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Simple Buddy Wingman (With Working Missiles!)

6,584 Kikikokikomarumaru15000  one month ago

The first prototype of a useful wingman, call it... Project Wingman.
Nah, I don't want it to be mixed up with Project Wingman the game, just call it... Wingman Project. Not so creative, but is there any other words that is similar to the word wingman?

Anyways, It started when I was making a drone with buttloads of BVR missiles to detach and fly away far away. Problem is, the missiles become unusable because I detached it, and missiles become useless after they detach from the main aircraft. So I thought up a solution.
First, it was using some funky tree black magic to make the detached drone's missiles launchable somehow, but that's too complicated and also cringe, and also because cannons also become useless when detached, and you can't detach cannons to make them fire.
Then, I went to the next solution, which is to put a 6 DoF base controller with 0 everything (0 slerpMaximumForce, 0 slerpSpring, 0 everything) and connect them to both aircrafts, and It worked! but I just put 1 BaseController. That means that both the main aircraft and the drone's rotational orientation will be the same, which is the same case for this aircraft.
So I put in another BaseController, this time it was just the 3 rotational axis instead of 6 axis, and put it between the 6DoF BaseController and the connected aircraft, and now the drone's orientation will not be the same as the main aircraft's orientation.

This is great! With 6DoF BaseControllers, this means there will now be useful wingman with usable missiles and cannons and such.

I wanna see what the community cooks up with this information.

Also, no images this time. not feeling it today.

Spotlights

General Characteristics

  • Successors 1 airplane(s)
  • Created On Android
  • Wingspan 105.6ft (32.2m)
  • Length 86.9ft (26.5m)
  • Height 13.3ft (4.1m)
  • Empty Weight 22,348lbs (10,136kg)
  • Loaded Weight 31,277lbs (14,187kg)

Performance

  • Power/Weight Ratio 88.376
  • Wing Loading 58.8lbs/ft2 (287.0kg/m2)
  • Wing Area 532.1ft2 (49.4m2)
  • Drag Points 4339

Parts

  • Number of Parts 173
  • Control Surfaces 10
  • Performance Cost 1,086
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  • Profile image
    85.4k MrCOPTY

    "I have friends"
    the friends:

    one month ago
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    Hell yeah we got Clown and Trigger in SP! Take my Upvote!!!!

    one month ago
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    B.U.D.D.Y

    one month ago
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    141k KSB24

    Link to Motorcade if anyone curious.
    Seems There's no mechanism stolen or borrowed from my Motorcade build.
    As I tested this plane, it didn't actually worked as same mechanism as mine.
    As the author said in in-game description:

    there's no correction funky trees to correct the wingman back into formation position.

    , it's different from my mechanism already.
    Difference is, this two planes are controlled by the same input of player, controlled by player.
    But my motorcade's all 8 other security vehicles (except player's vehicle) are automatically controlled by funkytree, and they always try to go back to its position where it supposed to be. Mine is definitely more complicated thing. (And, yes, ground vehicle is something easier to code. XD)
    Anyway.. I want to tell the people great thanks for remembering me.

    +1 one month ago
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    You should do this but with a large squadron of like 4-8 aircraft

    +2 one month ago
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    It’s by KSB24

    one month ago
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    @Kikikokikomarumaru15000 I donno how to bec I’m on mobile but if I find it I will show u what I searched up

    one month ago
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    1,731 NTH

    And the one with rotator memory(The code disappeared on us, so you’ll have to use the text in the post): https://www.simpleplanes.com/Forums/View/1422414/How-to-store-and-utilize-memory-in-Funky-Trees

    one month ago
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    1,731 NTH

    @Kikikokikomarumaru15000 here’s one that has the engine stuff: https://www.simpleplanes.com/a/35ka8r/Cessna-337-Skymaster

    one month ago
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    @NTH Thanks, but this build doesn't use servos and gyros but a single basecontroller. This whole wingman stuff is still relatively new to me, and I also didn't really want to use rotators and gyros, so I don't have a whole lot of posts to read and go for. Can you link some post for me?

    +1 one month ago
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    1,731 NTH

    @Kikikokikomarumaru15000 Hey, If you could bind the rotation servos and a gyro to turn off or on when a corresponding Activation Group is turned on, then you can try to adjust the positions of the planes, along with using a rotator memory storage to fix the direction! It’s complex, but search up a build that supports Turning off engines individually and then one with rotator memory and ask around for code, it’ll be somewhat simple!

    one month ago
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    22.7k BARREND120

    @ThatrandomguywholikesSP it's ksb's build

    one month ago
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    @ThatrandomguywholikesSP Link to the motorcade?

    one month ago
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    Saw someone build a presidential motorcade and it used funky trees I’m pretty sure

    one month ago
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    I didn't understand a thing, probably because I'm sleepy now. But anyways this is sick as hell

    one month ago
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    15.3k BluesynVNA

    Publishing...

    +2 one month ago