after a certain point of performance youre only gonna get lag thats cpu bound, though setting up a system that has a crazy cpu with like a 1650 could possibly introduce some bottlenecks in other situations and it is not ideal
@SilverStar reducing the angle at speed actually does mimic control forces, whether it be a directly linked cable/pushrod system or a hydraulic actuated one. some aircraft also do this through the fly by wire like the f16 to get its 9g limit.
lol i set aside some time to pour out pretty much all my knowledge, making flight models in sp is genuinely a form of art. i think if i turned my comment into a video itd be an hour long lmfao
(part 4, final)
for an example engine, I will use the GE-90-94B. the highest thrust rating of this engine is 97,300 pounds / 432.8 kN of thrust. the TSFC listed on wikipedia is 0.278 lb/lbf/hour or 7.9 g/kN/second. to convert this into a more useful number, multiply the number by the thrust. in freedom units, multiplying 0.278 by 97,300 gives you 27,049.4 pounds of fuel consumed per hour at full thrust. in normal units, multiplying 432.8 by 7.9 gives you 3,419.12 grams of fuel consumed per second at full thrust. converting this to liters (3.42 / 0.804) per second gives a value of 4.254 L/sec, which you then divide by 2 for a j90 / 1.5 for a j50, for an input of 2.127 or 2.836 respectively.
another important thing to know, thrust vs altitude with sp jet parts is some BS. to model this accurately, you will need a single jet engine part that produces 1N of thrust, and some funky trees:
* Step 1: make the input 1, make the max value 0.0001, and make the power multiplier 0.666667.
* Step 2: place it somewhere in the middle of the craft, hidden away from everything.
* Step 3: head to the variable outputs section for the part, and make an output for it's thrust. for this example, i will call it TAcurve.
* Step 4: create a variable, and put this code inside of it: (1/TAcurve)*(IAS/TAS). for this example, i will call it "FixSPCrap"
* Step 5: in each of your thrust and fuel consumption engines, multiply the master rpm variable by FixSPCrap, and you are done!
11:16 this is a good way of doing it on paper, though do take note of this: rate of fuel can give you a very imprecise value of fuel consumption, as this is a unity game and floating point precision't go brrr.
all things considered, this is a good tutorial, i am glad to see something like this on the site
(cont'd)
I'm going to touch on this in a lot more detail as modeling jet engines accurately in simpleplanes is a much deeper affair than it may seem.
as a little introduction i use separate jet engine parts that are individually tasked with: thrust, fuel consumption, and then sound modeling. the heart of my engines have somewhat deep funky trees code- but if you really need to get it in a pinch, or you have limited ft knowledge, writing a smooth(Throttle,#) will suffice. you will need to use that as a master variable that determines an imaginary rpm value that all 3 of these parts will be linked to.
before i get to each of these in detail, i'm gonna get yall on some sp engine part ball knowledge to make it easier to work with these parts.
1. use throttleResponse in the Engine section in overload. makes it so it can spool however fast you want it to.
2. jet engine parts that are attached via rotator/detacher and concealed inside the craft will produce sound and crucially will not consume fuel.
to start, you want to make your thrust producing engines consume no fuel. to do this, you reduce the max value to something around 0.0001, and then adjust the powerMultiplier to match the engine's thrust output with that new max value. likewise, your fuel consumption engine should produce no thrust, set powerMultiplier to zero. achieving an accurate thrust amount is pretty simple, you can see how much thrust each jet engine produces normally in the parts menu.
finding the fuel consumption of jet engines is actually somewhat simple, a lot of common jet engines have their TSFC listed on wikipedia. TSFC stands for thrust specific fuel consumption, and works in fuel weight per hour per unit of thrust. the fuel density in sp is 6.71 pounds per gallon, or 0.804 kilograms per liter which matches Jet-A1 fuel. It is not the most accurate or precise method, but I think it's the best way to do it if you have limited knowledge of jet engine behavior (like me). modeling fuel consumption done is best with the j50 or j90 engine, which at 1 input consumes 1.5 / 2 L of fuel per second respectively.
(part 3)
(cont'd)
6:39 me personally, i advise to disable drag on every single part in the craft except for wing parts. for creating an accurate drag simulation, i use an airbrake part to do everything. an airbrake with a 1 input is exactly equal to 2000 drag points. airbrakes are utterly fantastic as you can control them with funky trees, as standard i usually do gear drag, induced fuselage drag, and transonic drag (with some of my builds having additional behaviors modeled). using wing parts with drag is a great and simple way to have induced drag, and i always include it in all my builds. always make use of dragScale on wings, it is incredibly useful for fighter aircraft if you want realistic energy-maneuverability characteristics.
