@name CSC v0.6
@inputs PodController:wirelink CamRanger:ranger [PodControllerE Base Rudder AileronLeft AileronRight CnrdLeft CnrdRight]:entity
@inputs ABSpeed [CamPos CamDir]:vector
@persist MouseAng:angle Pilot:entity
@persist [Trim TrimSpd PitchRate RollRate RudderRate MaxPitch MaxRoll MaxRudder PitchSpd RollSpd RudderSpd]:array
@persist ManAng PAng RAng YAng CurMaxPitch PitchMul RollMul YawMul PAVMul RAVMul YAVMul LevMul HvelMul
@persist [UpKey DownKey LeftKey RightKey HoldHdgKey]:string
@outputs FilterEntities:array Ops_CPUus:vector2
@trigger none
if(duped() | dupefinished()) {reset()}
if(first() | dupefinished()) {
Trim = array(0,0) #Minimum and maximum pitch trims, respectively
TrimSpd = array(0,70) #Trim speeds, corresponding to the previous trim values
#~ Pitch things ~#
PitchRate = array(5,2.5) #How fast the elevators pitch, at a minimum speed and a maximum speed, in degrees/second.
MaxPitch = array(20,15) #This is the maximum pitch of the elevators, at minimum and maximum speed.
PitchSpd = array(0,70) #The minimum and maximum speed for the PitchRate.
#Mouse-steer sub-division
PitchMul = 1.5 #Pitch multiplier; multiplies the pitch angle to where you are pointing
PAVMul = 0.5 #Pitch angular-velocity multiplier; dampens any shakiness from pitching
#~ Roll things ~#
RollRate = array(20,15) #How fast the ailerons roll, at a minimum speed and a maximum speed, in degrees/second.
MaxRoll = array(20,20) #This is the maximum roll of the ailerons, in degrees, at minimum and maximum speed.
RollSpd = array(0,70) #The minimum and maximum speed for the RollRate and MaxRoll.
#Mouse-steer sub-division
RollMul = 1.4 #Roll multiplier; multiplies the roll angle to where you are pointing
RAVMul = 0.25 #Roll angular-velocity multiplier; similar to PAVMul, but dampens any shakiness from rolling
LevMul = 0.35 #Leveller multiplier; this tries to keep the plane level (0 roll)
#~ Rudder things ~#
RudderRate = array(5,2.5) #How fast the rudders rotate, at a minimum speed and a maximum speed.
MaxRudder = array(10,7.5) #This is the maximum angle of the rudder, at minimum and maximum speed.
RudderSpd = array(0,70) #The minimum and maximum speed for the RudderRate.
#Mouse-steer sub-division
YawMul = 1.5 #Yaw multiplier; multiplies the yaw angle to where you are pointing
YAVMul = 0.5 #Yaw angular-velocity multiplier; also similar to PAVMul, but dampens any shakiness from yawing
HVelMul = 0.5 #Horizontal velocity multiplier; this is used to prevent the plane from slipping left-to-right
#~ Keybind things ~#
UpKey = "Up"
DownKey = "Down"
RightKey = "Right"
LeftKey = "Left"
HoldHdgKey = "LAlt"
#~ THINGS YOU SHOULDN'T EDIT! ~#
#This converts the Dg/s from before to a usable angle
PitchRate[1,number] = PitchRate[1,number]/5
PitchRate[2,number] = PitchRate[2,number]/5
RollRate[1,number] = RollRate[1,number]/5
RollRate[2,number] = RollRate[2,number]/5
RudderRate[1,number] = RudderRate[1,number]/5
RudderRate[2,number] = RudderRate[2,number]/5
#Linear interpolation function, useful for transitioning from one number to another
function number blerp(OutArr:array,RefArr:array,Bias,Sample) {
#The difference between the final reference point and the initial reference point.
local RefDiff = RefArr[2,number] - RefArr[1,number]
#This adds a percentage of the difference between the initial output and the final output, based on were the sample
#is relative to the reference. It also raises the relative difference to a power to make a, optional, bias
#(Sample/RefDiff)^Bias.
