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[TFZ.D] ''W-Wing'' Planetary Fighter - Red Leader

4,167 Formula350  2.7 years ago

Manufacturer: ThreeFiveZero Division aka 350|D
Model: TFZ-18 Mk.II
Classification: W-Wing
Roll: Security/Escort/Light Fighter
Operational Environment: Atmospheric
Propulsion: 1x Muon-catalyzed Fusion Reactor (Hydrogren); 2x Plasmonic Force Propulsion Units (26 Thrust Ports/ea, 52 combined)
Armament: 6x Wing-mounted Turbolasers; 2x Fuselage-mounted Turbocannons; 14x Flare dispensers

The TFZ-18 ('one eight') Mk.II is the second iteration of this particular design -- internally referred to as 'Red Leader'. The W-Wings are intended for use inside a planet's atmosphere, with a maximum cruise altitude of approximately 120,000ft. Ideally suited for security or policing jobs, but sufficiently armed to be used for escort duty (asset protection) or light combat.


AG2 - Unlocks 'Inlet Flaps' (Roll controlled; however, these unfortunately don't actually have any affect on roll performance from my testing)
AG5 - Activates Parachutes; Press again to release (cut) them free
VTOL Down - Deploy Airbrakes
Gear - Raise or Lower the landing pads/skis
Trim - Adjust Slats; Forward (Up) to Nose-Down / Backwards (Down) to Nose-Up (I waffled on this, but decided to have it mirror the Stick controls)
Throttle - Self explanatory


TAKEOFF:
This is tricky because SimplePlanes hates me, and didn't allow my original Ski (landing gear) to function without glitching, unintentional part-clipping, and/or micro-hopping (that caused it to spin when sitting still). Furthermore, other attempts caused so much friction, that even with 50% Throttle, you did not move!

That being said... In its current configuration, it usually allows you to travel down the runway straight, which is better than most other tried configurations.
If you can figure out a better ski/skid system that looks visually the same, please share it and tag me!

1) Full throttle and pray it doesn't swerve too far left or right
a) if it starts to sort of drift off-center but facing forward, you should be ok!
b) if it turns sharply to either side and you immediately go off the runway, you'll have to spawn in the air (NOTE: It shouldn't have much problem taking off from the grass even if it does swerve off the runway; any "Wing Damaged" message will just be the Skid, but they have 1000000 health, so it's no concern!)
2) Tail will lift, at which point Yaw will give you some control to correct slight undesired direction
3) At roughly 270MPH you can pitch-up to lift off
OR
Lazily let it go until it lifts by itself (or goes off the end of the cliff at Wright Field... Either way it'll be airborne!)

LANDING:
Multiple methods.
GLIDE METHOD:
1) Throttle to 0%
2) Deploy Gear
3) Approach runway head-on
4) Glide in, touching down anywhere over-120MPH and under-290MPH
5) Friction will stop you fairly quickly

PARACHUTE METHOD:
1) Throttle @ 100%
2) AG5 to deploy chutes
3) Deploy Gear
4) Line up with runway
5) Touchdown
6) Throttle to 0%

AIRBRAKE METHOD:
1) Throttle @ 100%
2) Deploy Gear
3) VTOL Down to First Notch (aka -50%)
4) Line up with runway
5) Touchdown


BUILD COMMENTARY -- aka ADVENTURES IN XML EDITING:
I went into this not really intending it to be anything specific. It all started with the wing shape and I built around that. I actually had wanted to do something even more extreme than the 'hook' it had, but I'd wanted it to be possible with the vanilla snap points. Since what I wanted to do wasn't possible in that way, I abandoned that and stuck with this curved wing you see there.

After that, I decided that this would become a bit of a SimplePlanes experiment, for me to determine what sort of stuff I could do which would still function, yet be counter-intuitive. The basis was the weird wing shape, but then that further became its own experiment through having those flaps. They may not display it outright, but I configured them all (along the curved tip) to be as fluid a shape as possible when actuated. The outter-most flap has the highest degree of movement, whereby each connected one is slightly less, which resulted in a smooth transition during Rolls.
However, their limited size wasn't sufficient and I needed to add that final big one on part of the middle segment.