7:04 this is actually a something i haven't usually done, i think this actually is a pretty good method and i feel a little silly for not thinking of using it more often lol
7:53 not quite correct, with a realistic flight model at low speed you get into what is called "behind the drag curve". in simple terms- the slower you fly, the more angle against the oncoming air you need to produce 1g flight which produces a higher coefficient of drag. your highest sustained glide ratio will be found somewhere in the middle between your maximum speed and your 1g stall speed.
9:16 it is NOT simple it is NOT simple it is NOT simple
9:41 measuring thrust through acceleration is sorta redundant, most jet engine types have their thrust output easy to find.
(part 2)
nice to see more folks giving attention to this highly neglected aspect of builds. i have some notes
4:14 scaled down wings do not keep all of their characteristics, as the game moves their calculated forces with the part as it shrinks down. i believe the result of a configuration like this would be it having an extremely high roll rate as the forces that should be acting on the outer portion of the wing are acting closer to the center of the aircraft. the method that i do is thinning the wing part and increasing the liftScale to account for the difference in surface area. doing it like this also allows you to move it forward, as the chordwise center point of lift on a wing is around 33% from the leading edge.
5:02 i do not recommend using the multiple wings with the rotator method, at least in the way it is portrayed here. if both wings have lift, you will get very poor control authority from this setup as they produce lift forces in opposite directions. that being said, i do actually use a combination of both of these methods; using a control surface on the main wing, and giving the surface wing part zero lift and using it for drag. the drag from the surface is especially useful for things like flap that are supposed to produce drag. it is a more complicated way of doing it, but it is the most ideal that i have found.
5:39 absolutely not. the load factor is a limitation of the aircraft wing structure, and not the turn rate at the highest airspeed. all aircraft are capable of 9g at different airspeeds, though 95% of which would instantly fold in half. doing the adjustment to the control surfaces recommended in this segment of the video will only cause your aircraft to have poor pitch response, which will worsen the handling qualities.
as for the lift, an important bit neglected in the video was the choice of airfoils. there are only two that matter in most civil aircraft, and two others that can be used for much more niche applications.
symmetric / semi symmetric is a roughly close approximation to mid-high aspect ratio wings found in most aircraft. symmetric stalls extremely sharp, thus giving it a tendancy to snap roll. semi-symmetric stalls a little softer, though has a really bad drop-off with the drag which makes it a bit unrealistic. both are pretty self-explanitory for which of these to use where.
flat bottom / nacaprop mimic low aspect vortex lift surfaces, like that of a delta wing or leading edge root extensions. these are very useful for lots of smaller things, most commonly as flaps. flat bottom doesnt entirely mimic anything, it lifts and stalls in a very strange way. it can be used to good effect in combination with other airfoils, though on it's own the effects might be a little strange. nacaprop is even more strange, producing lift linearly to angle of attack all the way until 40-45 degrees of alpha.
@chumbaready performance charts for the f14b are given at around 55,000 pounds, and to get them right i had to match it. had i actually properly finished this it wouldve had full internal and external fuel
@PZLAgencies I dont think i am allowed to speak on stock craft i am working on / have to work on in the future, I also dont really take suggestions to build things so the best I can give you is a nonzero chance
a lot of the funky trees on the new stock crafts are there to make them easier to use, say driving the cork without assists is probably a nightmare to most new players. personally I think the real issue is the fact that funky trees as a whole lacks resources that properly convey how to learn it, thus making even simple expressions unapproachable
@HuskyDynamics01 it had the rear facelift the one time though the rest of the car was never changed, ive heard it compared to the MR2 and the 944 which are not what it is but closer than the celica (4th/5th gen?)
someone should do an rp that consists entirely of misinformation campaigns and silent psychological warfare tactics against one another that would be most humorous
@Graingy fire. additionally, in the sp2 universe there seems to be only chads, which could imply they reproduce via mitosis. what do chads consume for energy? is it through a digestive system? or perchance, maybe even chloroplasts in their cells? is chad even made up of cells forming tissues forming major organs? could chads be silicone based? all things we must learn
profound and beautiful 🥰
lmao
+1jajaja curse of markdown italics
+1The flesh that hates.
after a certain point of performance youre only gonna get lag thats cpu bound, though setting up a system that has a crazy cpu with like a 1650 could possibly introduce some bottlenecks in other situations and it is not ideal
@Graingy no :3
hooray for continued self discovery
@xdarkxwolf17 it is down there somewhere
every time I hear anything about roblox im overwhelmed with joy and relief that I dont play it lmao
+2NAVAIR 01-F14AAP-1 brings me joy at any time of the year
+1@SilverStar reducing the angle at speed actually does mimic control forces, whether it be a directly linked cable/pushrod system or a hydraulic actuated one. some aircraft also do this through the fly by wire like the f16 to get its 9g limit.
