I won't judge the build quality.
But I'll list some big issues below.
Too stable, hard to maneuver for this relatively low wing loading.
HUD was not installed correctly.
No tvc.
That's it.
@rex202020200
I can't, I'm quite busy.
Just keep building.
I saw you started using fuselage wing but skill need more time to develop and if that's mean only adding 1 part a day so be it, you are developing your skill anyway.
Oh god!! I've been doing PSM wrong for all these year.
I left my engines intact and write those complex FT code for the tvc hoping that they will help controlling the plane when control surfaces are ineffective just to find out today that terminating engine works the same way.
Also putting "PSM Capable" on my plane make it fly like a dream, too.
The spinning fan is just an indication that the engine can and is sucking air in, otherwise it just use air from other source.
One of my build have just one completely blocked VTOL engine and it is not spinning but it's getting air by other mean and provide thrust anyway.
Naturally if you split the wing into segments it'll bend on it's own, split it and joint the wing part together and give each wing segment a fuselage cover and that's it.
Floppy rotator with small degree of motion work too.
Your spring have output variable named "Spring" so when the spring break, the game seems to not handle this properly and the variable system stuck.
Easy fix, just delete that spring and get a fresh one from the menu.
@MrShenanigans
lol
I really can't test a build with that many part.
At 1000 parts my fps start to drop.
And at 2000 it'll be unplayable because my pc melted.
@OtakuNekoToT
That bug is beyond me lol.
But my guess is characters you used was not supported by SP or the character encoding method of your text editor is not supported by SP.
I used Notepad++ and UTF-8 encoding and it work fine.
@Gro
I'll just clarify everything for you lol. In order of the reply I guess.
- Wing loading is number that tell you how much weight each square meters of wing holding, it's useful tool for estimating how light or how sluggish and how likely to stall the plane really is.
- Don't worry about CoL and CoM touching, just go with what work and don't forget that CoM can and will shift as the fuel burn.
- The code I used in SU-27 was broken after an update long ago so just don't touch it lol. It used to fly more beautifully than it is today.
- I just breakdown the code, there is a part that correcting aoa for the plane, disabling that part will allow the plane to stall. Have you watched my tutorial? it'll help a lot in understanding this code.
- lol, can't argue with physic really.
- "So when I pitched the aircraft up and let go of pitch, the rotator would move in the other direction." Yeah, that's the FT doing it's work, it cancel out the excessive pitch movement (and maybe excessive aoa), all it tried to do is keep the rate and aoa to 0, my plane have been doing that since forever.
Just tag me in an unlisted post.
Here are my opinion judging from the stat alone.
- Wing loading is a bit low with all added weight so it'll need more force to stall the plane. I just made a quick calculation of wing loading from Wiki, it'll be around 260 when empty and 491 at max takeoff weight.
- Position of CoM and CoL can be tricky, Flanker should have some static stability because it can do and recover from Cobra even without tvc.
- From the code I assume it is from horizontal stabilizer, I think it is not sensitive enough judging by large number that "rate" were divided by so the "correction of rates" will be so little it barely effect flight except for aoa because it is about right.
- I assume AG2 is PSM mode, you can just leave those *Rate/x running and disable only aoa part, only aoa matter in this context.
- It is natural for the plane to not stall at high speed because it require greater force and/or higher aoa to stall (ie. at low speed, 10 deg. aoa will stall the plane while at 500 km/h it will manage 10 deg. aoa just fine), decreasing stability do help but there is always limitation so don't worry too much. Even Ace Combat plane can't so PSM at high speed, that's one of a few things they get right.
- The code should be applied to tvc as well, I think it is twitchy in PSM because your control surface with code won't be effective and the only control you have is non-coded tvc.
This beauty deserves an equally beautiful flight model.
That's all from me.
@FRANCOIS2010
What you mean by "wiggle"?
Be more specific, I can't tell what's wrong with this little info.
Beside, this plane doesn't wiggle at all for my pc, it's probably have something to do with your device.
@Gro
FT everything!!
lol
Spoiler : there is no end, for I still learning new stuff everyday and my flight control system will gets more advance by every build.
@Kangy
lol
Engine is just one part of the entire system though, yes it might work if the airframe is compatible, might as well rip the entire control surfaces for good measure.
@Gro
Since your plane has thrust/weight ratio somewhat close to irl I think you might as well follow irl stunts routine and hope for the best.
I'm sure if irl engine become powerful enough we might see Ace Combat level of PSM irl but for now tvc just give us some more control over the stalling plane.
@WojakArgento
Video link didn't helps much, it just a still picture with sound.
So it just display whatever in front of you basically.
I think said system is already in the HUD, it's the target box but with difference art style.
@WojakArgento
lol that's ok.
FT code for tvc for me usually the same code for control surfaces, just make sure you use the code that is for the same axis.
