#Schedules for Clockwork Air Vehicles
1 messages · Page 1 of 1 (latest)
it will be pretty hard to do so
so they probably won't do that
damn
would be cool because my friend wanted to build a floating city that reattaches to the main city
take even a minute
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
yea i understand that it would be difficult
but i just wanted to give an idea because i thought it would be cool
and i think infinite energy would be cool
but i don’t ask potato to break the laws of thermodynamics
ok jeez
just make it a 4 directional block that triggesrs redstone on all 4 sides based on the direction it has to move to maintain course (inverted obviously so it can be hooked up to the correct sides without crisscrossing) 😎
ah yes
because planes don’t need to use wings
or have any thrusters that go up
and drones don’t exist
nor do helis
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
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"
PID controllers won’t work here
they need to be manually tuned
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.
…
at that point
just use CC
Usually, so far when I build a new tilt-ship I dont need to worry too much about tuning the PIDs.
Ever since I built my Hound Turrets to building each segment of my Geofish I havent changed my PID settings at all. I just had to make sure I calculate the ship's Inertia Tensors right
yeah essential the conclusion i came to takes a lotta work but should be possible
what are inertia Tensors?
Too much physics for me to explain coherently in a short time
@worn shell this guy made something similar to what you might be looking for:
https://discord.com/channels/244934352092397568/1148368858109976706
Tho, they havent released it publically yet
The pathing is 2D but the UI is great
that's still pretty cool i really want to get into that stuff but haven't had time
