#Schedules for Clockwork Air Vehicles

1 messages · Page 1 of 1 (latest)

worn shell
#

Like the schedules for trains but make it so the Air vehicles move to coordinates at certian times.

still thistle
#

so they probably won't do that

worn shell
#

damn

#

would be cool because my friend wanted to build a floating city that reattaches to the main city

still thistle
#

well, you can always try to do it yourself with cc

worn shell
#

ill try

#

i dont understand it though

lilac cove
#

to just think about how hard that would be

#

think of all the advanced algorithms needed

#

just to make a vehicle with thrusters on any position be able to move from A to B

#

don’t even think about wings or propellers

#

just thrusters

#

think about how you would need to get the vector they push in and how to use that to dynamically control where the vehicle is looking

worn shell
#

yea i understand that it would be difficult

#

but i just wanted to give an idea because i thought it would be cool

lilac cove
#

but i don’t ask potato to break the laws of thermodynamics

worn shell
#

ok jeez

fleet night
lilac cove
#

because planes don’t need to use wings

#

or have any thrusters that go up

#

and drones don’t exist

#

nor do helis

fleet night
#

for up and down u just make it able to be placed on walls so it points up and down instead of forwards/backwards

#

smh

#

also if ur using drones and helis ur already like

#

working with more complicated controls by default

fickle nova
#

Honestly kinda of sounds like something we use in robotics a lot called PID control in FRC we see a lot of teams do something similar with autonomous code just look up "FRC orbit robot reveal"

lilac cove
#

they need to be manually tuned

fickle nova
#

could you not have it to where the player has the capability to manually tune the controller I know for most that's probably not something they are into but just a thought

#

idk tho @wooden basin seems to do a lot of work with pathing even if it's an implementation using cc he probably does it in a different way altogether

#

actually, now that I'm thinking about it PID would work but there isn't really a way to implement it in a way that could work for the billions of different designs possible for your airships.

wooden basin
fickle nova
wooden basin
#

Tho, they havent released it publically yet

#

The pathing is 2D but the UI is great

fickle nova
#

that's still pretty cool i really want to get into that stuff but haven't had time

wooden basin
#

And it should be enough to direct islands around

#

Coincidentally, Im preping to release my code over the weekend

#

Tho, my system is built around VS2-Tournament thrusters