And FT for VYOL is nice but I think you get the normal flight FT right first and then add VTOL later just so you don't unnecessary confuse yourself.
@mikoyanster
Oh, so that's the reason behind the airbrake, similar story for F-22 ailerons which both deflect up under g load to reduce wing bend.
Also, I double checked the rotator in question and I found that the input is max 0 and min -1 so throttle which has value of 0 to 1 has no effect at all, that's answer the question why I haven't notice it at all. (I was thinking for a sec that I'm missing something)
Overall I think this fly super smooth and that is a must for VR at least in my opinion.
I think you miscalculate the HUD distance, there is a formula to calculate the distance of scaled HUD in Planarialab's page.
Now try writing FT code in tvc too, the plane will be a lot better.
This is a nice way to start FT and fbw, nice work.
I have some question about the design choice lol.
Why Russian style HUD?
Why airbrake activation is tied to g-force?
what are those mysterious rotator inside horizontal stabilizer do? (it's become floppy when I clicked it)
@WojakArgento
Easy, just copy @GuyFolk and paste it in the comment lol.
TIE fighter style targeting computer? I don't even know how it work lol.
But I think it is possible to make because the targeting system is already in the Planarialab's HUD.
@Nerfaddict
I plan to make it the way I make my 1.11 SU-57.
@MrShenanigans
lol use there instead.
https://postlmg.cc/bDcZ2cN4
https://postlmg.cc/7Jqbm3zV
https://postlmg.cc/vgrcrq4T
@FlyRaker
Yes.
The question is if your plane is compatible to the system or not.
@X99STRIKER
+1Ok, expect some big fat 🆃 when it's done.
@Khanhlam
+1Just watch my tutorial videos.
Just adding tvc doesn't mean the plane will magically do PSM, there are much more under the hood.
@Dracul0Anderson
+1Tag me, I'll see what I can do.
I won't judge the build quality.
+1But I'll list some big issues below.
Too stable, hard to maneuver for this relatively low wing loading.
HUD was not installed correctly.
No tvc.
That's it.
@one
+1It's falling with style.
The HUD variable is not installed correctly, it missing target circle and gun lead indicator.
+1Now I'm sad.
@ShiroNeko
+1It just a camera on spring.
@rex202020200
+1I can't, I'm quite busy.
Just keep building.
I saw you started using fuselage wing but skill need more time to develop and if that's mean only adding 1 part a day so be it, you are developing your skill anyway.
Oh god!! I've been doing PSM wrong for all these year.
+6I left my engines intact and write those complex FT code for the tvc hoping that they will help controlling the plane when control surfaces are ineffective just to find out today that terminating engine works the same way.
Also putting "PSM Capable" on my plane make it fly like a dream, too.
@rex202020200
Sadly there are no easy way to be good builder.
Put more time and effort into the build and you might have a chance.
@rex202020200
No.
@rex202020200
Rex who?
What's your old account name?
@IzzyIA
I have no idea.
I think they have a fixed amount of thrust but activating only if there are VTOL engine present.
@IzzyIA
idk.
I don't think there is no limit to it.
And the number of nozzle doesn't effect total thrust, if you have 1 engine and 10 nozzles, it will provide 0.1 thrust each.
The spinning fan is just an indication that the engine can and is sucking air in, otherwise it just use air from other source.
One of my build have just one completely blocked VTOL engine and it is not spinning but it's getting air by other mean and provide thrust anyway.
Naturally if you split the wing into segments it'll bend on it's own, split it and joint the wing part together and give each wing segment a fuselage cover and that's it.
Floppy rotator with small degree of motion work too.
Your spring was to blame, more detail in your bug replicator build.
Your spring have output variable named "Spring" so when the spring break, the game seems to not handle this properly and the variable system stuck.
Easy fix, just delete that spring and get a fresh one from the menu.
@MrShenanigans
lol
I really can't test a build with that many part.
At 1000 parts my fps start to drop.
And at 2000 it'll be unplayable because my pc melted.
@OtakuNekoToT
That bug is beyond me lol.
But my guess is characters you used was not supported by SP or the character encoding method of your text editor is not supported by SP.
I used Notepad++ and UTF-8 encoding and it work fine.
@Gro
+1I'll just clarify everything for you lol. In order of the reply I guess.
- Wing loading is number that tell you how much weight each square meters of wing holding, it's useful tool for estimating how light or how sluggish and how likely to stall the plane really is.
- Don't worry about CoL and CoM touching, just go with what work and don't forget that CoM can and will shift as the fuel burn.
- The code I used in SU-27 was broken after an update long ago so just don't touch it lol. It used to fly more beautifully than it is today.
- I just breakdown the code, there is a part that correcting aoa for the plane, disabling that part will allow the plane to stall. Have you watched my tutorial? it'll help a lot in understanding this code.
- lol, can't argue with physic really.
