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.
Specifications
Spotlights
- This craft is curated
- Mal0ne one month ago
- xYoshii_ one month ago
- ALTMTR 24 days ago
- FartResidue one month ago
- M109simp one month ago
- KPLBall one month ago
- dabestsock one month ago
- MonsNotTheMonster one month ago
- oldmate52 3 days ago
- PrussianAirWorks one month ago
- SamuelHayden one month ago
- urlocalgorillawithaspork one month ago
- Convex one month ago
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
"I have friends"
the friends:
Hell yeah we got Clown and Trigger in SP! Take my Upvote!!!!
B.U.D.D.Y
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:
, 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.
You should do this but with a large squadron of like 4-8 aircraft
It’s by KSB24
@Kikikokikomarumaru15000 I donno how to bec I’m on mobile but if I find it I will show u what I searched up
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
@Kikikokikomarumaru15000 here’s one that has the engine stuff: https://www.simpleplanes.com/a/35ka8r/Cessna-337-Skymaster
@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?
@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!
@ThatrandomguywholikesSP it's ksb's build
@ThatrandomguywholikesSP Link to the motorcade?
Saw someone build a presidential motorcade and it used funky trees I’m pretty sure
I didn't understand a thing, probably because I'm sleepy now. But anyways this is sick as hell
Publishing...