hi! I want to add some air density. I know, there is a function, where i can set the min and max. and a value. based on that it should give me a number between 0 and 1 basen on the altitude value
its something like that:
float min = 0f;
float max = 200000f;
float value = 50000f;
float airdensity = maths.something(min, max, value);
//airdensity = 0.75f??
XxJonas_YTxX:
hi! I want to add some air density. I know, there is a function, where i can set the min and max. and a value. based on that it should give me a number between 0 and 1 basen on the altitude value
its something like that:
float min = 0f;
float max = 200000f;
float value = 50000f;
float airdensity = maths.something(min, max, value);
//airdensity = 0.75f??
Should be simple.
Lets just make our own formula for it.
Let value = 50 and max = 100
50% of 100 = 50
50% = 0.5
0.5 * 100 = 50
rearrange
0.5 = 50/100 (value/max)
So, we have 50, (“value” in your case) and we have 100 (“max”)
When we divide them we get a proportionality.
But given that your air density is 0.75 with those numbers, I assume you want inverse, so just 1 - calculated value.
It’s different if your min isn’t 0 though. Use max - min for max in this case.
Yoreki
September 16, 2022, 6:21pm
3
Should be (Val - Min) / (Max - Min)
1 Like
mgear
September 16, 2022, 6:43pm
4
this thread has some options too, for remapping ranges:
The straightforward answer is Mathf.InverseLerp:
This is a special case of the remapping functions discussed in the above-linked thread.
thanks! thats exactly what I need! I just multiplyed the wing lift factor with that value. that simulates a kina realistic space.