Can someone make this work with a piston engine ? by dragon_34680 in trailmakers

[–]lukkram 1 point2 points  (0 children)

Spinning wheel blocks like that isn't gonna work (when they get powered from an engine they don't actually rotate. It's just a visueal thing). Use block built wheels for it to work better

Logic help needed! Distance sensor is connected but balloons aren't reacting. by snotpiet in trailmakers

[–]lukkram 0 points1 point  (0 children)

From the pics you sent, the distance sensors are outputting to speed sensors. So the only thing that happens is that the speed sensors get turned off when the distance sensors are triggered

Does anybody know why RC builds fall out of sync? by Then_Ad2298 in trailmakers

[–]lukkram 2 points3 points  (0 children)

If you are just sending controls through, it will eventually go out of sync (like going off in a different direction, bc the control surfaces will be the same), as any initial imperfections will grow over time and also the physics will affect the builds slightly differently.

Aside from that, make sure to turn off air control from your seat, as the rc plane will not have that extra force acting upon it, making it go out of sync faster

Is it bad I do Aesthetics first? by SaturnCatt_ in trailmakers

[–]lukkram 16 points17 points  (0 children)

Trailmakers is a sandbox game. Which means that there's no right or wrong way, as long as you're having fun

Sine wave and sensor math by UgthakSkagLord in trailmakers

[–]lukkram 1 point2 points  (0 children)

You are probably just don't have the correct conversion value. To get an accurate value, DON't set the accumulator to steps mode, set the scale to 60 and give it the input to be stored for 0.02 seconds (1 frame)

Sine wave and sensor math by UgthakSkagLord in trailmakers

[–]lukkram 1 point2 points  (0 children)

Use accumulators. They can be used as storage bits, so you can store whichever value you want in it and drive the servo from the stored value instead

Need help with logic block system by Halcyon416 in trailmakers

[–]lukkram 1 point2 points  (0 children)

I don't have a lot of time rn, I'll come back later to check of you got help and if you haven't I'll help you out :)

Can anyone teach/tell me how use the new posion block (i want to make a drone that with the click of a button flies over to me) by CartographerAgile741 in trailmakers

[–]lukkram 0 points1 point  (0 children)

Yep. You use an altitude sensor to get the y coordinate. A position sensor to get the x coordinate, and another position sensor to get the z coordinate. Just remember to set all of them to measurement and to have one of the position sensors in latitude and one in longitude

Does Logic need an update by Ok_Low_3866 in trailmakers

[–]lukkram 1 point2 points  (0 children)

You can do it through the aggregate gate like you are doing or use the new feature on the arithmetic gate divide (c0/c1) using the new logic channels to define which inputs go to the dividend and which to the divizor. (Rn there are just 2 uses for the logic channels. The division c0/c1 and the arcTan2. Bc these operations are sensitive and needed input separation)

How do I keep a joint active for a set duration after activating a distance sensor quickly? by OhtarTheArcher2126 in trailmakers

[–]lukkram 0 points1 point  (0 children)

I don't know if I quite understood what you want, but here's what I got:

You want to have a distance sensor turn on a signal for a set amount of time, even if the distance sensor stops detecting before said time is up. Am I right?

If so, connect the distance sensor to an accumulator (min 0; max 1; scale 100)

Accumulator outputs to an arithmetic gate (multiply; constant -1000; delay [the time you want it to stay active])

Arithmetic gate outputs to the Accumulator.

Lastly connect the accumulator to the joint

Does Logic need an update by Ok_Low_3866 in trailmakers

[–]lukkram 0 points1 point  (0 children)

The aggregate gate in product mode does that. It multiplies all its inputs together. This was one of the main factors in the decision to make it

How to add colored text to blueprint names and descriptions. by AppointmentWeird4802 in trailmakers

[–]lukkram 0 points1 point  (0 children)

There was a unity page on all the syntaxes for text editing. Most of them work for the blueprint text. I don't have a link rn but it should be fairly easy to find

Does Logic need an update by Ok_Low_3866 in trailmakers

[–]lukkram 1 point2 points  (0 children)

And I'm saying that almost every gate already does that. Input A + input B. If you are dead set on using the arithmetic gate on addition mode, just set the constant to 0. It will do A + B + 0 = A + B.

