groups, though i don't use these myself as the last time i checked they don't always seem to work
2. change the Input using the arrows until you land on "FD.MachNumber", then add ">=0" on the end of it ("FD.MachNumber>=0" — this essentially makes the input controller behave as an "always on" thing), after that all you need to do is assign the rotator to an AG and it should work (i myself use this method as 1. it works pretty much 99%+ of the time 2. it is compatible with crafts that have more activation groups than the default 10, and a lot of my creations are like that)
hope this helped :)