@Erectus01
I think most of my craft can do it but with proper yaw control.
The SN variant will be a bit funky because the tail sometimes sacrifice yaw stability for pitch control.
You'll need to add Funky Tree code to it because this is about the limit of what codeless plane can do.
Nose weight help stabilize it too, but add little at a time because nose weight can prevent you from PSM altogether.
To quickly merge the code you can just put each rotator back to back, no need to read the code at all.
And if you really want, just remove roll-related and yaw related code from elevons first and stick the rotator to the rudder rotator, just make sure it rotate on the same axis. (code that is not Pitch, aoa, pitch angle can be removed I think)
Ps. I didn't read this code for ages, I'm as puzzling as you are right now lol.
@Zaineman
I guess you need to up your game a little bit.
Maybe put the code from tvc into the horizontal stabilizer?
And it'll do stuff?
lol
Actually I just think that you use the tvc for too long you might get bored so I suggest that you use from my newer plane (not too new though, like 2020 one), the tvc code in this plane is almost 3 years old I think, it's very outdated.
Turned out the code from my plane worked well with various type of airframe.
But I think it's a little tricky for this one because this Wasp come with some code that can't handle PSM by design and it act weird every time I do it.
Altitude synchronization feels a little weird at first but it work!!
It helps a lot, I can refuel the plane with 1 hand on my keyboard and 0% assist setting on the tanker.
@GorillaGuerrilla
May be I am lol.
Also, I agree with JoshuaW, control surfaces have limit, so it should be doing the job with complement of tvc so tvc and control surfaces will share the work and both can potentially get smaller and less powerful to produce the same maneuver.
@JoshuaW
I think lift force calculation is perfect for normal flight but it'll not work for high AoA flight because of direction of lift force.
For example, at AoA of 90, I've noticed that your horizontal stabilizers will point itself into the wind to create maximum lift force (I assume that's what you intend) but that lift force will point to the sky the same direction as the nose pointing up which will not affect nose position.
I think you don't need to avoid stalling the control surfaces that much, when it stall (the wing doesn't provide "lift force"(the one that can be read via part variables)) it still have some lift at much higher drag, like paper airplane, just flat surfaces can still lift.
For negative airspeed, I invert my control (tail deflect up to nose down), this method work in paper airplane and it work for the game too, and I think that's why you find my F-22 control surfaces are weird.
The way I've used is I have PID in it, the 'I' function will find the balance point for control surfaces for each command (for example, it'll add more deflection if the target pitch rate was not met) so I just let the computer do the work.
And since you've mentioned it, I'll look around for more lift force calculation for control surfaces so I can optimize the plane better.
This is certainly one of the top tier fly by wire.
And it's super rare to see the fbw lock the nose to where I left it, to do this is already impressive enough.
Only thing I find weird is pitch control at high aoa (with AG1 on), I'd want horizontal stabilizer to have more pitch control, as of now it just go parallel to the airflow at high aoa which will produce effect similar to losing horizontal stabilizers and can cause the plane to flip at high aoa.
And I've noticed that canards have pitch control I've mentioned earlier so I suggest adding canard code to horizontal stabilizer code.
From my experience, canards and horizontal stabilizer can run on the same code. (some control have to be inverted of course)
Also, please try some of my latest jets, you've been away for so long you missed many of my cool PSM jets lol.
@Iineye
Thanks.
Actually, there is an airbrake hidden inside that responsible for energy bleed and I calibrate it based on (believe it or not) DCS footage and feeling lol.
Good job on the flight model, I like it a lot.
It's incredibly smooth for how simple the code is. (Just linear equation, no dynamic sensitivity adjustment, no PID wizardry.)
I suggest you to add some angle of slip correction to those rudder, the rudder is smell so I think it's the only way to increase yaw stability without actually make the rudder bigger.
And yes, angle of slip correction will interfere with PSM at high AoA but you can always disable the code when PSM is kicking in.
I hope I'm not confusing you with that lol.
@Zaineman
Thanks.
That's the last and most intense part of the video, didn't know it look good in gif format too.
And I think the list just get a lot bigger from the last time I see it lol.
@Hiimakeplanes
Not that I know of.
But there are some workaround, I'd put multiple flare dispenser on the build and then activate them one by one over time so that it'll look like flares pop out of thin air but it's actually been there the whole time, just unusable.
That's about the idea, the code I haven't think of it yet but I know there is a FT code called "Time" that we can use.
@SonsoftheMoth
Now I know how, because you understand them and pick only code that is working for your plane lol.
And I guess the tutorial will have little use since you already know how to tune the FT.
The build quality is nice.
Interesting tvc nozzles.
I have some quick suggest for you.
- Change the wing that responsible for roll to flat-bottom air foil, it has best high aoa characteristic so the plane will not act weird when pitch and roll at low speed.
- I think the FT code should be tuned more, the RollRate and YawRate axis could be more sensitive because I've noticed that the plane try to correct those rates but not as much.
Also, I think the code is a mixed of difference style, I'm surprised that they work well together.
@MrCOPTY
I have some tutorial in my bio but it just super basic concept and you'll need more knowledge to pull it off.
It's a combination of plane knowledge, math and basic programming.
@Khanhlam
idk what Ace Combat dev have in mind when they create this plane lol, it's bigger than SU-27 and the paint job look like space shuttle.
If I were to remaster this, I'd rather rebuild it from scratch because this build is so outdated.
At 5:38, the pilot forgot that yaw existed and he know he f*cked up lol.
But hey, that's quite good flying ngl, flying calmly, no over react, no pilot induced oscillation.
@Khanhlam
That's ok, keep learning.
Another tip, you can just put {RollRate} code in the label part to make it print roll rate, it'll print out that variable so you can have some idea of how the roll rate actually change.
@Khanhlam
So you haven't try the process of elimination?
Or just play around with plane that only have roll code so you can debug easily without pitch interfering with the result.
This is awesome!
+2Love the sound design as well.
Simpleplanes vibe but better.
@Erectus01
I think most of my craft can do it but with proper yaw control.
The SN variant will be a bit funky because the tail sometimes sacrifice yaw stability for pitch control.
@Erectus01
Yeah, it'll have hard time following slower target because ai always go max throttle.
My tutorial in my bio will have some code that you can follow.
+1You'll need to add Funky Tree code to it because this is about the limit of what codeless plane can do.
+1Nose weight help stabilize it too, but add little at a time because nose weight can prevent you from PSM altogether.
Where the tvc goes anyway, I just can't find any in this build.
(Or you using some kind of magic lol)
@MrCOPTY
I'd probably reverse engineering the heck out of it to be honest lol.
To quickly merge the code you can just put each rotator back to back, no need to read the code at all.
And if you really want, just remove roll-related and yaw related code from elevons first and stick the rotator to the rudder rotator, just make sure it rotate on the same axis. (code that is not Pitch, aoa, pitch angle can be removed I think)
Ps. I didn't read this code for ages, I'm as puzzling as you are right now lol.
@Khanhlam
+1Interesting.
@Zaineman
np!
@Zaineman
I guess you need to up your game a little bit.
Maybe put the code from tvc into the horizontal stabilizer?
And it'll do stuff?
lol
Actually I just think that you use the tvc for too long you might get bored so I suggest that you use from my newer plane (not too new though, like 2020 one), the tvc code in this plane is almost 3 years old I think, it's very outdated.
@Ooflauncher1
Because you fly it too slow.
All those fancy control surfaces can't help you without air speed.
@Khanhlam
+1How about rush B with guns.
Turned out the code from my plane worked well with various type of airframe.
But I think it's a little tricky for this one because this Wasp come with some code that can't handle PSM by design and it act weird every time I do it.
@FirstFish83828
+1🎉🎉🎉
@Zaineman
+1Thanks again.
Altitude synchronization feels a little weird at first but it work!!
+2It helps a lot, I can refuel the plane with 1 hand on my keyboard and 0% assist setting on the tanker.
@GorillaGuerrilla
+2I think SpaceX Starship is a good design for high aoa control, I've copied their design and it work great.
@JoshuaW
+1It definitely fly way better, I like it even more.
@GorillaGuerrilla
+1May be I am lol.
Also, I agree with JoshuaW, control surfaces have limit, so it should be doing the job with complement of tvc so tvc and control surfaces will share the work and both can potentially get smaller and less powerful to produce the same maneuver.
@JoshuaW
+1I think lift force calculation is perfect for normal flight but it'll not work for high AoA flight because of direction of lift force.
For example, at AoA of 90, I've noticed that your horizontal stabilizers will point itself into the wind to create maximum lift force (I assume that's what you intend) but that lift force will point to the sky the same direction as the nose pointing up which will not affect nose position.
I think you don't need to avoid stalling the control surfaces that much, when it stall (the wing doesn't provide "lift force"(the one that can be read via part variables)) it still have some lift at much higher drag, like paper airplane, just flat surfaces can still lift.
For negative airspeed, I invert my control (tail deflect up to nose down), this method work in paper airplane and it work for the game too, and I think that's why you find my F-22 control surfaces are weird.
The way I've used is I have PID in it, the 'I' function will find the balance point for control surfaces for each command (for example, it'll add more deflection if the target pitch rate was not met) so I just let the computer do the work.
And since you've mentioned it, I'll look around for more lift force calculation for control surfaces so I can optimize the plane better.
This is certainly one of the top tier fly by wire.
