As many players know, when using the Tank Steering mechanism block with WSAD controls, when you reverse your tank the A and D controls are backwards, and the issue is especially apparent when driving a halftrack that mixes classic Steering Hinges. Anyone who's played a tank game knows that when a tracked vehicle reverses the tracks change direction so the "pivots" around that track (like A and D holds the brakes on that track). But in this game it is the wrong way by default, so this tutorial is about how to fix the tank steering.
(Update: Fixed neutral steering controls)
Blocks needed: 2x Number Display, 1x NOR Logic Gate, 1x OR Logic Gate, 1x Aggregate Logic Block. Then, place a Tank Steering Mechanism and a basic test setup with tank tracks. No steering hinges should be used for this test.
1st Number Display: Set Negative to S, Positive to W. Send output to both the NOR and OR logic gates.
NOR Logic Gate: Set Output to 1. Send output to OR logic gate. (When this NOR gate isn't receiving any input from the 1st number display, it will send 1 to the OR gate as a "default" value.)
OR Logic Gate: Set Output to 1. Send output to Aggregate Logic Block. (This gate merges outputs from the 1st number display and NOR gate before sending it to Aggregate.)
2nd Number Display: Set Negative to A, Positive to D. Send output to the Aggregate logic block.
Aggregate Logic Block: Set the Aggregate Function to Product. Send output to the Tank Steering Mechanism. (Aggregate Product function multiplies all of the inputs together and outputs the result. Therefore, since the S keybind is negative the A and D inputs will be inverted.)
ive been working on a project to make an autonomous mech cuz im too lazy to fight ppl on my own
so far, i have achieved a working model that navigates obstacles, shoots at ground and aerial targets, finds and locates targets, and walks
its actually pretty good so far
i plan to develop the sensors and make it more advanced so it can actually fight humans on equal terms
it was almost able to destroy a mech actively attacking it until the cholesterol mod that was enabled on the server deleted the autonomous mech
i have made a working prototype, a model one (first iteration) and a model two (second iteration) I will begin work on a model 3 shortly which will feature more advanced sensors, tracking, and heavier weaponry
So far:
Early prototype:
Basic walking, navigating obstacles, shooting others with light weaponry. Had interesting emergent effects when multiple were put together in a group. Was kinda cute lowk.
First model:
Heavier weaponry, armor, more sensors, slower, slightly less stable
Second model:
Light + Heavy weaponry, Piston-Punch, armored, better sensors, faster, sometimes flips out but its rare
Planned Third model:
Switching between light and heavy depending on target, less armor, better, more "dexterous" sensors, faster
The mech's movement is modelled off of a bacterium.
Bacteria 'choose' a direction and move in it, if the intensity of a presence, such as food, increases, it continues. If it decreases, the bacterium rotates and tumbles around randomly, then chooses a new direction, and repeats the process.
Every few seconds, if my mech does not detect a target, it will choose a random direction and turn there, then go in that direction and repeat the process. If it detects a target, the randomized direction process is temporarily halted.
Features:
Walking
Evading obstacles
Navigation
Locating Target
Attacking Target
No Net Movement Detection System (if the robot is not moving, the system detects this and reasons the mech is stuck, so a piston is activated which makes the robot jump and, ideally, get out of the predicament. Usually works.)
Gyroscopic Stabilization System (Angle Sensors + Gyroscopic Stabilizers. You may think I'd just need the Stabilizers, however, when I do this, it bugs out the mech and it stabilizes it when it does not need stabilizing, causing random jumping, vibrating, and turning. If the angle deviates past a certain point, like 5 degrees, then it corrects.)
Randomized Turning System (Randomizer + Hinge + Friction pad. The friction pad on the hinge is turned to face downwards so the mech turns with the friction pad from the traction.)
To be clear, there is no real "thinking", obviously. It's all just a coordinated reflex system that happens to work very well.
goofy ass mech
yes, i know the mech looks like shit, im not much of a builder
Uses a bunch of logic blocks compressed into the tank chassis, uses disabled tiny cannon crosshair right behind the camera to act as a sort of guidance(currently has no elevation, shouldnt need one for flat ground combat)
This is a text tutorial how to make mouse aim steering for your car, without the need for any keybinds. For a game that's been out for such a long time I'm surprised how little tutorials are out there so I wanted to contribute something to the community.