+1lol i set aside some time to pour out pretty much all my knowledge, making flight models in sp is genuinely a form of art. i think if i turned my comment into a video itd be an hour long lmfao
(part 4, final)
for an example engine, I will use the GE-90-94B. the highest thrust rating of this engine is 97,300 pounds / 432.8 kN of thrust. the TSFC listed on wikipedia is 0.278 lb/lbf/hour or 7.9 g/kN/second. to convert this into a more useful number, multiply the number by the thrust. in freedom units, multiplying 0.278 by 97,300 gives you 27,049.4 pounds of fuel consumed per hour at full thrust. in normal units, multiplying 432.8 by 7.9 gives you 3,419.12 grams of fuel consumed per second at full thrust. converting this to liters (3.42 / 0.804) per second gives a value of 4.254 L/sec, which you then divide by 2 for a j90 / 1.5 for a j50, for an input of 2.127 or 2.836 respectively.
another important thing to know, thrust vs altitude with sp jet parts is some BS. to model this accurately, you will need a single jet engine part that produces 1N of thrust, and some funky trees:
* Step 1: make the input
1, make the max value0.0001, and make the power multiplier0.666667.* Step 2: place it somewhere in the middle of the craft, hidden away from everything.
* Step 3: head to the variable outputs section for the part, and make an output for it's thrust. for this example, i will call it
TAcurve.* Step 4: create a variable, and put this code inside of it:
(1/TAcurve)*(IAS/TAS). for this example, i will call it "FixSPCrap"* Step 5: in each of your thrust and fuel consumption engines, multiply the master rpm variable by
FixSPCrap, and you are done!11:16 this is a good way of doing it on paper, though do take note of this: rate of fuel can give you a very imprecise value of fuel consumption, as this is a unity game and floating point precision't go brrr.
+1all things considered, this is a good tutorial, i am glad to see something like this on the site
(cont'd)
+1I'm going to touch on this in a lot more detail as modeling jet engines accurately in simpleplanes is a much deeper affair than it may seem.
as a little introduction i use separate jet engine parts that are individually tasked with: thrust, fuel consumption, and then sound modeling. the heart of my engines have somewhat deep funky trees code- but if you really need to get it in a pinch, or you have limited ft knowledge, writing a
smooth(Throttle,#)will suffice. you will need to use that as a master variable that determines an imaginary rpm value that all 3 of these parts will be linked to.before i get to each of these in detail, i'm gonna get yall on some sp engine part ball knowledge to make it easier to work with these parts.
1. use
throttleResponsein theEnginesection in overload. makes it so it can spool however fast you want it to.2. jet engine parts that are attached via rotator/detacher and concealed inside the craft will produce sound and crucially will not consume fuel.
to start, you want to make your thrust producing engines consume no fuel. to do this, you reduce the
maxvalue to something around0.0001, and then adjust thepowerMultiplierto match the engine's thrust output with that new max value. likewise, your fuel consumption engine should produce no thrust, setpowerMultiplierto zero. achieving an accurate thrust amount is pretty simple, you can see how much thrust each jet engine produces normally in the parts menu.finding the fuel consumption of jet engines is actually somewhat simple, a lot of common jet engines have their TSFC listed on wikipedia. TSFC stands for thrust specific fuel consumption, and works in fuel weight per hour per unit of thrust. the fuel density in sp is 6.71 pounds per gallon, or 0.804 kilograms per liter which matches Jet-A1 fuel. It is not the most accurate or precise method, but I think it's the best way to do it if you have limited knowledge of jet engine behavior (like me). modeling fuel consumption done is best with the j50 or j90 engine, which at
1input consumes 1.5 / 2 L of fuel per second respectively.(part 3)
(cont'd)
+26:39 me personally, i advise to disable drag on every single part in the craft except for wing parts. for creating an accurate drag simulation, i use an airbrake part to do everything. an airbrake with a
1input is exactly equal to 2000 drag points. airbrakes are utterly fantastic as you can control them with funky trees, as standard i usually do gear drag, induced fuselage drag, and transonic drag (with some of my builds having additional behaviors modeled). using wing parts with drag is a great and simple way to have induced drag, and i always include it in all my builds. always make use ofdragScaleon wings, it is incredibly useful for fighter aircraft if you want realistic energy-maneuverability characteristics.7:04 this is actually a something i haven't usually done, i think this actually is a pretty good method and i feel a little silly for not thinking of using it more often lol
7:53 not quite correct, with a realistic flight model at low speed you get into what is called "behind the drag curve". in simple terms- the slower you fly, the more angle against the oncoming air you need to produce 1g flight which produces a higher coefficient of drag. your highest sustained glide ratio will be found somewhere in the middle between your maximum speed and your 1g stall speed.
