@Zaineman
That's WIZARD2017's work, tires rubbing the engine part to produce smoke I guess.
But there are a rev down noise when stop firing which I like it a lot. (if you look over the tire screeching noise of course)
I don't know exactly what cause this to lag while the part count is so low.
I guess it's because there are too many parts with calculate drag enabled even when drag scale is 0, it's still get calculated anyway.
By calculating I really mean it calculating about parts in front still can block drag from parts behind it, for example you have 0 drag block in front of 100 drag block you'll get 0 drag from the front because the 100 drag part get block by 0 drag block, 100 drag block can effect the overall drag when you put said blocks at an angle so the 100 drag block is partially obscured.
@Zaineman
I'm glad that you've made it!
It's still puzzle me that the targeting box work the way it is, I've tried reading the code from the original creator but can't figure how it work but know well enough how to modify it lol.
I just make it red when the target is locked and I made it more useful by adding gun/cannon aiming system.
@Zaineman
lol
That happen sometimes, it's quite a surreal concept if you think about it.
And thanks again for your appreciation of my work but I think it's good enough for me the way it is apparently, first few people give credits and when the chain of copying get longer it get lost.
I don't mind you doing that, people gets new parts and I get to see good planes, it's a win-win.
@Zaineman
I'd not be surprised because that much info will overwhelm just about anyone, even me at first.
I think you should start with mathematical logic and wrap your head around the concept of 0 = false, 1 = true and logic expression can be used in equation as well as numbers.
The link I provided is mostly reference of functions to use in FT, if you get the main concept the rest of the document are just as easy as adding more tool to your tool box.
For HUD positioning, I just use x and y from camera so it'll line up perfectly, z axis is a bit tricky, according to the original HUD, the HUD distance just (HUD scale)*(the actual distance from camera to the HUD part).
Distance from camera to the HUD part can be calculated by difference of z distance of HUD and camera.
HUD scale can be obtained by viewing it in overload, usually it'll be scaled equally in 3 axis (otherwise the HUD will be a mess) so just use one of the 3 number, it really not matter.
Wow.
Instruments are amazing.
Post stall maneuver handled so well in this plane but it leaves yaw-heavy-maneuver to be desire especially in tailless configuration where no innate yaw stability present.
But hey... who am I to complain lol, it handle so well as it is.
@Foolishnpc70
nah
I'm not into plane that too op lol.
Fireflies Master is deadly at close range but lack long range missiles and it's gun has low damage.
Yeah, I just don't want to give player a chance to win.
@Zaineman
Fair enough, at first I just change one or two colors and that's it.
But over a span of many builds, I just getting used to the re-painting process so it eventually become my new normal.
@Zaineman
np, I just think your build is resemble luxury car gadgets so that's one way to get some more idea.
If gadgets look beautiful irl, they should look beautiful in-game too.
And sadly, the color things, it's the pain we have to endure lol.
For me I just set the color in the pallet first before building, not all but just some base color (optionally, other unused slot can be set to bright purple so it'll catch your eyes and will be easy for spotting to re-paint it, the choice is create new color or paint it with existing one) and some always-used-color such as matte black, matte white, chrome, matte/chrome green, matte/chrome red, tactical grey, etc.
And as the part count grow, I just paint it first before I put it on.
If you manage it well it'll be just like re-paint 1/4 of a plane at most.
Cockpit details is kind of a mixed feeling lol, it's kinda have nice details but color scheme is somewhat odd to me.
Hideaway radar remind me of some gadget in luxury car, if I remember correctly it's a clock but hidden away in the dash board and can be shown by rotating an entire section of the dashboard, weird but oddly satisfying.
lol this sort of thing is what I've build back when I first got SP but you got more high-tech stuff on hand which is nice.
About missiles pod opening, you can make it open whenever you want, it have to do with the code in every single rotator and piston in the pod, you can access the code by clicking input>funky box in part option or via overload.
Also, you'll need this for your Funky Tree code journey.
@Korzalerke @X99STRIKER
I've heard the story that Soviet scientists and/or mechanics drank rocket fuel. (or some coolant of sort)
Because that stuff in question was pure ethanol so....
But don't you dare drink rubbing alcohol, yes it's ethanol but they added some chemical to deter us from drinking it.
@GorillaGuerrilla
My idea actually not that complicate lol.
It just (some pitch control funky PID)*clamp(inverselerp(180,330,IAS),0.1,1).
In English : it retain full pitch control until the plane pass 180m/s IAS, after that the pitch control reduce as IAS increase until capped at 0.1.
Your code work quite like mine but I used this form in my plane because it easier to fine tune because the numbers is intuitive.
@Storm44
Yeah I already know that, just read my pinned comment.
There is no problem with my flying, I just calibrated the glide slope to the wrong wire.
@GorillaGuerrilla
Slow is smooth, smooth is fast right?
lol
Just like irl, they don't have that high thrust to work with so the engineer have to be creative to achieve psm.
