@Zaineman
lol
That's actually feel like reduced gravity lol.
You can use xml to make your craft crash-proof, set "partCollisionResponse" to "None" will do the trick but you have to set it to every part.
@SkyJayTheFirst
Oh, I forgot to mention that fixed vertical stabilizer will always try to point the plane to the oncoming air stream which will hamper some flying backward stunts.
@SkyJayTheFirst
I think I have an answer for this.
I assume AG2 is PSM mode but the condition in canards is inversed, when AG2 is active the canard will correct for aoa which is counterproductive for PSM.
As a rule of thumb, you stall when certain aoa is exceed.
Also, (abs(AngleOfSlip) > 90 ? -1 : 1) can be final multiplier to have every commands work while fly backward.
like (abs(AngleOfSlip) > 90 ? -1 : 1)*(AG2 ? {aoa command} + {pitch rate command} : {pitch rate command})
@Zaineman
I totally get you lol.
Private build you talking about is commonly known as unlisted, I used it often as my backup (because no one can see it unless they have a link or they are tagged) and while doing collab.
@Zaineman
HUD size can be scaled easily via xml, you can just go in there and change scale to 2,2,2.
But you have to adjust huddistance variable accordingly, it just (HUDzposition - camerazposition)/scale
@AVERAGEAVIATIONENJOYER
You need this.
It work until your heading exceed certain value.
TargetHeading and Heading just don't mix together well because one go (0 to 360) and other go (-180 to 180) I can't remember which one but it's in the guide.
Convert them to be both in one of those range will solve the problem.
@Gx
Comes to think about it, I have no idea lol.
For my F-22, I still had engine activated even throttle is 0 (AG1 activated only) because my plane is heavy, thrust spike won't do much in term of speed.
@Gx
That might work.
But I have an alternative, when increasing thrust to one side, just lower the thrust of the other by the same amount, that way net thrust stay the same but distributed differently.
And how to make in equal?
idk
But I assume thrust is in linear relationship with throttle so lower the same % of throttle as you increasing it to the other side.
@Gx
I guess my brain went kaput back then, got it mixed up with nozzle redirection lol.
And I found that (after a quick test with my basic differential thrust plane) when landing with differential thrust, the plane will slip and cause differential thrust to add more speed to the plane but it'll depend on the plane if the added speed will affect landing.
@Gro
Please do, your Sukhois are top tier.
@SkyJayTheFirst
+1lol
+ and - can have devastating effect when it's wrong.
@HTTPCREATION1O2
That's kinda what I do years ago.
@IceCraftGaming
+1Guess I'll be using Challenge accepted™.
@SkyJayTheFirst
+1Tuning is the hard part lol.
Keep at it, you'll always find something new.
Plane used
With small modification in suspension and throttle response.
@Zaineman
Good good.
If the video does not get stretched too much it'd be fine.
@SkyJayTheFirst
+1It took 2 years for me, let's see how long it will take for you.
@BlackThuNDR
+1I ain't gonna watch no jet.
@Zaineman
I normally use aspect ratio that match my game aspect ratio which is 16:9.
And I think 16:9 is almost a perfect fit for YouTube screen.
@Gx
+2lol
That's not gonna happen.
@Khanhlam
I guess lol.
Thanks to YY for inspiration!!
Guess I have to use more advance FT to match the original stunt.
plane I use
Didn't know my plane could fly backward that well.
+3Impressive stunt.
@Zaineman
np!
@SpiritusRaptor
Sure, if you don't mind the quality lol.
@HiddenDeath
Camera on spring.
@Zaineman
lol
That's actually feel like reduced gravity lol.
You can use xml to make your craft crash-proof, set "partCollisionResponse" to "None" will do the trick but you have to set it to every part.
@SpiritusRaptor
lol
I guess I just forget things I haven't touch for sometime.
And thanks again.
@SkyJayTheFirst
+1np!