Next, I had wanted to revisit my Slats design that I had used on another build -- which either I didn't upload, or didn't make note of on my profile... but either way it involved using a thin-sliver of wing along the leading edge of the main wing. That thing section then had a flap running the entire length, which functioned like the Slat. Problem was, in that version, I had rotated the wing 180 and so it was flying "backwards"... Mounting it "forwards" created its own issue: the hinge was forwards and didn't pivot correctly, as it was the leading edge that had to move.
Thus, experiment #2: making the wing-part do what I wanted, facing the way it was intended.
Result: Partial success. Functionally it worked out OK, though my XML values to get it to do that caused SimplePlanes to turn the wing literally inside-out. Despite that fact, it actually ended up looking nifty, in its own unique way. (I've made better functioning Slats with rotators and pistons, I just wanted to accomplish similar but with 90% fewer parts lol)

The last experiment was unfortunately the one that failed, and took me 3x longer to try and work out a replacement: the landing skids.
Originally I used the Resizable Wheel, then via XML scaled them to be thin as a pancake, but long like a sausage. ...This, started off very promising, at least in terms of functionality, as it looked like a skid but still functioned in game like a wheel! Problem was, its collision box caused all manner of problems, and when loading the plane those "skids" would just rammed up inside the bottom hinge assembly, AND had a weird bounce..... even though nothing was configured with suspension?
WORSE things happened when I decided I'd ignore that visual obscenity, and added the front skid (replacing the single Landing Gear part)... Now, thanks to that clipping issue, when loading the plane it would spring the nose skyward momentarily. THEN when taking off, caused it to swerve all over.
Resizable Wheel Verdict: Flattened as skids, worked ok on the back, but not on the front.
Static, Twin-Wheel Verdict: Flattened as a skid, did not work out, as the 'wheel' part was not being recognized as coming into contact with the ground; therefore, did not provide grip (nor did the wheel rotate like Resizable's)
Rubber Sphere: Flattened, attached to a Rotator set to Free Spin... big mistake! Flattened and just as a skid... bigger mistake!
Wings as Skids: So much friction I couldn't take off!
Rubber Hemisphere: Flattened, attached flat-side down... horrible. Flattened but attached "curved"-side down... less horrible. This is what I ended up attaching to the bottom of the "Wing Skids". Still has more friction than I'd like, but engines can overpower it. (Yes, even with Friction at 0%, and even at -500%)

General Characteristics

  • Created On Windows
  • Wingspan 61.9ft (18.9m)
  • Length 62.9ft (19.2m)
  • Height 14.3ft (4.3m)
  • Empty Weight 10,593lbs (4,805kg)
  • Loaded Weight 16,458lbs (7,465kg)

Performance

  • Power/Weight Ratio 0.819
  • Wing Loading 22.9lbs/ft2 (111.7kg/m2)
  • Wing Area 719.2ft2 (66.8m2)
  • Drag Points 2487

Parts

  • Number of Parts 241
  • Control Surfaces 23
  • Performance Cost 1,108
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    4,167 Formula350

    [addendum rambling]
    And yes, I hate, and am ashamed of the way the skids behave. I put in so, so many hours with the damn things, trying to find some sort of combo or work-around.
    I really do apologize to everyone for not being able to figure something out T_T

    2.7 years ago
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    4,167 Formula350

    @STDeath Glad you like it :)
    It's flight characteristics were honestly not as good as I hoped, but I spent a lot of time fine tuning the Center of Mass (CoM/Red dot). Too far towards the back and it starts getting really really unstable, typically only during Nose-Down pitching where it'll suddenly start to Roll, but definitely during Nose-Down combined WITH a Roll... Then it would stall and flat-spin.
    Too far forward though, prohibits its ability to pull tight loops... Making it less-capable as a dog fighter (and why I relegated it to not be classified as a full-on assault fighter).
    .
    I think that I had to use so many wing sections that needed to be set to "Symmetrical" was part of issue. If I changed the other segments to "Semi-Symm" or "Flat Bottom", then the rear would create too much lift, inducing undesireable nose pitching... meaning changing CoM... meaning even worse flight characteristics lol
    .
    I can't take full credit for the engines, having myself seen someone make long ones (albeit 10x larger) on a space type craft, using rows of the VTOL Thrusters.
    @Sadboye12 showed me the trick with the Glass, setting its Transparency to -100 (XML edit) and then painting it the INVERSE color you want. Doing so then makes it "glow" (day or night; beautiful at night though) and so I used that for the engine-idle appearance.
    .
    Feel free to use any parts or ideas from it! :)
    [/end rambling]

    2.7 years ago
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    4,045 ChopShop

    Holy crap! This is the coolest plane I’ve piloted in this game! I struggle with take off but once in flight it’s so fun to fly! I love the work put into this. Those engines are brilliant!

    +1 2.7 years ago