- "So when I pitched the aircraft up and let go of pitch, the rotator would move in the other direction." Yeah, that's the FT doing it's work, it cancel out the excessive pitch movement (and maybe excessive aoa), all it tried to do is keep the rate and aoa to 0, my plane have been doing that since forever.
@FRANCOIS2010
idk
Remove some parts perhaps?
@FRANCOIS2010
That sound like low fps problem.
Low fps will mess up FT system.
At 500 km/h it flew smoothly for me.
Just tag me in an unlisted post.
+1Here are my opinion judging from the stat alone.
- Wing loading is a bit low with all added weight so it'll need more force to stall the plane. I just made a quick calculation of wing loading from Wiki, it'll be around 260 when empty and 491 at max takeoff weight.
- Position of CoM and CoL can be tricky, Flanker should have some static stability because it can do and recover from Cobra even without tvc.
- From the code I assume it is from horizontal stabilizer, I think it is not sensitive enough judging by large number that "rate" were divided by so the "correction of rates" will be so little it barely effect flight except for aoa because it is about right.
- I assume AG2 is PSM mode, you can just leave those *Rate/x running and disable only aoa part, only aoa matter in this context.
- It is natural for the plane to not stall at high speed because it require greater force and/or higher aoa to stall (ie. at low speed, 10 deg. aoa will stall the plane while at 500 km/h it will manage 10 deg. aoa just fine), decreasing stability do help but there is always limitation so don't worry too much. Even Ace Combat plane can't so PSM at high speed, that's one of a few things they get right.
- The code should be applied to tvc as well, I think it is twitchy in PSM because your control surface with code won't be effective and the only control you have is non-coded tvc.
This beauty deserves an equally beautiful flight model.
That's all from me.
@Kangy lol
+1@LYBHYDRA
Less likely since F-16 can't do PSM.
But I think any plane with fbw will eventually be made by me.
@FRANCOIS2010
What you mean by "wiggle"?
Be more specific, I can't tell what's wrong with this little info.
Beside, this plane doesn't wiggle at all for my pc, it's probably have something to do with your device.
@Kangy
+1I don't have any av fuel or magic leaves with me but sleep deprivation will surely do the trick.
@Kangy
+1hmm...
Flying in 4th dimension.
@Kangy
+1lol
I'd say that only the one who know how the code work can use it at it's full potential.
@Gro
FT everything!!
lol
Spoiler : there is no end, for I still learning new stuff everyday and my flight control system will gets more advance by every build.
Nice trick on the reflect sight.
+1It behave like irl stuff!!!
Great job.
@Airw0lfAO1
I think I will do for some of my plane.
@Kangy
+1lol
Engine is just one part of the entire system though, yes it might work if the airframe is compatible, might as well rip the entire control surfaces for good measure.
@Gro
Since your plane has thrust/weight ratio somewhat close to irl I think you might as well follow irl stunts routine and hope for the best.
I'm sure if irl engine become powerful enough we might see Ace Combat level of PSM irl but for now tvc just give us some more control over the stalling plane.
lol
I think this is a perfect example for post stall maneuver in real life, underpowered engines and t/w that barely 1:1.
This looks way better than mine!
+2@sobaka
That's my Raptor, just check my page and you'll find it.
@WojakArgento
Video link didn't helps much, it just a still picture with sound.
So it just display whatever in front of you basically.
I think said system is already in the HUD, it's the target box but with difference art style.
@WojakArgento
lol that's ok.
FT code for tvc for me usually the same code for control surfaces, just make sure you use the code that is for the same axis.
And FT for VYOL is nice but I think you get the normal flight FT right first and then add VTOL later just so you don't unnecessary confuse yourself.
@Ilikeacecombat
no
@mikoyanster
+3Oh, so that's the reason behind the airbrake, similar story for F-22 ailerons which both deflect up under g load to reduce wing bend.
Also, I double checked the rotator in question and I found that the input is max 0 and min -1 so throttle which has value of 0 to 1 has no effect at all, that's answer the question why I haven't notice it at all. (I was thinking for a sec that I'm missing something)
Overall I think this fly super smooth and that is a must for VR at least in my opinion.
I think you miscalculate the HUD distance, there is a formula to calculate the distance of scaled HUD in Planarialab's page.
Now try writing FT code in tvc too, the plane will be a lot better.
This is a nice way to start FT and fbw, nice work.
I have some question about the design choice lol.
+1Why Russian style HUD?
Why airbrake activation is tied to g-force?
what are those mysterious rotator inside horizontal stabilizer do? (it's become floppy when I clicked it)
@WojakArgento
Easy, just copy @GuyFolk and paste it in the comment lol.
TIE fighter style targeting computer? I don't even know how it work lol.
But I think it is possible to make because the targeting system is already in the Planarialab's HUD.
@IceCraftGaming
+1lol that's natural, this stuff takes time.