Good to see that you're getting creative with breadboards. By the way, you can achieve quite smooth and constant up and down movement by hooking up the game time to a sine or cosine function. Like this: cos(t). This is really slow though, so something like cos(30*t) will be better. Now, this value ranges between -1 and 1 so multiply it by like 15, add it to your base altitude of 150, and into the PID it goes. The final result should be a timer hooked up to a math evaluator[150+15*(cos(30*a))] that goes in a PID along with altitude, that ends in up/down propulsion. If you have the option to strafe, then you can do something similar with a sine function to make the craft go in a circle, that should really throw off enemy targeting.
Nice! Another (perhaps simpler?) way of getting that "bounciness" is to skip the switch, and use instead a Math component. Set the timer component to it's default (time since start) and connect it to the math component. Then use a sin function to get your airship to follow a sine wave, for example 100+sin(a/100)*20 will give you an average altitude of 100 that varies by +/- 20 altitude. The part inside the parenthesis controls the timing, so you'll need to adjust it. The output of this will feed directly into your PID controller desired altitude. Math!
I swear, that negative multiplier is probably 90% of beginner problems with baking. Take something everyone wants to use (PIDs), make them counterintuitive (the block & internal AI versions account for it already), and suddenly you've got an artificial skill jump. It kept throwing my helicopters for a loop for the longest time. With the AI breadboard, you can use the target info block to turn off the bouncing outside of combat: take the "is there a target?" output and multiply it by the timer. Now you only get the timer going through while there is a valid target.
The fun bit about combining boards and ACBs is that you can use the ACB to generate an artificial custom input, and listen to it in the breadboard to do things based on it.
Thanks for the breadboard tutorials, I always thought it was rocket science but this + thrust vectoring tutorial is such a simple and useful starting point it's convinced me to learn it.
it should be noted that you don't need to use breadboard to get PIDs for your AI since the AI mainframe already has PIDs you can enable for each type of movement, very easy and convenient to use
I did not know that PIDs can work without the AI. Finally i can stop my Horrible balanced ships form capsizing when i turn of the Ai. Thanks a lot for sharing the knowledge!
Hey border... It's me again... A year ago you did a video on ibcms or Nukes. I noticed you mentioned you can use advanced cannons to also propel the nuke... Can you do a totourial on that as I'm finding it Hella hard making the ai actualy hit it's target let alone with a propulsion like that....
I couldn’t remember your channel name for the life of me and I recently got a from the depths craving again. The one search that got me straight to you… From the depths canoe.
I tried implementing the altitude switching on an airship I’ve been building and set it up exactly as you did here but it doesn’t make the airship change altitude. I can see in the breadboard that it changes the value going into the pid and then the propulsion output switches to 1 but it doesn’t change altitude. I tried switching the output from hover up/down to roll or pitch and it works fine for those and changes the roll or pitch based on the switch timing but not for hover up/down and I don’t get why. My jet engines are set to hover up and I have allowed hover control in my ai settings. Maybe yoou or someone can help 😢
Good to see that you're getting creative with breadboards. By the way, you can achieve quite smooth and constant up and down movement by hooking up the game time to a sine or cosine function. Like this: cos(t). This is really slow though, so something like cos(30*t) will be better. Now, this value ranges between -1 and 1 so multiply it by like 15, add it to your base altitude of 150, and into the PID it goes. The final result should be a timer hooked up to a math evaluator[150+15*(cos(30*a))] that goes in a PID along with altitude, that ends in up/down propulsion. If you have the option to strafe, then you can do something similar with a sine function to make the craft go in a circle, that should really throw off enemy targeting.
I forgot how to do this, so this is actually the first time I've had to look up my own darn tutorial.
Thank you, past BorderWise. XD
I learned it when you posted it and had to come back. Yay baking.
