Brickadia

Brickadia

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Tools for building flying vehicles
By Kyt
This guide is generally intended to show how to make a functional machine thats able to allow the player to control their velocity in a chosen direction. I will also be discussing how to create an anti gravity mechanism in the same manner, considering linear velocity is applied relative to the global grid as opposed to the relative grid of the blocks in game. My hope is that this will eventually be the stepping stone to a helicopter and maybe even plane; if someone can create the required component to perhaps retain and apply a rotation transform to the movement vector of velocity of the vehicle, it would allow for a proper helicopter/lego worlds style plane I imagine, which is very desirable.

PS. the branding image is outdated slightly
   
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Ignition clock
The clocks assembly
To start assembling this, all you need to do is hook one 5 tick buffer into a exec union blook, and hook its output to another 5 tick buffers input (this wont work on any lower ticks for some reason, I tried). From there, you only need to hook the output of the aforementioned buffer into the input of an and gate, with its second input being received by the ignition switch, and have the and gates output go into the input of the first buffer you placed in the entirety of this building process. This gives us our ignition clock, which allows for things like gravity dampners, and flying vehicles.
Gravity Dampner
Making a floaty
Because the linear velocity component modifies velocity vectors relative to the global grid, we can abuse this property into making an incredibly easy gravity dampener, which could theoretically be put together a thing that changes the velocity values on conditions like achieving certain thrust or speed (if that means of measure ever gets added). This could simulate how flight feels pretty well if one was to use this alongside something that amplified its affects depending on how much speed or thrust you've ascertained.

The only issue is that it is extremely subject to phantom forces, and will almost always
Memory Register
Now, if we want to hold our thrust value to maybe add and subtract to it as opposed to simply and brutally controlling the thing with our keyvals, we will likely need a form of way to remember our numbers. Luckily its relatively easy. Using a similar setup to before, hook two buffers together on number mode (no need for tick delay unless it gets bugged), and instead of directly connecting one of the connections, put an bitwise or gate between it. put two bitwise ands into each of the or gates input, and have one have one of its inputs fed into by one of the buffers. from there, connect the and gate connected to the buffer with a bitwise not gate connected to a mutliplier block that has a non connected value set to -1, that things input connected to a boolean value that would choose whether your setting your memory or not. from here connect the other bitwise and gate with your integer you wish to save and your multiplier and it should make a fully functioning memory register. You can read the values from the or gate, and it should be able to remember things easily.
Sine Component
Okay so I spent an unholy amount of time making the most horrendous component in the entirety of the airplane making process, but to summarise we essentially need to make a sine chip to create a vector transform that will function as a means for us to actually move relative to our rotation. i.e. we will be using a sine chip and a cosine chip (by taking sin from one) to rotate on the yaw axis at first. It's a bit hard to explain but it'll be important later, for now I'll leave the chips file here for those who wish to continue with ease.
For those nerds who are still interested though, the most basic explanation is that I made a really shoddy expanded taylor series that only went up to (x^5)/5! and use a combination of the mod function and conditionals alongside the blend block to choose between a few different states at which the sine thing can output depending on its position on the x axis. These states come together to form a sine wave. This explanation is likely not very well written, but that's the general gist.

EDIT: it seems that uploading prefab files to steam guides is not possible, so if you search sine chip on discord instead you will find better horizons there.
WIP
pls keep in mind this is very much incomplete. I plan to later add the actual flight computer tutorials, but for now I am busy making its individual components first. I hope this helped regardless though.
1 Comments
NEO JR 26 Jul @ 12:29pm 
boat?