Nice, simple. Probably flies about as well as the real thing would have (high takeoff speed, fast and not the quickest turn rate, but realistic nonetheless).
@TulIy2001 as soon as I saw you had upvoted it, I knew it had passed the century mark, very appropriate as this is the first jet of the “Century Series”...and it’s the F-100...but it’s really great for me personally because I really like this build, thanks!
Easy to land on the carrier, easy to stop on the carrier, tends to throw the airplane into high powered reverse, so you have to deactivate AG5 as soon as possible!
This is the reason I’ve stayed with my PC with Fine Tuner and Overload, though I started on iOS. I thought the update adding the rotation and nudging back to iOS was a great idea, but quickly realized I couldn’t really control the rotation angles, they would always be...off, even if it was a tiny amount. However the nudge and ability to type in size values while working with resizeable shapes are fantastic and I actually use those features from the basic editor more than I open the FT or Overload dialogue boxes. The ability to type in the rotation values would be the fix and I sure wish Jundroo would just hurry up and release SR2 and fix a few of the nagging issues with SP which have been around for months.
You can fix the flutter issue by using a structural wing, then XML it to enable control surfaces...but, you’re correct, you shouldn’t have to XML to do any of those things and they should also be available to iOS users. I don’t think all of these ideas will be incorporated into SP, but at least some of the easier things ought to be.
This thing is pretty awe inspiring and a lot of fun to fly and blow stuff up with. It doesn’t really need the gyros, but they do make hands off flying a little easier.
@LordGardevoirX not sure what’s funny about it, but, yes, this is an attitude indicator, not an altitude indicator. An attitude indicator displays an aicraft’s attitude reference the horizon, while an altitude indicator displays an aircraft’s altitude above sea level. So, yeah, they’re two different things. Please look it up if you doubt it.
@Tang0five thanks thanks, yes, the going is slow, but I do have a turn and slip indicator built for it. It’s mechanical, doesn’t actually work like a RL turn and slip, but it does simulate one.
Nice. Very photo-realistic, I am also impressed that it actually accelerates realistically and that is slows down as it climbs, then accelerates when it levels off—brilliant!
You, know, come to think of it, if more control deflection is required to keep the nose level or up, that does cause more drag in game, so when testing, throw that into the mix. If varying weight and the CG move forward and more elevator (or possibly trim) is required to keep the nose up, your build will probably fly slower. Mass itself doesn’t effect top speed, it’s the other effects as a result of increasing mass. So, if you want to isolate mass’s effect in game, you’ll have to make sure the CG stays in the same place on your build.
I have no idea why mass is getting thrown around in this discussion on top speed. Mass effects acceleration, but has little effect on top speed. In RL, it may affect top speed because more weight requires more lift = higher AoA = more induced drag, but not significantly so. And I’ve never seen this effect in SP (again not RL physics, simply an emulator). You can investigate to see if I’m correct but taking the same build and varying the dead weight or the fuel and seeing if there’s a difference I top speed, but I think you’ll find little or no difference.
Well, it could really use trim. Try stacking two rotators on top of each other, one set to pitch, the other to trim. That would solve the issue. Looks good, though.
Gosh, this is good...for next time, would probably slow down the rotator for the tailwheel so it’s a tiny bit slower and less squirrelly on the ground.
Generally, the way that setup works in RL is by changing the speed differential between the rotors, which spin in opposite directions. In SP, a tail rotor isn't required to counteract the torque from the main rotor, so it's not the counter-rotating mains that are making it difficult to rotate. However, a gyro, while not required for yaw control in SP, does stabilize yaw a bit, once introduced. Have you tried no yaw gyro to see what that does for you? That's where I would suggest you start, instead of coming at it from the other way, where you have a super strong gyro for yaw.
Oh, @CreativeUsername they weren’t turboprops, they were 6x P&W Wasp Major radial piston engines (in addition to the four jets, J47s, you mentioned). Probably the ultimate development of the piston propeller powerplant, they produced 3,800 hp each, but like all piston engines they had thousands of moving parts and were so much less reliable than a modern jet engine. Yet another reason why jets eventually replaced prop engines.
Nice, simple. Probably flies about as well as the real thing would have (high takeoff speed, fast and not the quickest turn rate, but realistic nonetheless).
@TulIy2001 as soon as I saw you had upvoted it, I knew it had passed the century mark, very appropriate as this is the first jet of the “Century Series”...and it’s the F-100...but it’s really great for me personally because I really like this build, thanks!
Easy to land on the carrier, easy to stop on the carrier, tends to throw the airplane into high powered reverse, so you have to deactivate AG5 as soon as possible!
This is the reason I’ve stayed with my PC with Fine Tuner and Overload, though I started on iOS. I thought the update adding the rotation and nudging back to iOS was a great idea, but quickly realized I couldn’t really control the rotation angles, they would always be...off, even if it was a tiny amount. However the nudge and ability to type in size values while working with resizeable shapes are fantastic and I actually use those features from the basic editor more than I open the FT or Overload dialogue boxes. The ability to type in the rotation values would be the fix and I sure wish Jundroo would just hurry up and release SR2 and fix a few of the nagging issues with SP which have been around for months.
