I was trying to make a simple airbrake for a plane, just like the Wasp has. But I can't get them to work through activation groups, I have to activate them and give some input. I looked at the part properties of the wasp, but I didn't understand what is controlling what and where. Any clues?

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    Yeah, I finally got it working by setting the input x output relations in such a way that it reads the 0 input in slider 1 and that translates to opening the air brakes. Thanks guys! If anyone else has any tip, please leave it here, I found that content about rotators is pretty scarce.

    +1 5.2 years ago
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    2,966 LofiTurtle

    @Pedropuglia You need to change the max /min input for it to work. I think putting min at 1 is what you need, but it's been a while and I can't remember which one it is. Try things out and you should see movement as soon as you hit the activation group if you've done it right

    +1 5.2 years ago
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    So, I have the activation group 1 set both right at the top of the menu of part properties and down at the "rotator input" section. I didn't bother with max and min values for now. Also, at the command chip, I have activation group 1 named. What's missing for it to work then?

    +1 5.2 years ago
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    45.5k MarioG

    @Kell rip me im too xml heavy

    +1 5.2 years ago
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    Tinker panel -> hidden properties, and the input should have a lot more options @Pedropuglia

    +3 5.2 years ago
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    @MarioG no in-game solution then? I was playing the mobile version, guess I'll just have to drop this idea for now. Thanks

    +1 5.2 years ago
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    45.5k MarioG

    with xml this is possible by typing AG 1 for the input and going to the xml and changing the max or min value

    +3 5.2 years ago

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