And also yes, most of my planes have tvc and capable of psm but not all of them, I have some non-tvc planes too.
@Grroro
Based on education in my area, yes it is tough.
When I was 13, I was taught only basic logic like true&true=true, true&false=false, and nothing else, they occupy my brain but no application or usage beside doing exam.
Let's me breakdown something real quick.
In previous version, this plane have low wing loading but high thrust so it'll be able to overpowered it's stability to stall but this version has lower thrust it can't do that anymore, it can stall and do PSM but it just harder to do.
Also the rudder folding down add to the plane's overall stability so keep that in mind too.
A little more backward CoM will make the plane able to do PSM easier since you don't have high thrust to work with.
Also, the FT code need some tuning as I said in one of the previous version, the code move too little to affect the control.
I'd say this has a lot of potential hidden in it's hood.
@Grroro
True.
But I think making artificial stability require knowledge of flight and algebra which are somewhat limiting by itself.
Many young people in SP may not have learned algebra enough to understand Funky tree anyway lol.
@CarrotSlicingCat
1. idk, still have a lot of testing and calibrating to do, not to mention some new feature.
2. Roughly the same amount of parts, less than 1000 guarantee.
@Zaineman
That's WIZARD2017's work, tires rubbing the engine part to produce smoke I guess.
But there are a rev down noise when stop firing which I like it a lot. (if you look over the tire screeching noise of course)
I don't know exactly what cause this to lag while the part count is so low.
+1I guess it's because there are too many parts with calculate drag enabled even when drag scale is 0, it's still get calculated anyway.
By calculating I really mean it calculating about parts in front still can block drag from parts behind it, for example you have 0 drag block in front of 100 drag block you'll get 0 drag from the front because the 100 drag part get block by 0 drag block, 100 drag block can effect the overall drag when you put said blocks at an angle so the 100 drag block is partially obscured.
@Zaineman
I'm glad that you've made it!
It's still puzzle me that the targeting box work the way it is, I've tried reading the code from the original creator but can't figure how it work but know well enough how to modify it lol.
I just make it red when the target is locked and I made it more useful by adding gun/cannon aiming system.
@Zaineman
Bigger landing gear will surely help a lot.
@Zaineman
You might have to dig it up sooner or later, this build or later build who knows lol.
Just try it, if you feel like it of course.
@Zaineman
lol
That happen sometimes, it's quite a surreal concept if you think about it.
And thanks again for your appreciation of my work but I think it's good enough for me the way it is apparently, first few people give credits and when the chain of copying get longer it get lost.
I don't mind you doing that, people gets new parts and I get to see good planes, it's a win-win.
@Zaineman
Definitely better.
I think there is something hiding under the left screen, idk where they come from lol.
Feels bad for the prop at the rear lol, it eats dirt if not careful.
@Zaineman
I'd not be surprised because that much info will overwhelm just about anyone, even me at first.
I think you should start with mathematical logic and wrap your head around the concept of 0 = false, 1 = true and logic expression can be used in equation as well as numbers.
The link I provided is mostly reference of functions to use in FT, if you get the main concept the rest of the document are just as easy as adding more tool to your tool box.
For HUD positioning, I just use x and y from camera so it'll line up perfectly, z axis is a bit tricky, according to the original HUD, the HUD distance just (HUD scale)*(the actual distance from camera to the HUD part).
Distance from camera to the HUD part can be calculated by difference of z distance of HUD and camera.
HUD scale can be obtained by viewing it in overload, usually it'll be scaled equally in 3 axis (otherwise the HUD will be a mess) so just use one of the 3 number, it really not matter.
Wow.
+2Instruments are amazing.
Post stall maneuver handled so well in this plane but it leaves yaw-heavy-maneuver to be desire especially in tailless configuration where no innate yaw stability present.
But hey... who am I to complain lol, it handle so well as it is.
@Foolishnpc70
Try removing Fireflies Master wings and see how it go lol.
It will stall all the time because it has no wings.
@Foolishnpc70
nah
I'm not into plane that too op lol.
Fireflies Master is deadly at close range but lack long range missiles and it's gun has low damage.
Yeah, I just don't want to give player a chance to win.
@Antonbotta
+1I have nothing lol.
irl stuff getting out of hand lately.
@Foolishnpc70
No.
I can't do infinite missiles.
@Zaineman
Fair enough, at first I just change one or two colors and that's it.
But over a span of many builds, I just getting used to the re-painting process so it eventually become my new normal.
@Zaineman
np, I just think your build is resemble luxury car gadgets so that's one way to get some more idea.
If gadgets look beautiful irl, they should look beautiful in-game too.
And sadly, the color things, it's the pain we have to endure lol.
For me I just set the color in the pallet first before building, not all but just some base color (optionally, other unused slot can be set to bright purple so it'll catch your eyes and will be easy for spotting to re-paint it, the choice is create new color or paint it with existing one) and some always-used-color such as matte black, matte white, chrome, matte/chrome green, matte/chrome red, tactical grey, etc.
And as the part count grow, I just paint it first before I put it on.
If you manage it well it'll be just like re-paint 1/4 of a plane at most.
@PssyalperdnaEgg
You'll need to use variables setter box in the builder.
@Zaineman
lol
No worry, I was there before.
Cockpit details is kind of a mixed feeling lol, it's kinda have nice details but color scheme is somewhat odd to me.
Hideaway radar remind me of some gadget in luxury car, if I remember correctly it's a clock but hidden away in the dash board and can be shown by rotating an entire section of the dashboard, weird but oddly satisfying.
Bruh.
+10Have you test flying this before posting?
A wing falls off when I spawn.
It's mobile friendly because the wing fall off, this is a scam.
@Opgamer123
I'll pass, I've been busy lately.
@AnIndonesiaWorkshopGuy
Not that simple.
PAK DA is a lot bigger.
@Zaineman
lol
That's some iconic scene ngl.
@AnIndonesiaWorkshopGuy
Thanks.
But bomber is not my jam if you ask me.
@Zaineman
np.
lol this sort of thing is what I've build back when I first got SP but you got more high-tech stuff on hand which is nice.
About missiles pod opening, you can make it open whenever you want, it have to do with the code in every single rotator and piston in the pod, you can access the code by clicking input>funky box in part option or via overload.
Also, you'll need this for your Funky Tree code journey.
@Titaninferna
+1Just some drinking under influent story.
@X99STRIKER
+1Who wouldn't, it's basically free booze in working hours.
@Korzalerke @X99STRIKER
+2I've heard the story that Soviet scientists and/or mechanics drank rocket fuel. (or some coolant of sort)
Because that stuff in question was pure ethanol so....
But don't you dare drink rubbing alcohol, yes it's ethanol but they added some chemical to deter us from drinking it.
@BlinIndustry
+1lol
I don't think I will.
@Storm44
+2lol
To make the screen, you have to put gauges and text part together in a way that it actually look like a screen.
@GorillaGuerrilla
+3My idea actually not that complicate lol.
It just (some pitch control funky PID)*clamp(inverselerp(180,330,IAS),0.1,1).
In English : it retain full pitch control until the plane pass 180m/s IAS, after that the pitch control reduce as IAS increase until capped at 0.1.
Your code work quite like mine but I used this form in my plane because it easier to fine tune because the numbers is intuitive.
This is pretty cool.
+1I like how it can drive on water.
@Storm44
Yeah I already know that, just read my pinned comment.
There is no problem with my flying, I just calibrated the glide slope to the wrong wire.
@Husky25
lol
I just afk at the moment.
@GorillaGuerrilla
+1Slow is smooth, smooth is fast right?
lol
Just like irl, they don't have that high thrust to work with so the engineer have to be creative to achieve psm.
And also yes, most of my planes have tvc and capable of psm but not all of them, I have some non-tvc planes too.
@Husky25
Yes.
But no guarantee that it'll work well lol.
There are so many things that can go wrong.
@Dracul0Anderson
+1Not surprise, there are many ways that the code can go wrong lol.
But I guess you miss the variable setting.
@ShootsPlanes
A slim chance I guess.
@Husky25
Yes, use it as you like.
Edit : You deleted your comment?
@Opgamer123
lol
Just write password on post-it.
@Opgamer123
Nice.
Why keep changing account though?
@Opgamer123
+2no
@SkyJayTheFirst
+1Yeah, that's the point, they limit your engine thrust so you have to do something else to preserve the same degree of maneuverability.
@Grroro
Thanks.
@Grroro
+1Based on education in my area, yes it is tough.
When I was 13, I was taught only basic logic like true&true=true, true&false=false, and nothing else, they occupy my brain but no application or usage beside doing exam.
Let's me breakdown something real quick.
+1In previous version, this plane have low wing loading but high thrust so it'll be able to overpowered it's stability to stall but this version has lower thrust it can't do that anymore, it can stall and do PSM but it just harder to do.
Also the rudder folding down add to the plane's overall stability so keep that in mind too.
A little more backward CoM will make the plane able to do PSM easier since you don't have high thrust to work with.
Also, the FT code need some tuning as I said in one of the previous version, the code move too little to affect the control.
I'd say this has a lot of potential hidden in it's hood.
@Grroro
+1True.
But I think making artificial stability require knowledge of flight and algebra which are somewhat limiting by itself.
Many young people in SP may not have learned algebra enough to understand Funky tree anyway lol.
@CarrotSlicingCat
I don't know how low I can get it to but it'll be low part version too.
@CarrotSlicingCat
1. idk, still have a lot of testing and calibrating to do, not to mention some new feature.
2. Roughly the same amount of parts, less than 1000 guarantee.