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my newer plane (not too new though, like 2020 one), the tvc code in this plane is almost 3 years old I think, it's very outdated.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.
@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.
@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.
@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If I were to remaster this, I'd rather rebuild it from scratch because this build is so outdated.
@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.
@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
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.
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.
@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.
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.
@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.
@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.
@mrS333
Thanks.
That's a lot of suggestions lol.
@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.
@Iamdednotbigsurprisr
It's attached.
@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.
@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.
@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.
@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
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.
I find it funny how my modified HUD ended up in my modified plane lol.
There are definitely some mysterious force linking them together.
@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
Best I can do is just black screen with some text waypoint lol.
@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.
@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.
The thing almost fly lol.