@Destroyer94739 Holy crap! A few weeks ago I had tuned the PIDs and fin deflection angles to improve tracking performance and had accidentally set one of the rotators to 340 degrees instead of 40 degrees! How I didn't catch this completely escapes me.
I've fixed it now, tysm so much for bringing it to my attention.
Damn, to think that like 5000 people downloaded the bugged version...
@Randompilot18 That’s probably the discrepancy then, I made this on PC. It’s possible the game engine is less precise when calculating altitude on mobile.
@GorillaGuerrilla I opted for both thrust vectoring and fins for both low and high speed precision. There’s a function that switches between the two based on airspeed.
@Graingy the complexity comes from the nozzle needing to wait for the afterburner plume to retract before closing back up. For clarity in my explanation, the nozzle rotators use 0 for fully open, 1 for fully contracted, 0.1 for afterburner.
(Throttle=1?(Activate1=true?0.1:1):Throttle)
This is the main controller, binds nozzles to Throttle unless throttle is maxed, at which point it follows Activate1 — toggling between 0.1 and 1.
This part forces the nozzles to wait until the plume has retracted by 75% before contracting when the Activate1 is turned off. This is done so the nozzles don’t clip into the plume. 1/0.75 is roughly the time the afterburner flame needs to extend/retract.
This waiting behaviour is ignored when Activate1 is turned on. The operator finds the output is <0.25, and looks at the earlier expression I described, which returns 0.1.
The final smooth function just makes sure they don’t move too quick (I find it’s easier to control rotators if I set them to a high speed, and slow them down later with their input).
Hope this helps, and thanks for pushing me into the platinum club!
@F8boa The linear actuator pulls the VTOL nozzles out of view when they’re not in use, as there’s a bug that causes unsightly “flashing” when they’re turned off. However, the distance it pulls the nozzles is global, and doesn’t scale when the part is scaled. Because of this, you have to manually adjust the distance it moves: in the part’s settings, you should find a value called “Multiplier” set to 2.5 (not 2.6, that was a typo on my part). Change it to 1.75 if you’re scaling the engine down to 70%. You do not need to change the scale of the linear actuator part itself.
To enable thrust vectoring, increase the powerMultiplier value in the VTOL engine, not the nozzles! It’s the large red rectangle attached to the baseplate.
As for why it’s sagging, I don’t have much clue, I tested it with a bunch of my existing planes and didn’t see any issues… try changing the massScales of your aircraft frame, SP can be finicky with part masses and rotators.
@ZeroWithSlashedO The trick is to first attach a single nozzle to a single central fuselage piece (you can see it in the technical breakdown diagram, the purple piece just left of part G). Create a subassembly of the fuselage piece with the nozzle attached and create a bunch of copies. Then, copy paste the coordinates of the original into each one while also rotating them, such that they’re all stacked on each other. Finally, delete all but one central piece and manually reconnect the nozzles to it. It’s a lengthy process that I did about 200 times.
@DwiAngkasaAeronautics This was actually inspired by you! I noticed you've been using my V2 version for a bunch of your builds and figured it was high-time I upgraded it.
The USS Beast you see in the video is actually a user-created replica I manually spawned in. There's no detection range limit for custom spawn vehicles @CrestelAeronautics
What is your definition of an aeroplane? Does it have to have wings? If yes, do they have to be lifting surfaces?
@Destroyer94739 Holy crap! A few weeks ago I had tuned the PIDs and fin deflection angles to improve tracking performance and had accidentally set one of the rotators to 340 degrees instead of 40 degrees! How I didn't catch this completely escapes me.
I've fixed it now, tysm so much for bringing it to my attention.
Damn, to think that like 5000 people downloaded the bugged version...
very cool
+1@ThatrandomguywholikesSP yeah that happened a lot during my testing, honestly no clue how that even happens lol
Reject smooth wing, embrace square!
Very nicely done
+1@Randompilot18 That’s probably the discrepancy then, I made this on PC. It’s possible the game engine is less precise when calculating altitude on mobile.
+1@KPLBall Nah, read their comment history, it’s pretty funny.
@Randompilot18 The landing tolerance is quite tight, within 0.01m. Try switching your physics to high. Are you on mobile?
+1@Graingy Of course! We cater to customers of all shapes and sizes!
(Limit 1 unit per customer under GDP: USD 50mil)
+1@GorillaGuerrilla I opted for both thrust vectoring and fins for both low and high speed precision. There’s a function that switches between the two based on airspeed.
+1@ollielebanania I always come back!
it just takes me half a year usually
@Superkid220 If you're referring to it spazzing out when travelling quickly, make sure to use the high physics setting
Tired of using disposable missiles? Get a reusable one today!
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Alright, who’s been feeding steroids to the StuG again?