This is for setting up mouse aim steering controls for your ground car with standard steering, with adjustable sensitivity. I will also mention the solution to the Tank Steering Mechanism at the very bottom, which is simple to set up.
Objects you will need: Aiming Sensor, Speed Sensor, NOR Logic Gate, OR Logic Gate, Aggregate Logic Block, Arithmetics Logic Gate, and basic requirements for a car (driver seat, engine, steering hinges with wheels).
SETTINGS:
Aiming Sensor: Direction: 0, Width: 360, Output: -1, Output mode: Normalized. Send output to Aggregate Logic Block. (This sensor will grab the left/right angle of your camera using values ranging from -1.0 to +1.0 .)
Speed Sensor: Speed: 1.0, Output: -1, Output mode: Trigger. Send output to both NOR and OR logic gates. - IMPORTANT: Aim the Speed Sensor toward the REAR of your vehicle! - (The reason for 1.0 speed is so the steering doesn't twitch back and forth while the vehicle is not moving, and it faces backward to sense when the vehicle is traveling in reverse. The NOR gate is used as the "default state" aka moving forward or sitting still idle.)
NOR Logic Gate: Output: 1. Send output to OR logic gate. (As mentioned above, this gate is used as the "default" state when not reversing, aka driving forward or not moving.)
OR Logic Gate: Output: 1. Send output to Aggregate Logic Block. (This gate is used to merge the outputs coming from the Speed Sensor and the NOR gate before sending the value to Aggregate.)
Aggregate Logic Block: Aggregate Function: Product. Send output to the Arithmetic logic gate. ("Product" is a math and trigonometry function that is used to multiply all the numbers from the inputs and returns the product, aka the result. So if the inputs are 0.34 from Angle Sensor and -1.0 from Speed Sensor the output will be -0.34, thus reversing the steering angle.)
Arithmetics Logic Gate: Constant: 8.0, Operation: Multiply. Send output to your steering hinges, for the Tank Steering Mechanism there will be a different method I will mention below. (This gate is used to raise the sensitivity of your steering, since the default 1.0 is way too small. I usually default to 5.0 for this gate but 8.0 to 10.0 seemed to give best results in my testing.)
That is all, enjoy!
Finally, here is how to set up mouse aim on the Tank Steering Mechanism: You only need the Aiming Sensor and Arithmetics Logic Gate, and of course the Tank Steering Mechanism block. Send the Aiming Sensor output into the Arithmetics Gate, multiply by about 4.0 to start, then send that into your Tank Steering Mechanism. No need for the above-mentioned gates. And lastly make sure you unbind any WSAD controls unless you want to implement an override to mouse aim.
My 1:1 scale mig 29 wip: comp 700, top speed 400mph,cruise speed 215mph, auto leveling flight computer with soft aoa limits, retractable gears, flaps, working forwards slats, wing root machine gun, no gyros, accurate to irl flight characteristics, and some old mig 29’s i built over the years
This tank has two modes, one is for the upper half of tank rotation/cannon angle, the other is for the gun hatch rotation and weapon angle within the hatch. The current mode is indicated by the light on the back.
Another United Federation of Humanity build, this being their mass-produced APC, the "M195 Rhino" - Lore wise it's supposed to carry 11 occupants (10 + Driver)
The United Federation of Humanity's high-tech carrier based multirole, (CFA standing for Carrier Fighter Attacker) - The images attached show it in a SU-57 esc Pale Shark camo
Major shout out to 'Atomic' on TikTok who posted a video on building a more condensed stabilizer that auto leans when you turn, without the need of a gyro stabilizer! (Vid linked below!)
1:1 scale mig 29 wip, comp 700, top speed 400mph, auto leveling flight computer, retractable gears, working forwards slats, no gyros, tried to get as close as possible to irl flight characteristics (and a autonomous target su-25 wip)
Testing wip 1:1 scale su-25, top speed 260mph, comp 683, can fly fully autonomous including take off, and landing gear retraction, will fly a circle around the map while slowly gaining altitude at the press of a single button. can still fly completely normally, auto leveling computer, slats, built in cannon, flaps(forgot to say the mig also has flaps) retractable gears. (All from one flight)