local Result = OutArr[1,number] + ((clamp(Sample-RefArr[1,number],0,RefDiff)/RefDiff)^Bias)*(OutArr[2,number] - OutArr[1,number])
return Result
}
FilterEntities = entity():getConstraints()
holoCreate(1)
holoAng(1,Base:angles())
holoPos(1,AileronRight:pos())
holoParent(1,Base)
AileronRight:parentTo(holoEntity(1))
holoCreate(2)
holoAng(2,Base:angles())
holoPos(2,AileronLeft:pos())
holoParent(2,Base)
AileronLeft:parentTo(holoEntity(2))
holoCreate(3)
holoAng(3,Base:angles())
holoPos(3,Rudder:pos())
holoParent(3,Base)
Rudder:parentTo(holoEntity(3))
holoCreate(4)
holoAng(4,Base:angles())
holoPos(4,CnrdRight:pos())
holoParent(4,Base)
CnrdRight:parentTo(holoEntity(4))
holoCreate(5)
holoAng(5,Base:angles())
holoPos(5,CnrdLeft:pos())
holoParent(5,Base)
CnrdLeft:parentTo(holoEntity(5))
holoVisible(1,players(),0)
holoVisible(2,players(),0)
holoVisible(3,players(),0)
holoVisible(4,players(),0)
holoVisible(5,players(),0)
}
interval(75)
Active = PodController["Active",number]
if(changed(Active) & Active) {
Pilot = PodControllerE:driver()
}
if(Active) {
#W A S D inputs from the PodController.
A = PodController["A",number]
D = PodController["D",number]
if(!Pilot:keyPressed(HoldHdgKey)) {
#Angle of the plane relative to were the pilot is looking
MouseAng = Base:heading(CamRanger:position())
}
#Base angular velocity
local AngVel = Base:angVel()
local BaseYVel = Base:velL():y()*HVelMul
local MouseAngYaw = MouseAng:yaw()
#Pitch angle rotation speed and limit
local PitchCurRate = blerp(PitchRate,PitchSpd,1,ABSpeed)
CurMaxPitch = blerp(MaxPitch,PitchSpd,1,ABSpeed)
#Roll angle rotation speed and limit
local RollCurRate = blerp(RollRate,RollSpd,1,ABSpeed)
local CurMaxRoll = blerp(MaxRoll,RollSpd,1,ABSpeed)
#Rudder angle and rotation speed limit
local RudderCurRate = blerp(RudderRate,RudderSpd,1,ABSpeed)
local CurMaxRudder = blerp(MaxRudder,RudderSpd,1,ABSpeed)
#Speed-based trim
local TrimAng = blerp(Trim,TrimSpd,1,ABSpeed)
if(Pilot:keyPressed(UpKey) | Pilot:keyPressed(DownKey)) {
#This increments the angle of the elevators, and clamps them to the max pitch angle
ManAng = clamp((Pilot:keyPressed(UpKey)-Pilot:keyPressed(DownKey))*CurMaxPitch,ManAng-PitchCurRate,ManAng+PitchCurRate)
PAng = clamp(ManAng + TrimAng,-CurMaxPitch,CurMaxPitch)
}
else {
#A reset for if the manual elevation angle was used
ManAng = 0
#Pitch angle for mouse-steer
local PitchAng = -MouseAng:pitch()*PitchMul - AngVel:pitch()*PAVMul
#This acounts for any other pitch adjustment angles
PAng = clamp(PitchAng + TrimAng,-CurMaxPitch,CurMaxPitch)
}
#Same as above, but for roll
if(A|D){
RAng = clamp((D-A)*CurMaxRoll,RAng-RollCurRate,RAng+RollCurRate)
}
else {
local RollAng = MouseAngYaw*RollMul - AngVel:roll()*RAVMul - Base:angles():roll()*LevMul + BaseYVel
RAng = clamp(RollAng,-CurMaxRoll,CurMaxRoll)
}
#Same as above, but for the rudder
if(Pilot:keyPressed(RightKey) | Pilot:keyPressed(RightKey)){
YAng = clamp((Pilot:keyPressed(RightKey)-Pilot:keyPressed(RightKey))*CurMaxRudder,YAng-RudderCurRate,YAng+RudderCurRate)