+5Ladies and gentlemen, we’ve peaked.
The Zero Part Plane
+3@SDmak Yup
@Boeing727200F Enjoy your dopamine!
@Graingy In the wing
lol I almost said “wings” and had to make it singular
@Graingy simply put, it’s just a ring of VTOL nozzles. This is a very old design though, you should probably just stick with the V2 or V3 one lol.
If you’re interested, the VTOL nozzle effects will “separate” out if the VTOL engine’s input is greater than 1. This gives the Mach-diamond effect.
+1@Graingy the complexity comes from the nozzle needing to wait for the afterburner plume to retract before closing back up. For clarity in my explanation, the nozzle rotators use 0 for fully open, 1 for fully contracted, 0.1 for afterburner.
(Throttle=1?(Activate1=true?0.1:1):Throttle)
This is the main controller, binds nozzles to Throttle unless throttle is maxed, at which point it follows Activate1 — toggling between 0.1 and 1.
smooth(Throttle=1?clamp01(Activate1):0,0.75)>0.25?0.1:
This part forces the nozzles to wait until the plume has retracted by 75% before contracting when the Activate1 is turned off. This is done so the nozzles don’t clip into the plume. 1/0.75 is roughly the time the afterburner flame needs to extend/retract.
This waiting behaviour is ignored when Activate1 is turned on. The operator finds the output is <0.25, and looks at the earlier expression I described, which returns 0.1.
The final smooth function just makes sure they don’t move too quick (I find it’s easier to control rotators if I set them to a high speed, and slow them down later with their input).
Hope this helps, and thanks for pushing me into the platinum club!
+1@NTH it’s only available on PC, as it’s part of Maywar Island. If you’re on mobile, the Gold Prix race is available
Start winning today!
@griges turns out you can actually stack control surfaces on top of each other with overload
+1@crazyplaness what kind of witchcraft is this??
Don't worry, it's mobile friendly!
...How is this curated? LMAO
@F8boa Thank you! Glad everything worked out
+2@F8boa You can put the vtol engine effectively anywhere you want, but yeah in a non-moving section in the body would be ideal
+1@F8boa The linear actuator pulls the VTOL nozzles out of view when they’re not in use, as there’s a bug that causes unsightly “flashing” when they’re turned off. However, the distance it pulls the nozzles is global, and doesn’t scale when the part is scaled. Because of this, you have to manually adjust the distance it moves: in the part’s settings, you should find a value called “Multiplier” set to 2.5 (not 2.6, that was a typo on my part). Change it to 1.75 if you’re scaling the engine down to 70%. You do not need to change the scale of the linear actuator part itself.
To enable thrust vectoring, increase the powerMultiplier value in the VTOL engine, not the nozzles! It’s the large red rectangle attached to the baseplate.
As for why it’s sagging, I don’t have much clue, I tested it with a bunch of my existing planes and didn’t see any issues… try changing the massScales of your aircraft frame, SP can be finicky with part masses and rotators.
+1@ZeroWithSlashedO The trick is to first attach a single nozzle to a single central fuselage piece (you can see it in the technical breakdown diagram, the purple piece just left of part G). Create a subassembly of the fuselage piece with the nozzle attached and create a bunch of copies. Then, copy paste the coordinates of the original into each one while also rotating them, such that they’re all stacked on each other. Finally, delete all but one central piece and manually reconnect the nozzles to it. It’s a lengthy process that I did about 200 times.
+1@INenormal lol, it's only 412 parts per engine!
+1@DwiAngkasaAeronautics This was actually inspired by you! I noticed you've been using my V2 version for a bunch of your builds and figured it was high-time I upgraded it.
+2@keiyronelleavgeek566 24 VTOL nozzles, 8 PID controllers, one free weekend, and the biggest pile of Funky Tree work I’ve done so far!
Blow your enemies into 17,670,002 micro-cells today!
We must appease the AI now as to be spared when it inevitably takes over!
+2@CrestelAeronautics a loyal follower!
@griges I just turned the UI off lol
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@pilotaussie It’s my reddit post, with the demonstration video in it.
@crazyplaness I don’t have a headset so no
@crazyplaness I’m on holiday right now and I got some time. Probably, yeah
@SomeSPGuyWhoLikesLore Y'know what? That ain't a bad idea...
+2@CrestelAeronautics WOOOOOO
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@bramos0422 It’s one of my oldest creations, but still fun!
The USS Beast you see in the video is actually a user-created replica I manually spawned in. There's no detection range limit for custom spawn vehicles @CrestelAeronautics
+1@Mustang51 Well, they actually fire in groups of four, then separate into individual ones in the air, so kinda a cluster?
+1@Bird6369 Link in my first comment
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+1@Legomaster0418 Ah, good to know. I'll update my instructions