I like that idea.mrvn wrote: I think it would be best if vehicles had an automatic/manual slider like trains do.
Search found 13 matches
- Mon Sep 25, 2017 8:46 pm
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 877
- Views: 586988
Re: [MOD 0.14] AAI Programmable Vehicles
- Sat Sep 23, 2017 7:12 am
- Forum: Energy Production
- Topic: Lowered Power Consumption by Cycling Radars
- Replies: 6
- Views: 5407
Re: Lowered Power Consumption by Cycling Radars
Thanks. I see how that works.daniel34 wrote:For cycling radars I would do the following:
- Sat Sep 23, 2017 5:31 am
- Forum: Energy Production
- Topic: Lowered Power Consumption by Cycling Radars
- Replies: 6
- Views: 5407
Lowered Power Consumption by Cycling Radars
Problem... I'm playing in a scarce resource world. As my coal reserves were depleting, future blackouts became a huge concern. The largest power consumers are my radars (9 of them). It occurred to me: Why don't I just cycle them to lower their average power requirement? I setup a circuit such that ...
- Sat Sep 23, 2017 1:46 am
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 877
- Views: 586988
Re: [MOD 0.14] AAI Programmable Vehicles
Direct vehicles with remote controller while occupied?
Would it be possible to provide option to use the remote control unit to direct a vehicles path while occupying it?
Would it be possible to provide option to use the remote control unit to direct a vehicles path while occupying it?
- Sat Sep 23, 2017 1:45 am
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 877
- Views: 586988
Re: [MOD 0.14] AAI Programmable Vehicles
Hmm, decider combinators. So you would use 2 decider combinators to check if the angle is between 45-2.5 and 45+2.5 and then output 0.71. For 5° accuracy that would be 36 decider combinators and 18 constant combinators. Then add a few more to do angle % 360 and fold around 180° and 90°. So maybe 40...
- Tue Sep 19, 2017 11:04 pm
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 877
- Views: 586988
Re: [MOD 0.14] AAI Programmable Vehicles
Is there any documentation for this mod?
I'm old school, I'd much rather read text than watch someone's video. Short of looking at the actual code, is there any documentation for this mod?
I'm old school, I'd much rather read text than watch someone's video. Short of looking at the actual code, is there any documentation for this mod?
- Tue Sep 19, 2017 11:01 pm
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 877
- Views: 586988
Re: [MOD 0.14] AAI Programmable Vehicles
1. For attack formations I really miss a cos, sin and atan2 function. I want a chaingunner at 60° 3m distance to the direction my warden is facing. Maybe the unit controller could be extended to allow to set follow-unit-id, angle and distance to make units behave that way automatically. You could a...
- Tue Sep 19, 2017 10:30 pm
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 877
- Views: 586988
Re: [MOD 0.14] AAI Programmable Vehicles
LUA Command to Delete all Zones? I've been doing a lot of experimenting and have not been able to delete all of the zones I laid out manually. Some were in forests and not easy to visually locate. Now that I've figured out a system, I'd like to start fresh with all zones deleted.a I used 2 ways: 1)...
- Sun Sep 17, 2017 8:46 pm
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 877
- Views: 586988
Re: [MOD 0.14] AAI Programmable Vehicles
LUA Command to Delete all Zones?
I've been doing a lot of experimenting and have not been able to delete all of the zones I laid out manually. Some were in forests and not easy to visually locate.
Now that I've figured out a system, I'd like to start fresh with all zones deleted.a
I've been doing a lot of experimenting and have not been able to delete all of the zones I laid out manually. Some were in forests and not easy to visually locate.
Now that I've figured out a system, I'd like to start fresh with all zones deleted.a
- Fri Sep 15, 2017 2:53 pm
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 877
- Views: 586988
Re: [MOD 0.14] AAI Programmable Vehicles
Solved Leaving it as originally asked as it may help others. I'm new to using AAI Vehicles and ran into something that's not making sense. As shown in the lower left corner, Hauler ID #1 is parked at a Depot, which for my own reference is Depot #1. Using a CC, I set the location of the Depot to the...
- Thu Oct 20, 2016 3:27 pm
- Forum: General discussion
- Topic: Why are Constant Combinators unpowered?
- Replies: 4
- Views: 2131
Re: Why are Constant Combinators unpowered?
Thanks for the link to the Mod and suggestion on toggling input of CC with a DC & trigger signal.
- Wed Oct 19, 2016 3:34 pm
- Forum: General discussion
- Topic: Why are Constant Combinators unpowered?
- Replies: 4
- Views: 2131
Why are Constant Combinators unpowered?
Why Constant Combinators (CC) require power as do the other digital components?
The CC include an On/Off toggle, but unless I'm missing something it can only be changed manually. If they were powered it would greatly simplify circuit design through use of a Power Switch.
The CC include an On/Off toggle, but unless I'm missing something it can only be changed manually. If they were powered it would greatly simplify circuit design through use of a Power Switch.
- Tue Oct 11, 2016 3:35 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Autofill
- Replies: 293
- Views: 241470
Re: [MOD 0.12.x] Autofill
Does the remote.call() function include an optional parameter for specifying the amounts to be filled? or is it always a division function?
Use Case: I'd like to make a user specific rule to put 100 rounds of AP magazines in placed gun turrets.
Use Case: I'd like to make a user specific rule to put 100 rounds of AP magazines in placed gun turrets.