The biggest enemy of PSM is low wing loading, this plane is hard to do PSM but man...
that 3rd attempt was a sick maneuver only this kind of plane can do. (tumbling in that tight space is super hard to do, might as well call it Sadboye12's maneuver lol.)
Kudos to you. XD
@aTerra
At 10km IAS will be super low, I just climb at 10 degrees at high altitude.
I guarantee you that it can go to 20km.
And I can't complain about acceleration either, I got it's mass and it's thrust equal to the source and acceleration will be for SP physics to decide.
Also there are no source that I can get my hand on that clearly specify acceleration.
I recently got some tips from edensk that add more air intake will fix loss of thrust at altitude, I think it'll fix it's max speed too.
Maybe next build I'll fix it.
@Chillybaconface
And that is normal.
It have 2 vertical stabilizers, it'll not let the plane yaw that easily especially at high speed.
Want to PSM yaw at high speed?
Get rid of vertical stabilizers. (At least temporally because you still need it for normal flight.)
@Beefy
I always use fixed P and D value just to save myself some headache.
The 'i' value I view it as auto trim, it make the 'correction' accumulate overtime and it take some time to adjust if the input change rapidly and that's why you plane still stuck in the nose down even when you stop pulling.
I think 'i' value should be in the PID that require constant stability and not change rapidly like in fighter aircraft.
.
.
.
Or what I experienced is just wrong.
@aTerra
I'll say that you're right about top speed but there's a catch.
"i cant get faster than 1.300 km/h" -> That's top speed at low altitude, most fighter struggle at this speed at low altitude because the air is too dense, they can achieve top speed by flying at high altitude.
And I can get to around 1700km/h TAS at high altitude, the problem come from SP itself that model thrust loss at altitude as it is and there is no way to fix the problem directly, only increase throttle or reduce drag mid-flight which is not a good solution after all.
Also, I think you got wrong idea about max altitude the plane can climb to.
I assume that you only get to 10km of altitude is because you just go straight up, that's quick but inefficient way to climb, instead you should fly fast and make a steady climb like irl fighter jet do and you'll get to 20km with no struggle.
@Beefy
I've read it just now and man... that's big brain stuff about air speed bleeding at high aoa.
I've always simulate that effect by using flat-bottom wing with high drag scale and without scaling it's size so it'll generate drag naturally when the plane go high aoa.
I better try edensk's method and see if it suit me.
And for PID, I didn't use i value because it difficult to control for me, maybe next build I'll try to incorporate it.
For now I use 'p' which act like PitchRate/xxx and 'd' which I remember it as 'damper', it react to the rate of change i.e. rate(PitchRate) so it'll smooth out the control.
@MAHADI
lol
I'll use more inlets.
Actually I learned about inlet when I got about half way building this so there will be a few "noob inlets control surface" here and there.
@PaulJohnLozada
You've learned FT and how about flight characteristic?
Both of them is equally important.
Google "Aviation stackoverflow" can be useful, but it'll be random topic about flight lol.
@Kangy
You can do that and I'd like to see.
I tried "high-G vapor lights" but it looks weird to me so It didn't go to the build, maybe you'd make it look better.
@MaverickHendricks
+1Mostly I learned from other's build.
I take them apart and read their code to see how the build work.
@Kago
Thanks.
This is old plane lol, my newer plane have better controls.
But if you like it, who am I to judge.
The biggest enemy of PSM is low wing loading, this plane is hard to do PSM but man...
+1that 3rd attempt was a sick maneuver only this kind of plane can do. (tumbling in that tight space is super hard to do, might as well call it Sadboye12's maneuver lol.)
Kudos to you. XD
@ALRX
+2You can use
@ALRX
I used exactly what SnoWFLakE0s said.
Although my code is a bit messy lol.
@FerretAeronautics
+1Supermaneuvrability mode plays you lol.
@MethaManAerospace
+1Thanks.
Build quality is my biggest problem indeed.
It was FT that carry me to this point.
@aTerra
At 10km IAS will be super low, I just climb at 10 degrees at high altitude.
I guarantee you that it can go to 20km.
And I can't complain about acceleration either, I got it's mass and it's thrust equal to the source and acceleration will be for SP physics to decide.
Also there are no source that I can get my hand on that clearly specify acceleration.
I recently got some tips from edensk that add more air intake will fix loss of thrust at altitude, I think it'll fix it's max speed too.
Maybe next build I'll fix it.
@AngryMaus
+1That's indeed the main reason I went to Heli engine.
@CityAirThemeCityxt
I've come for the plane, stayed for the song.
@SatryawanArya
+1Fuel is everywhere.
And I don't know how to make infinite fuel.
@Vladimir97
Tvc is easy.
The code is the hard part lol.
