@Zaineman
As a self proclaimed engineer, I can assure you that there are many way to do it lol.
A few of them are shifting CoM, hide some wing parts in the nose to shift CoL or even using sheer force of engines to bring the plane over the edge.
I have some suggestion for you Z.
I think the original have good rotator connections to move those nozzle, instead of changing the entire thing you can just replace the code inside and it'll behave similarly because the layout is the same. (one for horizontal connect to the other one for vertical)
Seeing little engine moving inside the fixed nozzle bugged me a little bit lol.
And also play with engine xml for a bit, find exhaustScale and other nearby, they responsible for jet flame coming out of the tail pipe, that's where you can go absolutely crazy with it lol.
@Zaineman
I was expecting something in the ballpark of backward or wrong way lol.
But I won't complain either, the good part of call sign is it's what people remember you for.
But I know one guy who will complain if he got the call sign of Flat Spin, Pete Mitchell. (Hope this isn't too dark.)
@linxiaofeng2339
People can easily fix COM2 buttons on their own, not worth an upload.
And why radar, longitude and latitude display, HUD need repair anyway.
@mitsuki
You misspelled something I'm sure.
Normally just + or - will do.
Also, put pitch code, roll code, AoA code in separate () will make thing easier.
@Zaineman
Nice.
And I didn't know that my HUD could bend like that, I've never tried it because there are some character that can't be "bent" and I don't know if they are in my HUD.
@Zaineman
Thanks for showing me this.
@Blueshift
This cockpit is fantastic.
I like how "real" fake weather radar work lol, never see this in SP before.
And artificial horizon align with in-game HUD is also a nice touch.
@Zaineman
Try my Raptor HUD maybe?
I think the scale of the current one is messing with Huddistance variable and it might need a re-calculation.
Current HUD is just mine with different color and scale.
@lysmalli
You have to edit the code for bays to work with other weapons.
Or you can just rename bombs to "Interceptor" instead because bottom weapons bay is coded to response to "Interceptor" only.
@hfusiwjf29
Actually it'll need a total rework because this plane is in fact has no g-limiter lol.
I didn't make it because I still haven't figure out how to make it smooth yet.
And I guess the Mach number is difference because of how difference we interpreted the air temperature of SP since there is no official air temp in SP. (or is it? lol)
The final products are quite similar actually, it is at most ± 0.3 in deference at low altitude, almost similar at high altitude so I think both of them are fine.
@11qazxc
0.01 is multiplier to the whole thing because I want the 'Integral' value to not accumulate too fast.
And PitchRate also divided by 20 which is in the ballpark of my control code.
but why don't you use integrator to control pitchrate always, even with non-zero pitch?
That's actually the first iteration, if I set 'I' value to be high, the plane will be super stable and lock it's heading to where you left it but weird thing will happen when the 'I' value accumulate.
My method have all the advantage without downside, it can also be used in non PID code as an add-on. (my tvc is not PID but have the 'auto-trim' as result of adding SUMPitch)
You can try setting 'I' in my PID and setting my SUMPitch in variables to 0 and see what I mean, it'll work most of the time but when it doesn't work (for ex. at low speed high aoa), you'll feel it.
@Iamdednotbigsurprisr
It's attached.
Why no funky in roll?
+1I saw you already use the roll rate code in your previous build.
@Zaineman
As a self proclaimed engineer, I can assure you that there are many way to do it lol.
A few of them are shifting CoM, hide some wing parts in the nose to shift CoL or even using sheer force of engines to bring the plane over the edge.
Flanker with canards at the nose?
That's new.
@Zaineman
Well..
I don't blame you lol.
In my opinion, it's those mini detail that make the plane great.
@mrjamezy
Just take the tail and add it to the 666 parts for now since I didn't make low part version of them.
I have some suggestion for you Z.
+1I think the original have good rotator connections to move those nozzle, instead of changing the entire thing you can just replace the code inside and it'll behave similarly because the layout is the same. (one for horizontal connect to the other one for vertical)
Seeing little engine moving inside the fixed nozzle bugged me a little bit lol.
And also play with engine xml for a bit, find exhaustScale and other nearby, they responsible for jet flame coming out of the tail pipe, that's where you can go absolutely crazy with it lol.
Those HUDs look like eyes and it's kinda cute.
+3@mitsuki
You could do both, this exact problem was shown in this video and I adjusted accordingly.
@Zaineman
I was expecting something in the ballpark of backward or wrong way lol.
But I won't complain either, the good part of call sign is it's what people remember you for.
But I know one guy who will complain if he got the call sign of Flat Spin, Pete Mitchell. (Hope this isn't too dark.)
How I got that call sign?
lol
Wanna know some story behind it.
@xxxphoenix173
Yes.
But no guarantee that it'll work for your jet.
@MrCOPTY @WinsWings
+1Thanks.
@DerPanzer262
+2Yes.
@aojun
Muzzle velocity of 800m/s, it's on par with 50 cal.
It's way above grenade launcher.
@linxiaofeng2339
People can easily fix COM2 buttons on their own, not worth an upload.
And why radar, longitude and latitude display, HUD need repair anyway.
@BeeEngineer
No.
Use subassembly.
@mitsuki
You misspelled something I'm sure.
Normally just + or - will do.
Also, put pitch code, roll code, AoA code in separate () will make thing easier.
@Blueshift
+1I appreciate your design, it show that this plane was made to be fun for other player to fly and not just for showing your skill.
@Zaineman
Nice.
And I didn't know that my HUD could bend like that, I've never tried it because there are some character that can't be "bent" and I don't know if they are in my HUD.
@Soulless_Reaper
+1lol
@Zaineman
+3Thanks for showing me this.
@Blueshift
This cockpit is fantastic.
I like how "real" fake weather radar work lol, never see this in SP before.
And artificial horizon align with in-game HUD is also a nice touch.
@Zaineman
Try my Raptor HUD maybe?
I think the scale of the current one is messing with Huddistance variable and it might need a re-calculation.
Current HUD is just mine with different color and scale.
@Soulless_Reaper
+1Not going to spoil it lol.
I find it funny how my modified HUD ended up in my modified plane lol.
There are definitely some mysterious force linking them together.
@Spacepickle3214
+2Parody of ACE COMBAT 7 cutscene.
@WinsWings
+1Thanks!!
@CovenantSlayer
You can learn from this build.
Or my old plane. (my old plane has way less complicated code, start from there will be easier)
Also this is a site I use for reference if I can't remember some code.
@lysmalli
You have to edit the code for bays to work with other weapons.
Or you can just rename bombs to "Interceptor" instead because bottom weapons bay is coded to response to "Interceptor" only.
@Sukhoi47
Long lost brother!!!
XD
@Khanhlam
+1This is more or less block plane lol.
Next, do it to this plane lol.
+2Best I can do is just black screen with some text waypoint lol.
This plane can do more spicy maneuver already, you don't have to alter the CoM at all because it was a proof of concept of artificial stability build.
+2@Khanhlam
idk how high and low physic work so I choose high setting as top priority.
@white55
You can disable the shaking effect.
Details in description.
@SirLoafsAlot
I appreciated it.
@Khanhlam
+1Perhaps I build the suspension for high physic, that's why it's act weird in low physic.
Also yes, I watched the whole lecture.
@hfusiwjf29
Actually it'll need a total rework because this plane is in fact has no g-limiter lol.
I didn't make it because I still haven't figure out how to make it smooth yet.
And I guess the Mach number is difference because of how difference we interpreted the air temperature of SP since there is no official air temp in SP. (or is it? lol)
The final products are quite similar actually, it is at most ± 0.3 in deference at low altitude, almost similar at high altitude so I think both of them are fine.
@SirLoafsAlot
Thanks for pointing that out.
I think I've totally missed it.
@11qazxc
0.01 is multiplier to the whole thing because I want the 'Integral' value to not accumulate too fast.
And PitchRate also divided by 20 which is in the ballpark of my control code.
That's actually the first iteration, if I set 'I' value to be high, the plane will be super stable and lock it's heading to where you left it but weird thing will happen when the 'I' value accumulate.
My method have all the advantage without downside, it can also be used in non PID code as an add-on. (my tvc is not PID but have the 'auto-trim' as result of adding SUMPitch)
You can try setting 'I' in my PID and setting my SUMPitch in variables to 0 and see what I mean, it'll work most of the time but when it doesn't work (for ex. at low speed high aoa), you'll feel it.
Yaw tvc doesn't work, check connections.
+1The thing almost fly lol.
This remined me of those early planes uploaded to this site.
@Khanhlam
Go ahead, who am I to say no.
@ShinyGemsBro
Nice.
lol
The cannon have sound effect of small machinegun.
@Zaineman
Seen it.
That's almost a tiger lol.
@SUSSYMANXD
If he can reach the yoke and rudder pedals, why not?
@SUSSYMANXD
lol
If a kid can fly it, pilot under g-load will probably can fly it too.