}
else {
local RudderAng = MouseAngYaw*YawMul + AngVel:yaw()*YAVMul + BaseYVel
YAng = clamp(RudderAng,-CurMaxRoll,CurMaxRoll)
}
#Where the angles are actually applied
holoAng(1,Base:toWorld(ang(clamp(-PAng+RAng,-CurMaxPitch,CurMaxPitch),0,0)))
holoAng(2,Base:toWorld(ang(clamp(-PAng-RAng,-CurMaxPitch,CurMaxPitch),0,0)))
holoAng(3,Base:toWorld(ang(0,clamp(YAng,-CurMaxRudder,CurMaxRudder),0)))
holoAng(4,Base:toWorld(ang(clamp(PAng+RAng,-CurMaxPitch,CurMaxPitch),0,0)))
holoAng(5,Base:toWorld(ang(clamp(PAng-RAng,-CurMaxPitch,CurMaxPitch),0,0)))
}
else {
PAng=RAng = 0
CurMaxPitch = 0
holoAng(1,Base:toWorld(ang(0,0,0)))
holoAng(2,Base:toWorld(ang(0,0,0)))
holoAng(3,Base:toWorld(ang(0,0,0)))
holoAng(4,Base:toWorld(ang(0,0,0)))
holoAng(5,Base:toWorld(ang(0,0,0)))
}
Ops_CPUus = vec2(ops(),cpuUsage()*1000000)
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Le souffle de l'image, l'harmonie de la civilisation
rebelles descendants Confused
Voler à travers l'univers, je vais dépasser
Si l'étoile semble vous, arrêtez
Oooh Oooh
Shadilay shadilay ma liberté
Shadilay shadilay oh nooon
Shadilay shadilay oh rêve ou réalité
Shadilay shadilay oh nooon
Voler dans ma vie, ce n'est pas plus
Je vais arrêter
Landed dans mes voiles, le ciel et sous la mer
Je ne pense pas
métal Harmonia, béton
clips vidéo électroniques, une louange civilisée
rebelles descendants Confused
Voler à travers l'univers, je vais dépasser
Si l'étoile semble vous, arrête
const promisify = func => {
// this need to not using arrow function, otherwise the
this
context will be wrongreturn function() {
const args = Array.from(arguments);
return new Promise((resolve, reject) => { const callback = (err, data) => { if (error) { return reject(err); } return resolve(data); }; args.push(callback); func.apply(this, args); });
};
}
API.someAsyncFunc = promisify(someAsyncFunc)
Auka tortle.
Nei, tortle!
Faðir minn naut tortle.
Það var gagnlegt, svo gagnlegur.
Á morgun held ég grunnur minn er brotinn,
Ég hélt að hnén eru farin,
(En í raun ég annars hugar svolítið.)
En auðvitað held ég.
Ég held að leiðin breyttist allt um nóttina,
Þessi nótt dvöl í júní.
Hnén ...
Þegar ég held að hjálpaði prentara,
Að konungur sem hjálpaði mér.
あなたがタカと呼ぶのを気にしないなら(私は名前を書くのをはるかに簡単にします)、私は半職の牧師で、講壇から引退しましたが、依然として教え、相談、執筆をしています。あなたと同じようなニーズがありますが、私はスケッチを行い、タブレットを使用する必要があります。私はキーボードを弾いているときに楽譜を読まなければならないミュージシャンだからです。私は古いAndroidタブレットを持っていましたが、私のニーズを部分的に満たしていましたが、タブレットを交換する必要がありました。私は1月にSamsung Galaxy Note 10.1(2014年)を購入し、その差でちょうど床がついた私は数分でタブレットの機能に着きますが、私が使っているすばらしい主要なソフトウェアのいくつかを指摘する必要があります:
あなたがタカと呼ぶのを気にしないなら(私は名前を書くのをはるかに簡単にします)、私は半職の牧師で、講壇から引退しましたが、依然として教え、相談、執筆をしています。あなたと同じようなニーズがありますが、私はスケッチを行い、タブレットを使用する必要があります。私はキーボードを弾いているときに楽譜を読まなければならないミュージシャンだからです。私は古いAndroidタブレットを持っていましたが、私のニーズを部分的に満たしていましたが、タブレットを交換する必要がありました。私は1月にSamsung Galaxy Note 10.1(2014年)を購入し、その差でちょうど床がついた私は数分でタブレットの機能に着きますが、私が使っているすばらしい主要なソフトウェアのいくつかを指摘する必要があります: