@Zaineman
@SkyJayTheFirst
Yeah, he didn't make the radar label.
It was copied many time by many people from my Su-57 and idk why the number 5 and 10 in the radar was claimed that it is in miles because it originally in km.
Some accuracy is lost due to quality of copying.
Same goes for the Russian 1 part HUD which I modified from the original 1 part HUD.
@SkyJayTheFirst
lol
Making FT flight control is not easy indeed so that's why FT flight control system is so special and a rare breed of SP builder.
Good luck.
Apparently this plane doesn't need this over the top 30 degrees of tvc to do PSM, 10 is enough, it was tuned good enough so it'll not stall by normal flight but can stall if the pilot want to.
I think this leave yaw tvc to be desire, if the plane's layout not permitted you can use differential thrust instead of moving nozzle.
Also, I'm spoiled by those fancy FT control system so I suggest you to use code in tvc nozzles too, when you doing PSM the engines are most of the control you have, even you have super fancy FT but no code in tvc you'll have a hard time flying PSM regardless.
@MrShenanigansSP
Thanks.
Now I get your point, label will lag but only if I open it and edit it multiple time in designer.
It's like the label stack something in the memory every time I open it, it lag more and more until I restart the game, and same goes for any label that have some funky in it.
@MrShenanigansSP
Not so much.
It's roughly the same performance cost.
But wait...
You are the one who building 10k parts B-17G, aren't you.
And you concerning about this sub 1k part lagging?
Hmm... Who are you and what happen to the real MrShenanigansSP?
@babineko
it's ok.
My point is you solve one problem and create new problem in the process so that's not ideal isn't it.
Beside, if it was that easy I'd solve them long ago rather than stuck with this design choice.
There is no answer so I went for the least "terrible" solution.
@SkyJayTheFirst
That's the way aerodynamic work anyway, you can't PSM at high speed, not with wing loading this low anyway.
The flat bottom should still be there because it's unmatched (and probably no substitute) high aoa characteristic and you should workaround it instead.
If you use semi-symmetric, you can PSM at high speed but tumble horribly, I'd rather not PSM at all.
I know there are overwhelmingly many things to play around so I suggest you to pick the design choice base on it's unique capability that no other part can cover rather than how easy it is to make.
The pilot is so cute.
lol
One suggestion though, scale the y axis of lights in the exhaust to be proportionally higher so the "halo" effect will be more pointy and will look more like it flow out rather than just a circle.
And if it's not visible enough, stack more lights on top of it.
@SkyJayTheFirst
For pitch rate, you can test it by pull up and if the plane resist that's mean you are on the right direction but may be too much of *0.00x (pitch rate multiplier).
Most of the time if pitch rate is implemented correctly, the plane will stop pitching on it's own at some speed but if it's inverted it'll be amplifying the pitch all the time and once it pulled up it'll never stop.
For roll, have you use flat-bottom wings as I said before?
If not there will be problem with roll at high aoa and that'll hurt it's PSM capability.
Also, vertical stabilizers can induce roll at high angle of slip.
But there is a known problem, if the device stutter, it will mess with the code so the plane will tumble and regain control once the stutter stop.
If I remove code the plane will tumble with just a lightly tap on the control.
↑That's pretty much explained it all.
Sadly there is no way to solve it except a better device.
@WojakArgento
For pure FT and programming in general I consider Snow and Planarialab to be the best.
I just know a little too much about aircraft and code so this is the result.
@SkyJayTheFirst
I think your performance range is too wide so you need to work extra lol.
But that's possible, with time.
For yaw, that surprised me for a sec but through the process of elimination, it is just common mistake.
The plane shaking sideway at first look like the yaw rate is too sensitive for an inexperience eye but it is actually not, yaw rate normally is not above 30 and the multiplier behind yaw rate is just 0.002 so yaw rate is definitely not too sensitive so it is not sensitivity problem.
So (YawRate0.002) is out of the question, only thing left is "+" in Yaw + YawRate0.002.
.
.
.
.
.
.
.
Conclusion, yaw rate is inverted.
@Berkutt
No, that's would be a terrible idea, my plane won't be controllable with those code removed.
The wing flutter is intended so it'll make the plane shake a little and control surfaces goes all over the place is normal, real plane do be like this too.
But there is a known problem, if the device stutter, it will mess with the code so the plane will tumble and regain control once the stutter stop.
If I remove code the plane will tumble with just a lightly tap on the control.
@WojakArgento
If people going to learn from a build, better learn from the best.
lol jk.
I don't have a server because I'm not so much active in DC but I'm in Snowflake's Funky tree lab DC server, there you can find many FT geniuses doing their magic.
Fly much better.
I suggest you change wing airfoil to flat-bottom because it have the best high aoa and stall characteristic. (it eliminate roll inversion at high aoa which should not be present in modern jet)
And I have a good and/or bad news, the plane fly smooth not because FT code you use but the plane was nicely tuned before.
Because you multiply the rate by 0.00x so the actual value use to calculate in code will be so tiny it basically not affect the input.
Nice try submarine.... nice try.
Also, here's what I know about yawing the helicopter without gyros.
- 1 main rotor, use tail rotor, classic.
- Contra rotating rotor, increase one rotor collective and decrease another so lift is the same but there is more torque for one rotor which will yaw the heli, same goes for SP.
- Tandem rotor (submarine Chinook), two rotors pull to opposite side. (yaw left, front rotor pull left and back rotor pull right.)
I've never posted a heli but I technically built one.
@babineko
That problem with gear I have no idea how to fix it since the gear can bend under g load by the game design and I can't have 0 mass gear either because it will collapse.
HUD is clipping because of it's physical distance, I choose that distance because it'll not be too close to the face for vr pilot and any further will be obstruct by the dashboard.
And wing flutter is flutter was intended feature.
@SkyJayTheFirst
To achieve 40g, the plane have to be very light (low wing loading) but light plane will be hard to stall so that is a problem, you can't have both.
Unless the plane is going at very high speed, just a slight turn can result in a very high g load.
@SkyJayTheFirst
You can do that combine the pitch and roll code by any mean but I have them separated in the video just for simplicity reason and for ease of access.
It can be confusing if the code is in one rotator because of inversion of value, even separated I still get those values inverted in the video.
Judging from what it seems to do, decrease max output the faster you go
Yeah, you're not wrong, as you go faster, the plane can turn faster with the same elevator deflection because there is more force acting on the plane.
That's why output is decreasing, to maintain the same turn rate.
Not using pitch rate, roll rate and yaw rate is like cutting your own legs tbh.
Pitch rate, roll rate, yaw rate are bread and butter of fly by wire if you ask me, not only they used to limit the movement rate but it can be used to eliminate unwanted movement too, like my plane that will try to stop any movement that isn't pilot's command. (If you pull up, you get pulled up not some random roll and/or some yaw.)
Afterburner is so cool, not to mention the technique on the nozzle, wing bending, so much to learn from this.
Duct tape would go well with this unusual ascetics.
Also, I think the description remind me of this video.
@SkyJayTheFirst
Since you asked for my opinion so I'll give mine, about flight model.
I think you going the right way to make basic PSM plane but there are issues.
- Static stability and psm don't mix together, to do psm you need to stall but static stability prevent that, what you need is artificial stability which can be activate at will.
- This plane have low wing loading and CoM in the front so this plane is quite stable by default so it'll be hard to stall and need more force to do psm. (Which explain why the plane have ridiculous tvc range of motion.)
- Code doesn't work, you put *0.002 behind pitchrate so it'll be so little it barely affect the control.
- Code should be more than pitchrate, it should be code for all axis of control in those part that control said axis.
That's all.
Total 🤔/10.
@SkyJayTheFirst
+1Yes.
You won't see this exact radar in any older post.
@Zaineman
@SkyJayTheFirst
Yeah, he didn't make the radar label.
It was copied many time by many people from my Su-57 and idk why the number 5 and 10 in the radar was claimed that it is in miles because it originally in km.
Some accuracy is lost due to quality of copying.
Same goes for the Russian 1 part HUD which I modified from the original 1 part HUD.
@TRD6932
No, wings folding is auto.
And wings flutter is intended.
Read description.
@SkyJayTheFirst
+2lol
Making FT flight control is not easy indeed so that's why FT flight control system is so special and a rare breed of SP builder.
Good luck.
Apparently this plane doesn't need this over the top 30 degrees of tvc to do PSM, 10 is enough, it was tuned good enough so it'll not stall by normal flight but can stall if the pilot want to.
+1I think this leave yaw tvc to be desire, if the plane's layout not permitted you can use differential thrust instead of moving nozzle.
Also, I'm spoiled by those fancy FT control system so I suggest you to use code in tvc nozzles too, when you doing PSM the engines are most of the control you have, even you have super fancy FT but no code in tvc you'll have a hard time flying PSM regardless.
@IzzyIA
I see.
Now every SP plane will have fancy decorations.
@LYBHYDRA
That's SP missiles not water proof.
Not me.
@Frostbite99
Sound like low fps issue.
It not wobble for me.
Or it's just wing flutter which is an intended feature.
So this is how you make Andrew curvy face.
Amazing indeed.
@MrShenanigansSP
Thanks.
Now I get your point, label will lag but only if I open it and edit it multiple time in designer.
It's like the label stack something in the memory every time I open it, it lag more and more until I restart the game, and same goes for any label that have some funky in it.
@FeatherWing
Hmm...
If you get the source code instead it'll be a mess.
I barely get it to work lol.
@MrShenanigansSP
Not so much.
It's roughly the same performance cost.
But wait...
You are the one who building 10k parts B-17G, aren't you.
And you concerning about this sub 1k part lagging?
Hmm... Who are you and what happen to the real MrShenanigansSP?
@JDR30494
Sure.
@AWESOMENESS360
Yes.
Mister Blue got himself a new plane.
@Tookan
idk lol.
@Kangy
lol
And PC miss out the whole portability stuff.
@FeatherWing
Thanks
If I remember correctly, hpgbproductions also posted .exe version so I think it is easy to use.
@babineko
+1it's ok.
My point is you solve one problem and create new problem in the process so that's not ideal isn't it.
Beside, if it was that easy I'd solve them long ago rather than stuck with this design choice.
There is no answer so I went for the least "terrible" solution.
@SkyJayTheFirst
+1That's the way aerodynamic work anyway, you can't PSM at high speed, not with wing loading this low anyway.
The flat bottom should still be there because it's unmatched (and probably no substitute) high aoa characteristic and you should workaround it instead.
If you use semi-symmetric, you can PSM at high speed but tumble horribly, I'd rather not PSM at all.
I know there are overwhelmingly many things to play around so I suggest you to pick the design choice base on it's unique capability that no other part can cover rather than how easy it is to make.
Son, I'm Sorry...They Got Us
+3-Henry Jones, Sr.-
@Redheadracer48
Nah.
I'm busy.
This create more issues than fix them tbh.
+1Landing gear is bending just by parking the plane and HUD is mess up.
The pilot is so cute.
lol
One suggestion though, scale the y axis of lights in the exhaust to be proportionally higher so the "halo" effect will be more pointy and will look more like it flow out rather than just a circle.
And if it's not visible enough, stack more lights on top of it.
@SkyJayTheFirst
For pitch rate, you can test it by pull up and if the plane resist that's mean you are on the right direction but may be too much of *0.00x (pitch rate multiplier).
Most of the time if pitch rate is implemented correctly, the plane will stop pitching on it's own at some speed but if it's inverted it'll be amplifying the pitch all the time and once it pulled up it'll never stop.
For roll, have you use flat-bottom wings as I said before?
If not there will be problem with roll at high aoa and that'll hurt it's PSM capability.
Also, vertical stabilizers can induce roll at high angle of slip.
+1@Berkutt
↑That's pretty much explained it all.
Sadly there is no way to solve it except a better device.
@WojakArgento
For pure FT and programming in general I consider Snow and Planarialab to be the best.
I just know a little too much about aircraft and code so this is the result.
@IceCraftGaming
+1Just put the rotor side way.
Problem solve.
And potentially introduced a lot more.
Mad respect for mobile pilot.
+1If you have mouse control or even joystick, I'm sure this would be done in no time.
Great game always come with Easter eggs.
+5If you know what I mean.
@SkyJayTheFirst
+2I think your performance range is too wide so you need to work extra lol.
But that's possible, with time.
For yaw, that surprised me for a sec but through the process of elimination, it is just common mistake.
The plane shaking sideway at first look like the yaw rate is too sensitive for an inexperience eye but it is actually not, yaw rate normally is not above 30 and the multiplier behind yaw rate is just 0.002 so yaw rate is definitely not too sensitive so it is not sensitivity problem.
So (YawRate0.002) is out of the question, only thing left is "+" in Yaw + YawRate0.002.
.
.
.
.
.
.
.
Conclusion, yaw rate is inverted.
@Berkutt
No, that's would be a terrible idea, my plane won't be controllable with those code removed.
The wing flutter is intended so it'll make the plane shake a little and control surfaces goes all over the place is normal, real plane do be like this too.
But there is a known problem, if the device stutter, it will mess with the code so the plane will tumble and regain control once the stutter stop.
If I remove code the plane will tumble with just a lightly tap on the control.
@WojakArgento
If people going to learn from a build, better learn from the best.
lol jk.
I don't have a server because I'm not so much active in DC but I'm in Snowflake's Funky tree lab DC server, there you can find many FT geniuses doing their magic.
Fly much better.
+1I suggest you change wing airfoil to flat-bottom because it have the best high aoa and stall characteristic. (it eliminate roll inversion at high aoa which should not be present in modern jet)
And I have a good and/or bad news, the plane fly smooth not because FT code you use but the plane was nicely tuned before.
Because you multiply the rate by 0.00x so the actual value use to calculate in code will be so tiny it basically not affect the input.
Nice try submarine.... nice try.
Also, here's what I know about yawing the helicopter without gyros.
- 1 main rotor, use tail rotor, classic.
- Contra rotating rotor, increase one rotor collective and decrease another so lift is the same but there is more torque for one rotor which will yaw the heli, same goes for SP.
- Tandem rotor (submarine Chinook), two rotors pull to opposite side. (yaw left, front rotor pull left and back rotor pull right.)
I've never posted a heli but I technically built one.
@RocketPal
+1It's the website problem perhaps?
Just keep trying.
Or just fly the my SU-57 ver 1.11 instead.
@babineko
That problem with gear I have no idea how to fix it since the gear can bend under g load by the game design and I can't have 0 mass gear either because it will collapse.
HUD is clipping because of it's physical distance, I choose that distance because it'll not be too close to the face for vr pilot and any further will be obstruct by the dashboard.
And wing flutter is flutter was intended feature.
@Khanhlam
SelectedWeapon
Nice shark mouth.
+4Could be more detail in the main body though.
@SkyJayTheFirst
+1No problem.
Also, you can use this as reference to write FT code if you haven't already done it.
@SkyJayTheFirst
+1To achieve 40g, the plane have to be very light (low wing loading) but light plane will be hard to stall so that is a problem, you can't have both.
Unless the plane is going at very high speed, just a slight turn can result in a very high g load.
@SkyJayTheFirst
+1You can do that combine the pitch and roll code by any mean but I have them separated in the video just for simplicity reason and for ease of access.
It can be confusing if the code is in one rotator because of inversion of value, even separated I still get those values inverted in the video.
@BaconEggs
+1lol.
Good info btw.
@SkyJayTheFirst
Yeah, you're not wrong, as you go faster, the plane can turn faster with the same elevator deflection because there is more force acting on the plane.
That's why output is decreasing, to maintain the same turn rate.
Not using pitch rate, roll rate and yaw rate is like cutting your own legs tbh.
+1Pitch rate, roll rate, yaw rate are bread and butter of fly by wire if you ask me, not only they used to limit the movement rate but it can be used to eliminate unwanted movement too, like my plane that will try to stop any movement that isn't pilot's command. (If you pull up, you get pulled up not some random roll and/or some yaw.)
Afterburner is so cool, not to mention the technique on the nozzle, wing bending, so much to learn from this.
+2Duct tape would go well with this unusual ascetics.
Also, I think the description remind me of this video.
@SkyJayTheFirst
+1Since you asked for my opinion so I'll give mine, about flight model.
I think you going the right way to make basic PSM plane but there are issues.
- Static stability and psm don't mix together, to do psm you need to stall but static stability prevent that, what you need is artificial stability which can be activate at will.
- This plane have low wing loading and CoM in the front so this plane is quite stable by default so it'll be hard to stall and need more force to do psm. (Which explain why the plane have ridiculous tvc range of motion.)
- Code doesn't work, you put *0.002 behind pitchrate so it'll be so little it barely affect the control.
- Code should be more than pitchrate, it should be code for all axis of control in those part that control said axis.
That's all.
Total 🤔/10.
@SkyJayTheFirst
You don't have to tag me in multiple post.
The reason that there is no answer is because I just went afk for the time being.
@LubenweiNiuB
+3I don't understand Chinese but here goes:
Missiles pods are not attached to the pylons so you can choose to attach it if you want.
@DrLuckyman
That'd be a nice gimmick.
@LubenweiNiuB
I'm sorry I don't know Chinese.
@babineko
What are those bugs?