19.9k Ku Comments

  • FT Air-To-Air Missile, Aim-7M 27 days ago

    @j20m ya ur good

  • FT Air-To-Air Missile, Aim-7M one month ago

    @j20m ^^^^^^^^^^ matter of fact reference this

  • FT Air-To-Air Missile, Aim-7M one month ago

    @j20m I'm going to assume you want a sub assembly version of the missile to mount on your own plane
    Unfortunatly making it a stand alone sub assembly is not going to make mounting the missile on your plane easier. Please reference my other missile where I have created detailed installation and set-up instructions (such as my Aim-9P).
    I can understand Chinese but I would prefer to communicate in english.

  • M551 Sheridan one month ago

    @dekanii That's ok, I can make it from scratch
    If I make it, would I be able to repost the tank with your permission?

  • M551 Sheridan one month ago

    @dekanii Hi, would you mind me taking a look at the missile system? I'm assuming you are trying to implement a SACLOS Shillaili and I would be happy to help you make it work.

    +1
  • FT Air-To-Air Missile, Aim-7M one month ago

    @j20m When will I make what

  • K-19 MK.1 one month ago

    @SuperSuperTheSylph @MobileBuilder21 Tag

    +2
  • SimplePlanes 2 | Fireworks one month ago

    @Graingy Ik and I absolutely do not plan to give up making simpleplanes not so simple. I am interested in seeing how my usual ft missiles will stack up against the new ones though.

    +1
  • SimplePlanes 2 | Fireworks one month ago

    Damn I'll be out of a job soon...

  • [FT ARM] AGM-88 HARM one month ago

    @llFLMTll I can put Tomahawks in my long long list of future projects, sure
    I may wait till Simpleplanes2 comes out to at least publish a guide of sorts on how to make missiles. I'll look into starting the guide probably sometime soon.

    +1
  • [FT ARM] AGM-88 HARM one month ago

    @TritonAerospace sure

    So proportional navigation depends on keeping the angular acceleration of the missiles flight path proportional to the angular rate of the line of sight angle of the target, and thus the missile ideally only takes acceleration commands. The trouble I had for the longest time was how do I make a missile hold a certain angle (in this case pitch angle) using acceleration commands.

    As for the science of lofting it is exactly as I described in the description. Let me know what else I can clarify.

    +1
  • Spectacle MK.1 Targeting Pod one month ago

    @TritonAerospace expand on that…

  • Spectacle MK.1 Targeting Pod one month ago

    @AtlasMilitaryIndustries yes it’ll be alright. Ur always free to use anything so long as u credit me.

  • Spectacle MK.1 Targeting Pod one month ago

    @Warwolf182 basically you are going to go to your plane and make the variable menu have the exact same things as the variable menu of the pod when you first download it. So copy the name (left side of the variable box) and the expression (right side of the box) from the pod, then go to your plane, and copy in the name and the expression.

  • FT Air-To-Air Missile, HYAM MK.1 2 months ago

    @Rb2h lmao there isn’t

    Simpleplanes gives you the very very basic to work with and there’s not a lot of shortcuts to working from only the foundation. Take a look at my codes (I highly suggest any missile but this one) and see if you can make sense of it and implement it on your own missile.

    +1
  • [FT AAM] Magic 2 2 months ago

    @JJmaca please reference my other posts on how to attach ft missiles to your plane. Its not as simple as drag and drop.

  • [FT ARM] AGM-88 HARM 2 months ago

    @Object775blyat whatever you want. 1 is default value and 2 would mean it spools up twice as fast and so on.

  • [FT ARM] AGM-88 HARM 2 months ago

    @Object775blyat You have to open Overload on the part and its gonna be part of the engine's XML properties. You add it to the same page as the power multiplier and exhaust color override.

  • [FT ARM] AGM-88 HARM 2 months ago

    @Object775blyat In the engine properties your gonna add a new property called "throttleResponse" and set that to whatever. The higher the number the faster the engine spools up.

  • NFS Hot Pursuit 2 months ago

    Goated game of all time

    +1
  • Spectacle MK.1 Targeting Pod 2 months ago

    @Thatmililitaryguy u must’ve accidentally not copied the entire variable expression. Try copying it again

  • Spectacle MK.1 Targeting Pod 2 months ago

    @Thatmililitaryguy What do u mean by variable stack?

  • Simple RWR 2 months ago

    @kpfpz70m933 ya use it however u want

  • Spectacle MK.1 Targeting Pod 3 months ago

    @QuesoAirlines or just dont double click the part and open its editor menu at all when moving it to avoid this problem

  • Spectacle MK.1 Targeting Pod 3 months ago

    @QuesoAirlines So the reason it did that is not necessarily because you clicked it, but you double clicked to open the modify menu. The degree range on the rotator is precisely 1 degrees, and if you open the default part editor (the menu that comes on on the left side of the screen) the game won't be able to process that I only want it to turn 1 degree and so it makes the range 0 degrees, which is free spin.

    To properly fix that you should've opened fine tuner and change the range back to 1 degree and speed back to 1.

  • Spectacle MK.1 Targeting Pod 3 months ago

    @Yourlocalhuman no

  • F/A-18C 'Hornet' 3 months ago

    @kismit Well done on the success of your build. We may have talked about this before already but my offer to mount funky trees weapons to your build instead of default missiles still stands; you know where to find me.

  • Drag Coefficient 3 months ago

    @CACHA That highly depends on how the rest of your plane is built. You could potentially turn whatever you want to measure onto it's butt and measure the drag force when the entire belly of the plane is headed into the wing (aoa of 90 degrees) and the correlation of aoa and drag force should be roughly linear.

  • Drag Coefficient 3 months ago

    @ThomasRoderick yes

    +1
  • [FT AAM] Magic 2 4 months ago

    To answer your question better,
    Funky Trees is essentially a coding language unique to SimplePlanes and essential to programming your plane to do more than the bare, default, minimum.
    A Funky Trees MIssile is essentially re-inventing the wheel in terms of practicality, since the in game default missiles are a lot more easily customizable, consistent, and easy to use. However, there is joy for the small number of us to take advantage of the game's physics engine to test our engineering abilities.

  • [FT AAM] Magic 2 4 months ago

    @Magma1358 Hi,
    Essentially, there's two parts in creating a funky trees missile: making a stable and good performing missile, and then making an auto pilot that tracks a target. I would recommend starting with the first task, then researching how to do the latter. Please see some of my other posts where I explain more in depth in the comments.

    +1
  • [FT AAM] Magic 2 5 months ago

    @RicardoACE you have a discord?

  • [FT SAM] ST-1 Wayfarer 5 months ago

    @SuperSuperTheSylph oh my bad lol

    +1
  • [FT SAM] ST-1 Wayfarer 5 months ago

    @SuperSuperTheSylph Good work on the missile, however I have a couple feedback based on my own experience with FT missile
    1. The symmetrical airfoil wings stall past 13 degrees of aoa, so there's usually no point in deflecting the fins past like 10 degrees; this will almost always give you the best maneuverability
    2. The guidance is very rudimentary and tbh very inaccurate. I would recommend you to look into the kinematic equation in radial coordinates, aka what automatic turrets also use for lead/aim. If you want to take it one step further, I recommend you to look up proportional guidance in the context of missile guidance design.

    That being said, this is a big step for you and I remember taking steps like these 2 years ago.

  • [FT] Simple Waypoint Navigation 5 months ago

    pretty much on track to making ur very own FT missiles

    +2
  • [FT AAM] Magic 2 5 months ago

    @waylaymythz Ofc

    +1
  • Harpoon J 5 months ago

    @Unitedareospace21 Ok what do u need it to do

  • Harpoon J 5 months ago

    @Unitedareospace21 Alright what would u like help with on it

  • [FT AAM] Magic 2 6 months ago

    @Quercon and yes i have considered using coordinate transfers but those are extremely tedious to code and is simply not worth it for this type of build. Perhaps it would be worth it for future ballistic missile builds though.

  • [FT AAM] Magic 2 6 months ago

    @Quercon PID is a very simple and flexible tool and how to calibrate it depends on your understanding of what the I and D term does. The I term is used if you have consistent undershoot that can not be corrected with P over time, and D is used for dampening oscillations and preventing overshoots. What i used in this missile specifically is called proportional guidance, and it guides by controlling the angular acceleration of the missile , and so it oscillates a lot, thus i have a D term. Feel free to go into the code and mess with it to see what i’m talking abt.

  • [PEA] Kamov Ka-27 ''Helix'' 6 months ago

    @Monarchii Very nice flying heli. Would I have permission to turn this into another AI Heli?

  • [FT AAM] Magic 2 6 months ago

    @Unitedareospace21 Upload whatever you are trying to work on as unlisted and gimme the link. We can talk in the comments there.

  • [FT AAM] Magic 2 6 months ago

    @Unitedareospace21 Yes. Reach out to me on discord @kuatta4

  • [FT AAM] Magic 2 6 months ago

    @Unitedareospace21 What specifically would you like help on?

  • [FT AAM] Magic 2 6 months ago

    @waylaymythz someone already beat me to it. I think someone made an ultimate countermeasure to all missiles in game and it was posted like a month ago. It works well against my missiles to and I recommend u checking it out.

    +1
  • [FT AAM] Magic 2 6 months ago

    @UltravioletBlood a lot of trial and error. Make sure both the bomb and the fuselage section you intend for it to smash into have collision enabled, and it's just a matter of finding how far the bomb needs to be from the fuselage, how fast/far the piston needs to extend to squeeze the bomb to make it blow up, etc.

    +1
  • [FT AAM] Magic 2 6 months ago

    @MosquitowithaMachineGun Weather mod by MisterT. You can use one of the lower cloud settings in combination with Simpleplane's default sky box.

    +3
  • Funky Trees Missile - KADM MK.4 7 months ago

    @llDeadboyll It depends but generally, there's always a way around it. Although it is always better to take the extra time to cover all of your bases.
    If it is a conventional plane then an autopilot can totally ignore angle of attack/slip values. If it is something PSM capable (intentional or not) then you definitely need to take care of AOA and make sure you don't stall yourself when you don't want to.

  • Funky Trees Missile - KADM MK.4 7 months ago

    @llDeadboyll Assuming you are asking me if it is possible to make a missile autopilot without taking into account of Angle Of Attack and Angle Of Slip; Yes, I do it without those values all the time, especially for multi-firing or aircraft mounted missiles since a flight computer that's not set as the primary cockpit does not return values of angle of attack/slip and calculating them is a hassle and adds more variables that you have to transfer and more points for failure/inconsistency.

  • Simple RWR 7 months ago

    @KmanSP Surface to Air Missile