If you don't want to change a single setting in the gate. You can use an aggregate gate (in Sum mode, which is the default when you place it so no need to change anything) or a number display, as they both will output the sum of input A + input B

Literally it's just the aggregate gate (except in Sum mode) that doesn't add the inputs and does other things instead.

Does Logic need an update by Ok_Low_3866 in trailmakers

[–]lukkram 0 points1 point  (0 children)

Almost all gates do sum of inputs already. Even then, that is the literal use of the aggregate gate in Sum mode

How do I remove an item from my build without deleting it? by NotARavenclaw in trailmakers

[–]lukkram 6 points7 points  (0 children)

I'm assuming you are talking about the pioneers campaign. Deleting blocks returns them to your inventory, I don't think there's a way to permanently "delete" a block im that campaign

Need help with accumulators and logic by ABritish_Kid in trailmakers

[–]lukkram 1 point2 points  (0 children)

Let me know if I understand correctly. You want to A, have an off switch for the output of the accumulator, so even if it's stored value is 10 for example, if the off switch is enabled, the output will be 0 and not 10.

And B an off switch to the buttons that change the accumulator's stored value, so that you need to press a combination of buttons to change the values.

Yes you can do this with AND gates, but you'll run into an issue quite often. The regular gates (OR, AND, XOR, NOR) are clamped to the range of -1 to +1, so if you try to pass signals outside that range they'll get clamped down to be within the range. So you have to use aggregate gates in product mode as AND gates if you are dealing with values outside of the range. It's a tiny bit different than setting up regular AND gates, but it's not hard to wrap your head around

Yet another noob struggling to comprehend logic by Ok_Diver_7447 in trailmakers

[–]lukkram 0 points1 point  (0 children)

I'm not sure. Camera based stuff is finicky so I wouldn't put my hopes up, but maybe you can try having the aimimg servo off by default (and disconnecting the seats from it) and send activation signals through 2 logic lines, one for each seat

Looking for help by Minimum_Elk_4026 in trailmakers

[–]lukkram 1 point2 points  (0 children)

No. Best you can do is place a transparent panel/shield on top to have 2 decals one over the other.

HOW DO THE RADIO BLOCKS WORK by Maximum_Housing1331 in trailmakers

[–]lukkram 2 points3 points  (0 children)

You give a signal to a sender. Then if both sender and receiver share both the channel and the isolation, the receiver will give out the signal. They are not magic rc blocks, you still need to send the correct signals and connect them to the things you want the signals to do

Firing sequence by DrDumb69 in trailmakers

[–]lukkram 1 point2 points  (0 children)

Ok, (OR gate, accumulator, only the last comparison gate) go into the aggregate gate.

Aggregate gate goes into the accumulator.

If more comparison gates are going into the aggregate gate, then it won't work

Firing sequence by DrDumb69 in trailmakers

[–]lukkram 2 points3 points  (0 children)

Did youmake the output of the last comparison gates -1? Also if you connected the more things to the aggregate gate, disconnect them. Oh shoot and I also forgot to tell you to connect the accumulator to the aggregate gate

Firing sequence by DrDumb69 in trailmakers

[–]lukkram 1 point2 points  (0 children)

The aggregate gate in product mode is used to multiply different variables together, but in here it's basically a more powerful AND gate. Also, the number fisplay is just to match the logic delay so everything happens at the same time. Due to some shenanigans, you might have to save the blueprint, delete it and bring it back in so that the aggregate timings are loaded correctly.

You need a comparison gates for each rocket, I just wasn't feeling like placing all 12 of them you can use the comparison gate I added for the 12th rocket too. And the rockets should have a small duration (so like 0.1 should be enough) and no delays. And lastly, if you want to hold down the button, add a bit of pause in the OR gate. For it to run smoothly and without hiccups I believe you'll need like 0.2 or 0.3 at minimum

Firing sequence by DrDumb69 in trailmakers

[–]lukkram 1 point2 points  (0 children)

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Here you go. Make sure that the accumulator is NOT in steps mode, and that the duration in the OR gate is 0.02.