@PhantomK250
+2It limit how hard you turn but the difference is small and almost 0 at low speed since you can't reach high g anyway.
This is a tricycle.
+3But it can fly.
So it's an airplane with tricycle landing gear lol.
@SkyJayTheFirst
+1Oh, I forgot to mention that fixed vertical stabilizer will always try to point the plane to the oncoming air stream which will hamper some flying backward stunts.
@SkyJayTheFirst
+1I think I have an answer for this.
I assume AG2 is PSM mode but the condition in canards is inversed, when AG2 is active the canard will correct for aoa which is counterproductive for PSM.
As a rule of thumb, you stall when certain aoa is exceed.
Also, (abs(AngleOfSlip) > 90 ? -1 : 1) can be final multiplier to have every commands work while fly backward.
like (abs(AngleOfSlip) > 90 ? -1 : 1)*(AG2 ? {aoa command} + {pitch rate command} : {pitch rate command})
@Ian_Yashima
+2Most likely not.
I'm not into prop plane that much lol.
@SpiritusRaptor
Thanks.
I'm actually surprised that you found this old vid.
lol
+3It still kicking ass even when it losses it's wings.
Or even when the game thought it is dead.
@Thunderbolt916
+1How should it slow down while turning then?
It's performance is based on assumption because I can't get my hand on any document.
@TRD6932
+2lol
You can.
@Zaineman
I totally get you lol.
Private build you talking about is commonly known as unlisted, I used it often as my backup (because no one can see it unless they have a link or they are tagged) and while doing collab.
@Zaineman
HUD size can be scaled easily via xml, you can just go in there and change scale to 2,2,2.
But you have to adjust huddistance variable accordingly, it just (HUDzposition - camerazposition)/scale
@AVERAGEAVIATIONENJOYER
+1You need this.
It work until your heading exceed certain value.
TargetHeading and Heading just don't mix together well because one go (0 to 360) and other go (-180 to 180) I can't remember which one but it's in the guide.
Convert them to be both in one of those range will solve the problem.
@Gx
+1Comes to think about it, I have no idea lol.
For my F-22, I still had engine activated even throttle is 0 (AG1 activated only) because my plane is heavy, thrust spike won't do much in term of speed.
@Zaineman
Thanks for those kind words.
You might be closer than you think because your plane always one more advance than the previous one.
@Gx
+1That might work.
But I have an alternative, when increasing thrust to one side, just lower the thrust of the other by the same amount, that way net thrust stay the same but distributed differently.
And how to make in equal?
idk
But I assume thrust is in linear relationship with throttle so lower the same % of throttle as you increasing it to the other side.
I guess you are one step closer to make fully fly by wire post-stall maneuver capable plane.
@Zaineman
+1lol
I'm one with the force.
@Gx
I guess my brain went kaput back then, got it mixed up with nozzle redirection lol.
And I found that (after a quick test with my basic differential thrust plane) when landing with differential thrust, the plane will slip and cause differential thrust to add more speed to the plane but it'll depend on the plane if the added speed will affect landing.
@Charris969
No.
All of it was solo.
This is in-Zaine man.
+1Also R2 would be so mad after being used as landing gear.
@Zaineman
+1Same go for me but the difference is the game itself lol.
By the time you playing those game, I guess I'm still learning how to walk.
@Zaineman
+1I think you might want to see this.
Such a unique concept.
Does this bring back some memory to you?
@Zaineman
Big brain cockpit instruments indeed.
@BBCP117
+2lol
Thanks.
I don't want to spoil the fun.
@hackerhavenomother
Fix with more complex code.
But it will depend on the plane so there is no absolute answer.
@BBCP117
You guess it.
@OperatorLeaf
I don't mind.
Please make it look cool.
@TRD6932
+1lol
I really don't mind any of that.
@hackerhavenomother
I have videos about it at my bio.
@ItsYosannGaming02
Yes, it seem.