So hi. Here you are, looking at this ugly craft wandering why I even take my time to make this stuff. Well... xml is the answer:
The piston is controled by the slider 1 and acts like a hysteresis comparator (if you don't know what it is just look at when it toggles)
The rotator is controled by AG1 and you can toggle AG1 freely but if you throttle the engine you'll see the AG turn off and for a certain range of engine throttle the AG won't be able to turn back on. You can go under or over that range to toggle the AG1 on.
GENERAL INFO
- Predecessor: Test
- Created On: Windows
- Game Version: 0.6.9.2
- Price: $706k
- Number of Parts: 6
- Dimensions: 1 m x 2 m x 4 m
PERFORMANCE
- Total Delta V: 0m/s
- Total Thrust: 50kN
- Engines: 1
- Wet Mass: 1,476kg
- Dry Mass: 1,303kg
STAGES
Stage | Engines | Delta V | Thrust | Burn | Mass |
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5 Comments
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Dev Pedro
I'm going to make craft with everything I know now with the highest automation and optimization I can :D
Next project for the YT channel is going to be a TU144. Nose and winglets won't be able to operate above max speed limit for example. -
@NathanMikeska if you make it possible to use piston current extension for input controllers we may be able to make logic gates and filters
Someting like:
Piston is controlled by vertical speed but has 10% pulling speed
Engine has the throttle linked to the piston extension so it has the vertical speed with a low pass filter as it's input.
Piston controlled by A with zero on deactivate and with min, zero and max close together in lerp full axis so it works close to a switch and input based activator . Input based activator controlled with B switches the piston off under certain conditions. This way we have an AND logic gate
Once you have the AND gate it's easy to make an OR gate inverting the signal (A* and B*)* would act like a binary +