@AngryMaus
Propellers turn the plane to the target.
@Chillybaconface
+1And that is normal.
It have 2 vertical stabilizers, it'll not let the plane yaw that easily especially at high speed.
Want to PSM yaw at high speed?
Get rid of vertical stabilizers. (At least temporally because you still need it for normal flight.)
@Beefy
+1I always use fixed P and D value just to save myself some headache.
The 'i' value I view it as auto trim, it make the 'correction' accumulate overtime and it take some time to adjust if the input change rapidly and that's why you plane still stuck in the nose down even when you stop pulling.
I think 'i' value should be in the PID that require constant stability and not change rapidly like in fighter aircraft.
.
.
.
Or what I experienced is just wrong.
@aTerra
I'll say that you're right about top speed but there's a catch.
"i cant get faster than 1.300 km/h" -> That's top speed at low altitude, most fighter struggle at this speed at low altitude because the air is too dense, they can achieve top speed by flying at high altitude.
And I can get to around 1700km/h TAS at high altitude, the problem come from SP itself that model thrust loss at altitude as it is and there is no way to fix the problem directly, only increase throttle or reduce drag mid-flight which is not a good solution after all.
Also, I think you got wrong idea about max altitude the plane can climb to.
I assume that you only get to 10km of altitude is because you just go straight up, that's quick but inefficient way to climb, instead you should fly fast and make a steady climb like irl fighter jet do and you'll get to 20km with no struggle.
@Idkwhattocallthis
Just use Overload mod which I think pre-installed in the game.
You can find the code in rotators.
@Beefy
I've read it just now and man... that's big brain stuff about air speed bleeding at high aoa.
I've always simulate that effect by using flat-bottom wing with high drag scale and without scaling it's size so it'll generate drag naturally when the plane go high aoa.
I better try edensk's method and see if it suit me.
And for PID, I didn't use i value because it difficult to control for me, maybe next build I'll try to incorporate it.
+1For now I use 'p' which act like PitchRate/xxx and 'd' which I remember it as 'damper', it react to the rate of change i.e. rate(PitchRate) so it'll smooth out the control.
@Walvis
+2lol thanks.
My code is messy, even I can't understand it when I come back to edit the code some time later.
@aTerra
+1It's slow like irl.
How fast are you expect?
I love how the antenna bouncing when it get in the way of the cannon.
That's attention to detail at it's finest.
@DwiAngkasaAeronautics
+1I use this as a basic.
And countless hours of trial and error.
@Samhimstone
No need to complain.
This can be easily fixed by yourself.
@MyCatIsBarking
You can add it yourself.
There is plenty of room under the plane.
@Formula350
Oh yeah..
Definitely Лука Скайуокер.
@Thunderhawk
+1You are so lucky you did it first try, better buy some lottery lol.
@Tookan
lol.
@Kangy
NP
@MRpingouin
Thanks.
Try the maneuver and see how easy it is lol.
@MAHADI
lol
I'll use more inlets.
Actually I learned about inlet when I got about half way building this so there will be a few "noob inlets control surface" here and there.
@Beefy
+1I learned PID like 2 months ago, there are still plenty of room for improvement.😆
@BogdanX
Agreed.
I'll learn more about modelling.
@Thunderhawk
Nice.
But how.....
Even I got it in like a 5th try.
@AWESOMENESS360
Thank you.
Now I'll be practicing in modelling so my plane will be truly perfect lol.
@ChrisPy
Thanks.
@Kangy
+1lol
Flight model is still mostly the same, you didn't miss anything.
(Potato version just about 100kg lighter.)
@Higuy453
Thanks.
It's insane indeed.
@aaronneit
It's a "free cam" mod.
(I don't know Spanish lol.)
@Tookan
+1This plane is not Pak Fa?
Now I'm confused.
@PaulJohnLozada
You've learned FT and how about flight characteristic?
Both of them is equally important.
Google "Aviation stackoverflow" can be useful, but it'll be random topic about flight lol.
@GroBaleaze
+1As same as everyone said, Funky Tree.
@MrShenanigans
+1That's odd reference but it check out.
@MrShenanigans
I know that.
@MrShenanigans
I'm confused.
TF2 have plane?
@Astro12
lol.
Try the potato version if 900 parts is too much load for your machine.
@Kangy
+1You can do that and I'd like to see.
I tried "high-G vapor lights" but it looks weird to me so It didn't go to the build, maybe you'd make it look better.
@BBCP117
It's twitchy because it is unstable by nature.
It's the best I can bend the law of mother nature lol.
The Aircraft Cannot Do post stall Maneuvers At high speed
+2@PioThePioneer
Thanks.
@BBCP117
+1It does ngl.
That's the best I can get lol.