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Thread: Hoverball Simulation with Thrusters, GPS , Numpad Inputs and E-Gate

  1. #11
    Inactive Xtensity is on a distinguished road Xtensity's Avatar
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    Default Re: Hoverball Simulation with Thrusters, GPS , Numpad Inputs and E-Gate

    Quote Originally Posted by Aspras View Post
    Its not a second , watch the video i made , if the update rate was a second then the value of delta would only change every 1 second , and that delta changes a lot faster than once per second.
    Well then its simply every time it changes, so?

  2. #12
    Inactive Aspras is on a distinguished road Aspras's Avatar
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    Default Re: Hoverball Simulation with Thrusters, GPS , Numpad Inputs and E-Gate

    So i am pretty sure that time period is 0.1 seconds so Delta is the change of a value ( either negative or positive) per 0.1 second.

  3. #13
    Inactive Aspras is on a distinguished road Aspras's Avatar
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    Default Re: Hoverball Simulation with Thrusters, GPS , Numpad Inputs and E-Gate

    Added In-Game Numpad Tutorial with video , and in depth explanation of how code works.

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    Inactive Gunski is on a distinguished road Gunski's Avatar
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    Default Re: Hoverball Simulation with Thrusters, GPS , Numpad Inputs and E-Gate

    Thanks, helped me a lot!

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    Default Re: Hoverball Simulation with Thrusters, GPS , Numpad Inputs and E-Gate

    Delta is the change since the last execution of the delta from what I can tell. So if you don't use an interval() controlling it then it will be based on whatever rate the gyroscope outputs at (which will vary as if you are moving little enough the gyroscope isn't changing then your chip won't trigger either).

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    Default Re: Hoverball Simulation with Thrusters, GPS , Numpad Inputs and E-Gate

    thruster hovering isnt exactly new, it may be uncommon, but definately not new.

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    Inactive Starcitsura is on a distinguished road Starcitsura's Avatar
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    Default Re: Hoverball Simulation with Thrusters, GPS , Numpad Inputs and E-Gate

    Not to pick apart your code, but it is overly complicated for the simple task at hand.
    None of this is more so true then your keypad. For your 21 lines of code, I was able to do the same, with more functionality. (can handle more then 4 digits)

    Code:
    N@ Numpad
    I@ Input Reset
    O@ Value
    Input -> Value = Value * 10 + ( Input -1);
    Reset -> Value = 0;
    
    All buttons are not toggled. Button 1 = (0,2), Button 2 = (0,3), Button 3 = (0,4), ... Button 9 = (0,10), Button 0 = (0,1) and of course, Reset = (0,1);

    The only problem this has is with large numbers. It stops doing math correctly which I suspect is a limitation of the lua.

    Edit: Forgot to mention how to wire it up... Reset goes to Reset, Buttons 1-5 to one add chip, the first add chip and buttons 6-0 to another add chip, and then that final add chip is wired to Input
    (1) (2) (3) (4) (5) -> ADD1 (6) (7) (8) (9) (0) -> INPUT
    Last edited by Starcitsura; 06-20-2008 at 02:37 PM. Reason: Addition

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