Really, really good. I mean, absolutely superior. I don’t build helis, but it’s obvious you nailed it here...10/10.
Beautiful build, you got all the shapes right—wings, fuse, cockpit, tail.
And...? Upcoming, teaser pic...? What? I’d like to see it...
Nice work, looks good, flies very well.
Nice job on the cockpit and it generally looks like a Bf-109, recommend you keep at it, good job!
@AdlerSteiner really? That’s odd, have you mentioned it to @WNP78?
You can fix the flutter issue by using a structural wing, then XML it to enable control surfaces...but, you’re correct, you shouldn’t have to XML to do any of those things and they should also be available to iOS users. I don’t think all of these ideas will be incorporated into SP, but at least some of the easier things ought to be.
Wow, the winch is impressive, but the spoiler lever is my favorite, reminds me of my flights in the Schweitzer 233!
This thing is pretty awe inspiring and a lot of fun to fly and blow stuff up with. It doesn’t really need the gyros, but they do make hands off flying a little easier.
Awesome build, so much work and effort!
@LordGardevoirX not sure what’s funny about it, but, yes, this is an attitude indicator, not an altitude indicator. An attitude indicator displays an aicraft’s attitude reference the horizon, while an altitude indicator displays an aircraft’s altitude above sea level. So, yeah, they’re two different things. Please look it up if you doubt it.
Nice, lots of work here.
Thanks guys! @jamesPLANESii @BaconRoll
@EternalDarkness check this out.
Interesting...my plane, no modification whatsoever and no credit. Not cool. I’m happy you like it, though.
Really nice. Part of me wants to take this and scale it up so it’s 1:1 scale!
@Tang0five thanks thanks, yes, the going is slow, but I do have a turn and slip indicator built for it. It’s mechanical, doesn’t actually work like a RL turn and slip, but it does simulate one.
Nice. Very photo-realistic, I am also impressed that it actually accelerates realistically and that is slows down as it climbs, then accelerates when it levels off—brilliant!
Excellente!
@Texasfam04 absolutely! Good thinking to combine related functions.
@EliteArsenals24 thanks, glad you like them.
@CRJ900Pilot go ahead, I made them both for my own project and for the community, enjoy!
Lebowski fan, huh? Me too 😃👍, White Russian, anyone?
@MrSilverWolf thank you, sir!
@BogdanX
@WNP78 @EternalDarkness @MrSilverWolf
@F104Deathtrap I just had one, now I have to rebuild it, standby, I'll tag you as a tester when I get it done...
You, know, come to think of it, if more control deflection is required to keep the nose level or up, that does cause more drag in game, so when testing, throw that into the mix. If varying weight and the CG move forward and more elevator (or possibly trim) is required to keep the nose up, your build will probably fly slower. Mass itself doesn’t effect top speed, it’s the other effects as a result of increasing mass. So, if you want to isolate mass’s effect in game, you’ll have to make sure the CG stays in the same place on your build.
I have no idea why mass is getting thrown around in this discussion on top speed. Mass effects acceleration, but has little effect on top speed. In RL, it may affect top speed because more weight requires more lift = higher AoA = more induced drag, but not significantly so. And I’ve never seen this effect in SP (again not RL physics, simply an emulator). You can investigate to see if I’m correct but taking the same build and varying the dead weight or the fuel and seeing if there’s a difference I top speed, but I think you’ll find little or no difference.
Well, it could really use trim. Try stacking two rotators on top of each other, one set to pitch, the other to trim. That would solve the issue. Looks good, though.
Nice, I like the camo!
And kudos for having the guts to use that livery.
But it flies very well and the detail is otherwise amazing. My iPhone 8 barely handles it.
Gosh, this is good...for next time, would probably slow down the rotator for the tailwheel so it’s a tiny bit slower and less squirrelly on the ground.
Beautiful Wellie, love the subtle color palette...one thing though, AG3 plus trim to open the bomb bay also causes the aircraft to pitch up...
@RamboJutter I know, right? I really wish that was something we could XML...
Can they be used/activated from the air to air button?
@PhantomBladeCorp thanks!
Are you going to also release these as a weapons pack?
Generally, the way that setup works in RL is by changing the speed differential between the rotors, which spin in opposite directions. In SP, a tail rotor isn't required to counteract the torque from the main rotor, so it's not the counter-rotating mains that are making it difficult to rotate. However, a gyro, while not required for yaw control in SP, does stabilize yaw a bit, once introduced. Have you tried no yaw gyro to see what that does for you? That's where I would suggest you start, instead of coming at it from the other way, where you have a super strong gyro for yaw.
Wow, nice build!
Ok, love the Sidewinders, but what the heck does “Lammergeier” mean???
Wow, nice work, flies great!
Beautiful!
@CreativeUsername that is sad...now I’m sad 😢
Oh, @CreativeUsername they weren’t turboprops, they were 6x P&W Wasp Major radial piston engines (in addition to the four jets, J47s, you mentioned). Probably the ultimate development of the piston propeller powerplant, they produced 3,800 hp each, but like all piston engines they had thousands of moving parts and were so much less reliable than a modern jet engine. Yet another reason why jets eventually replaced prop engines.