+6And it's super rare to see the fbw lock the nose to where I left it, to do this is already impressive enough.
Only thing I find weird is pitch control at high aoa (with AG1 on), I'd want horizontal stabilizer to have more pitch control, as of now it just go parallel to the airflow at high aoa which will produce effect similar to losing horizontal stabilizers and can cause the plane to flip at high aoa.
And I've noticed that canards have pitch control I've mentioned earlier so I suggest adding canard code to horizontal stabilizer code.
From my experience, canards and horizontal stabilizer can run on the same code. (some control have to be inverted of course)
Also, please try some of my latest jets, you've been away for so long you missed many of my cool PSM jets lol.
@Khanhlam
+1I use many of PSM capable jet, mostly mine but other builder's plane is fun to use too.
@Khanhlam
+1What do you mean by testing it?
I just fight with it in dogfight menu.
@Khanhlam
+1lol
I just ran out of idea for AI so I didn't make anymore of them.
@TheFlightGuySP
+1np!
@Iineye
Thanks.
Actually, there is an airbrake hidden inside that responsible for energy bleed and I calibrate it based on (believe it or not) DCS footage and feeling lol.
Good job on the flight model, I like it a lot.
+1It's incredibly smooth for how simple the code is. (Just linear equation, no dynamic sensitivity adjustment, no PID wizardry.)
I suggest you to add some angle of slip correction to those rudder, the rudder is smell so I think it's the only way to increase yaw stability without actually make the rudder bigger.
And yes, angle of slip correction will interfere with PSM at high AoA but you can always disable the code when PSM is kicking in.
I hope I'm not confusing you with that lol.
@Zaineman
lol
I haven't seen it until you told me.
How nice of you to remember everyone.
That's some wholesome material right there.
@Zaineman
Thanks.
That's the last and most intense part of the video, didn't know it look good in gif format too.
And I think the list just get a lot bigger from the last time I see it lol.
@Erectus01
That sound like you going head-on with it.
That's the move I'd use against it too.
@awesomeonion1
I play live and use screen capture software to record it all.
@KendJello
Thanks
@awesomeonion1
Just a Free Cam mod.
@lazyEureka
Yes.
But no guarantee that it'll work 100%.
@GoofyAhhUser
exhaustScale 1.5,1.5,1.5
exhaustStartColorOverridePrimary FFBBFFFF
exhaustStartColorOverrideSecondary FFBBFFAA
@funydude
I guess it's your graphics.
For me, it's transparent at the start and solid further away from the plane.
@Hiimakeplanes
Not that I know of.
But there are some workaround, I'd put multiple flare dispenser on the build and then activate them one by one over time so that it'll look like flares pop out of thin air but it's actually been there the whole time, just unusable.
That's about the idea, the code I haven't think of it yet but I know there is a FT code called "Time" that we can use.
@Zaineman
You tag doesn't pop up in my notification for some reason but luckily I've found this question lol.
@SonsoftheMoth
+2Now I know how, because you understand them and pick only code that is working for your plane lol.
And I guess the tutorial will have little use since you already know how to tune the FT.
@mrS333
Thanks.
That's a lot of suggestions lol.
The build quality is nice.
Interesting tvc nozzles.
I have some quick suggest for you.
- Change the wing that responsible for roll to flat-bottom air foil, it has best high aoa characteristic so the plane will not act weird when pitch and roll at low speed.
- I think the FT code should be tuned more, the RollRate and YawRate axis could be more sensitive because I've noticed that the plane try to correct those rates but not as much.
Also, I think the code is a mixed of difference style, I'm surprised that they work well together.
+3@MrCOPTY
+1I have some tutorial in my bio but it just super basic concept and you'll need more knowledge to pull it off.
It's a combination of plane knowledge, math and basic programming.
@Khanhlam
+2It need a lot of rework lol.
I think this plane build quality is not that good, it will have like 20 Updoot without FT.
@Khanhlam
idk what Ace Combat dev have in mind when they create this plane lol, it's bigger than SU-27 and the paint job look like space shuttle.
If I were to remaster this, I'd rather rebuild it from scratch because this build is so outdated.
@Iamdednotbigsurprisr
Maybe your game isn't updated.
@funydude
Bullet in this game is transparent at the rear.
And my beam is just a scaled up bullet.
At 5:38, the pilot forgot that yaw existed and he know he f*cked up lol.
+1But hey, that's quite good flying ngl, flying calmly, no over react, no pilot induced oscillation.
@Khanhlam
+1That's ok, keep learning.
Another tip, you can just put
{RollRate}
code in the label part to make it print roll rate, it'll print out that variable so you can have some idea of how the roll rate actually change.@Khanhlam
+1So you haven't try the process of elimination?
Or just play around with plane that only have roll code so you can debug easily without pitch interfering with the result.