9:16 it is NOT simple it is NOT simple it is NOT simple
9:41 measuring thrust through acceleration is sorta redundant, most jet engine types have their thrust output easy to find.
(part 2)
nice to see more folks giving attention to this highly neglected aspect of builds. i have some notes
4:14 scaled down wings do not keep all of their characteristics, as the game moves their calculated forces with the part as it shrinks down. i believe the result of a configuration like this would be it having an extremely high roll rate as the forces that should be acting on the outer portion of the wing are acting closer to the center of the aircraft. the method that i do is thinning the wing part and increasing the
liftScaleto account for the difference in surface area. doing it like this also allows you to move it forward, as the chordwise center point of lift on a wing is around 33% from the leading edge.5:02 i do not recommend using the multiple wings with the rotator method, at least in the way it is portrayed here. if both wings have lift, you will get very poor control authority from this setup as they produce lift forces in opposite directions. that being said, i do actually use a combination of both of these methods; using a control surface on the main wing, and giving the surface wing part zero lift and using it for drag. the drag from the surface is especially useful for things like flap that are supposed to produce drag. it is a more complicated way of doing it, but it is the most ideal that i have found.
5:39 absolutely not. the load factor is a limitation of the aircraft wing structure, and not the turn rate at the highest airspeed. all aircraft are capable of 9g at different airspeeds, though 95% of which would instantly fold in half. doing the adjustment to the control surfaces recommended in this segment of the video will only cause your aircraft to have poor pitch response, which will worsen the handling qualities.
as for the lift, an important bit neglected in the video was the choice of airfoils. there are only two that matter in most civil aircraft, and two others that can be used for much more niche applications.
(part 1)
+5@PZLAgencies im going to continue work on 0.8 for sp2
+1ai slop thumbnail 🥀
crazy that were only 3,661 energy drinks away from 2026
+6@chumbaready performance charts for the f14b are given at around 55,000 pounds, and to get them right i had to match it. had i actually properly finished this it wouldve had full internal and external fuel
@PZLAgencies I dont think i am allowed to speak on stock craft i am working on / have to work on in the future, I also dont really take suggestions to build things so the best I can give you is a nonzero chance
+1@Graingy what would you do if I made dinner in sp and then 3d printed it
@Graingy thats fine cause im makin lunch rn
@Graingy back to the mines for me
+1by ME???????? :D
+1a lot of the funky trees on the new stock crafts are there to make them easier to use, say driving the cork without assists is probably a nightmare to most new players. personally I think the real issue is the fact that funky trees as a whole lacks resources that properly convey how to learn it, thus making even simple expressions unapproachable
+3the paint presets are an 11 year old feature that should be taken out back and sent to the void
+1@HuskyDynamics01 it had the rear facelift the one time though the rest of the car was never changed, ive heard it compared to the MR2 and the 944 which are not what it is but closer than the celica (4th/5th gen?)
"based on a celica" im dead lmfao
+2@Stallia lol thanks
its only accessible to vr players that can move their head around
jormbling my wongledoo aroun the swingle ding gwing
wh*tewashed 😳
+1the magic and the mystery
@chumbaready yknow that's a pretty good question, I think i gave it the correct fuel tank size but for performance reasons lightened the fuel load
@Specter3 thats just how the f8 be yk
@Thbigmanscoop109 nothing for a while, but I do have a 777 i want to finish after sp2 is out
someone should do an rp that consists entirely of misinformation campaigns and silent psychological warfare tactics against one another that would be most humorous
+1@TheRLAF green spleen skeen scene screen
WASHING
+2@Suekikun8888 soonTM (2 weeks yes)
+1@satgat ah, somehow I thought it was a completely different map lol
is this track map available to download anywhere ?
dcs in the title yet it doesnt fly like it 😭 (other than that the build is good)
this video encapsulates the exact vibe i envisioned while making the jerby
+1@Rjenteissussy up to you
+1unfortunately looks like i wont make it in time
+1trololol goteem
+1@Graingy fire. additionally, in the sp2 universe there seems to be only chads, which could imply they reproduce via mitosis. what do chads consume for energy? is it through a digestive system? or perchance, maybe even chloroplasts in their cells? is chad even made up of cells forming tissues forming major organs? could chads be silicone based? all things we must learn
+3yup
+1@SpearSystems attaching engines on rotators / detachers / pistons makes them have zero intake air, which consumes no fuel, all just for the sound
+1