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Thread: Beacon Sensor "direction vector" suggestion

  1. #1
    Wire Amateur kuro11's Avatar
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    I think a "local" angle version of the direction vector output on the beacon sensor would be a very convenient feature. Anyone agree?

  2. #2
    Wire Sofaking -orb-'s Avatar
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    Elaborate.

    Local angle version? Unless I'm misunderstanding you that IS what it outputs.
    Check out my wire mod tutorials at THIS LINK

  3. #3
    Wire Amateur kuro11's Avatar
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    Elaborate.

    Local angle version? Unless I'm misunderstanding you that IS what it outputs.[/b]
    The "direction vector" is relative to the world position and ignores the beacon sensor's rotation.

    For example, I have the locater 10,0,0 with the beacon sensor 0, 0, 0 angle. However, when I change the angle to 0, 90, 0 the distance vector remains 10,0,0 rather than 0,10,0 if it took into account the beacon sensor's angle. That is true regardless of the sensor's angle, no matter how I change the angle, it stays the same. I didn't see a option to make the angle local, only to normalize. (I think the normalized vector angle would be much better than the current elevation/bearing, due to the whole -90 90 thing on elevation.)

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    Wire Amateur Psawhn's Avatar
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    Actually, yesterday I tested a design for an RPG-dodging hoverplatform using expression gate vector functions. I found that the X,Y,Z outputs of the beacon sensor were in local coordinate space, but the target velocity X, Y, Z were in global coordinate space. (I wanted it to try to dodge only if the RPG was angled towards the platform, with +/- 45 degrees).
    x* x+ 17 = 0
    When keeping it real goes wrong.

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    Wire Sofaking Shandolum's Avatar
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    I really think its about time you wire-guys made it so you could use a -180 to 180 pitch/elevation (as an additional option).

    You could actually find the local angle vector by having a gyroscope in the same direction of the beacon-sensor.
    Code:
    @SH Local Vector Angle
    I@Pitch Yaw Roll Xold Yold Zold
    O@X Y Z
    Vold=vector(Xold,Yold,Zold)
    NewPitch=(abs(Roll)>90?angnorm(180-Pitch):Pitch)
    Vnew=vecrotate(Vold,-NewPitch,-Yaw,-Roll)
    X=vecx(Vnew)
    Y=vecy(Vnew)
    Z=vecz(Vnew)
    Haven't tried it yet though, like so many other codes I think about fast.
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  6. #6
    Wire Amateur kuro11's Avatar
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    Actually, yesterday I tested a design for an RPG-dodging hoverplatform using expression gate vector functions. I found that the X,Y,Z outputs of the beacon sensor were in local coordinate space, but the target velocity X, Y, Z were in global coordinate space. (I wanted it to try to dodge only if the RPG was angled towards the platform, with +/- 45 degrees).[/b]
    I'll try it again, but I am pretty sure it wasn't relative to the sensor's angle.

  7. #7
    Wire Amateur kuro11's Avatar
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    As I thought, the angle made no difference on the vector.



    The slight change was purely from my imperfect rotation. Besides, a 90 degree rotation would pretty much cause the x and y values to nearly swap if it was relative to the sensor's angle.

  8. #8
    Wire Amateur Psawhn's Avatar
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    Ahh, you used the DirectionVector output.

    Actually, there are three output types, like in this picture:

    I used "split x,y,z," which is in local coordinate space.
    x* x+ 17 = 0
    When keeping it real goes wrong.

  9. #9
    Wire Amateur kuro11's Avatar
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    Ahh, you used the DirectionVector output.

    Actually, there are three output types, like in this picture:

    I used "split x,y,z," which is in local coordinate space.[/b]
    Yay, now I think I can get something working right.

  10. #10
    Wirererer undead82004's Avatar
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    I think a "local" angle version of the direction vector output on the beacon sensor would be a very convenient feature. Anyone agree?[/b]
    one prob i hav on idea how to use vectors even though i play alot of flight sims(look in the off topic forum)
    You put the plug in the socket.
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