Nice! Another (perhaps simpler?) way of getting that "bounciness" is to skip the switch, and use instead a Math component. Set the timer component to it's default (time since start) and connect it to the math component. Then use a sin function to get your airship to follow a sine wave, for example 100+sin(a/100)*20 will give you an average altitude of 100 that varies by +/- 20 altitude. The part inside the parenthesis controls the timing, so you'll need to adjust it. The output of this will feed directly into your PID controller desired altitude. Math!
I swear, that negative multiplier is probably 90% of beginner problems with baking. Take something everyone wants to use (PIDs), make them counterintuitive (the block & internal AI versions account for it already), and suddenly you've got an artificial skill jump. It kept throwing my helicopters for a loop for the longest time.
With the AI breadboard, you can use the target info block to turn off the bouncing outside of combat: take the "is there a target?" output and multiply it by the timer. Now you only get the timer going through while there is a valid target.
The fun bit about combining boards and ACBs is that you can use the ACB to generate an artificial custom input, and listen to it in the breadboard to do things based on it.
Nice, breadboard is the only thing I haven't touched in FtD but seeing these videos I just might.
Man, these Breadboard-Videos make me want to reinstall FtD and see how much wierd stuff you can do with them.
Thanks for the breadboard tutorials, I always thought it was rocket science but this + thrust vectoring tutorial is such a simple and useful starting point it's convinced me to learn it.
I'm really glad that you finally embarked on a journey to try and understand bread. It makes life incomparably easy.
The Bread Warlock mkIII is up on the workshop, if you are interested.
Cheers! That should be helpful!
it should be noted that you don't need to use breadboard to get PIDs for your AI since the AI mainframe already has PIDs you can enable for each type of movement, very easy and convenient to use
yea, the issue is that once you turn off the AI, those PIDs stop working, so you suddenly end up with a completely uncontrolled ship.
This video helped me actually create a flying vehicle, thank you.
Yay! You're welcome! :)
I did not know that PIDs can work without the AI.
Finally i can stop my Horrible balanced ships form capsizing when i turn of the Ai.
Thanks a lot for sharing the knowledge!
You're welcome! 😁👍
this is the first time ive ever understood them, tbh i understand lua much better but now esp for simple things im def using breadboards
OMG. I What I did to do this same thing was SOOOO much more complicated then it needed to be.... I should have looked for this video sooner.
The breadboard videos are extremely useful, keep em goin' BW!
Cheers! Will do! 👍
Whenever I use pitch&roll through bread, I disable the controls in the mainframe... You didn't, so what will happen? Is the AI fighting the breadbord?
Doesn't seem to be. I think the bread has a higher priority, although I should probably test that.
Hey border... It's me again... A year ago you did a video on ibcms or Nukes. I noticed you mentioned you can use advanced cannons to also propel the nuke... Can you do a totourial on that as I'm finding it Hella hard making the ai actualy hit it's target let alone with a propulsion like that....
Try searching for "mass drivers" I think that is what you mean
Thank you
You're welcome! :D
You could use a sin wave to travel on
nah, cos is better.
@@aerbon They're literally the same, except one is offset 90°
@@atesz7636 yes, thats the joke.
@@aerbon Sorry it's hard to tell if you're joking on the internet
I prefer tan wave personally (airship rises to infinity, then teleports to negative infinite)
Very nice. Keep em comming.
I couldn’t remember your channel name for the life of me and I recently got a from the depths craving again. The one search that got me straight to you…
From the depths canoe.
Yup. The algorithm recognizes my canoe addiction. 😁
I tried implementing the altitude switching on an airship I’ve been building and set it up exactly as you did here but it doesn’t make the airship change altitude. I can see in the breadboard that it changes the value going into the pid and then the propulsion output switches to 1 but it doesn’t change altitude. I tried switching the output from hover up/down to roll or pitch and it works fine for those and changes the roll or pitch based on the switch timing but not for hover up/down and I don’t get why. My jet engines are set to hover up and I have allowed hover control in my ai settings. Maybe yoou or someone can help 😢
I can't help much without seeing the bread. Best advice I can give is start over and talk yourself through every step, like IT troubleshooting.
Make sure your altitude controls actually listen to the up input?