@ThomasRoderick no this finding is indeed based on wetted area of an object, because i tested this with only fuselage blocks. In addition, wings do not change the drag value the game displays to you. This is pure parasite drag. The total parasite drag must be found and added up with the wing profile drag and induced drag, then be non-dimensionalised by dividing it with dynamic pressure and wing area, giving you the overall drag coefficient of the aircraft.
Looking back I also realized that the game seems to already take into account the wetted area of objects when it spits you the drag value, since in all my testing, even with different geometries, the value of 0.0010145 was consistent.
Thus the in game drag value is not the drag coefficient, rather the Drag coefficient times wetted area. The proper drag force experienced by your aircraft can still be calculated with the original equation in post.
@ThomasRoderick mk i thought abt it a little more
You are right in that the Drag is proportional to wetted area. Then the parasite drag force felt by the whole aircraft equation should be
‘D=ACd0.5rhov^2’
You are also right in the Cd is indeed dimensionless, so units on both side of the question must cancel out. The only way that would happen is if the equation is arranged as above (Force cancels Force, remember that the right side of the equation is basically dynamic pressure times area = force)
@ThomasRoderick The Coefficient of drag is indeed proportional to the wetted area of the plane. D in my equation is the drag Force felt by the airplane, which increases with airspeed
@Graingy
1. Drag coefficient is a non-dimensionalized coefficient to measure and compare drag. Aka it is independent of speed/altitude and thus u can directly compare this value between planes and designs
2. To my knowledge air density is modeled using an ideal standard day scenario and yes it decreases as u get higher in altitude
3. Yes air density affects jet engine performance heavily in simpleplanes. However I am not sure about how it affects prop engines.
4. Yes u would multiply the drag scale of the wing.
5. I don’t know what kind of scale would be realistic for the wing just yet cause i haven’t tested that. In addition drag produced by the wing IRL is heavily dependent on it’s shape and may differ wildly even at the same surface area.
6. Yes u can search it up in reference to an existing aircraft. You would want to search up Parasite drag coefficient and the symbol you should be looking for is Cd0. Then use the formula/relations above to find the in game drag value u should be shooting for.
Ladies and Gentlemen, I am very aware of the difficulties of using the targeting computer on mobile, specifically that the knobs are really hard to grab hold of. I do not have a solution for this other than to recommend you to play it on PC. This will be accounted for for my next project. I apologize for the inconvenience.
I sincerely appreciate all of your support despite the technical difficulties.
@llDeadboyll I suppose it was from a lack of understanding of how Ballistic missiles work and my general bias against anything to do with space at the time. I’ve since read some technical books and grew an interest in Ballistic Missiles, so I started to learn how they work and I started to tinker… and here we are 3 months later
@Monarchii I started to make Viper, the mech from Titanfall 2, but I'm not sure if I am willing to finish the frame by myself, as I am more interested in the funky trees and making it fly than anything
Hi @kismit, I love the funky trees implementations on this build and I think we may have a great collaboration opportunity with my funky trees weapon skills. I'd be happy to provide you with my weapons or build them for you to use on future versions of this plane. Let me know what you think!
@llDeadboyll mayhapes. There will certainly be tweaks that needs to be made but i see no reason why it should not work if u implement it properly. If u want me to help u further message me on discord.
@Ashdenpaw1 Not to my knowledge. The RIM-116 had to use rolling motion because of it's 1D passive radio wave seeker, used alongside it's IR seeker to better negate the effect of the sea deflecting IR signals. That said, this type of seeker probably does not provide too much benefits in an Air-To-Air use and thus rolling the missile is not required.
@localf15enjoyer yes but does it roll and track by FT?
Rolling-Airframe Missile isn’t an exclusive name to the RIM-116, but a type of missile flight control and that is what i am claiming to have achieved first.
@CorporalWojak Yes, but it's a little more complicated than drag and drop...
go inside the missile and find the flight computer, detach it and save it as sub-assembly
take the missile with the pylon and save it as sub-assembly
go to your new plane and attach the missile where u want
attach the corresponding flight computer to the missile, preferably inside and aligned with the center of the missile.
Copy in all of the variables from this plane
If you did these steps your missile should in theory work. It's a little bit of a process and kinda hard to explain without going into why you need to do each steps
@snaffi it rly is not that hard as an aerospace engineering student, but perhaps more difficult for people who do not have the proper background. And no there is not currently a guide on how to make such things; however i am considering creating one in the future.
hi @Monarchii, ik you have already mentioned that it's free to use above but I would like to let you know that I would like to modify this heli into an ai target. If you have an objection to this please let me know. Otherwise, it is a very well handling helicopter and I think it will make a very good basis for an ai program.
@llDeadboyll try flying the missile manually with pitch roll yaw and etc. If you can’t even fly the missile straight by urself the funky trees code is gonna have a hard time doing it
If that isn’t the problem then ur code is 100% the problem
@Ku or more specifically
the missile tracks the elevation of the target by aligning the pitch angle of the missile to a calculated pitch angle that will enable the missile to hit the target
if the missile is too low to the ground, the calculated pitch angle will simple become 0 and make the missile fly level, thus avoiding going into the water
Hi @Monarchii , do you think I can take over this project and see if I can make it work? I will credit you again for the missile design when it comes out
@Monarchii Where is it?
@ThomasRoderick no this finding is indeed based on wetted area of an object, because i tested this with only fuselage blocks. In addition, wings do not change the drag value the game displays to you. This is pure parasite drag. The total parasite drag must be found and added up with the wing profile drag and induced drag, then be non-dimensionalised by dividing it with dynamic pressure and wing area, giving you the overall drag coefficient of the aircraft.
+1@XEPOH It in fact, to some degree, does; it’s how physics work.
What kind of satisfactory result r u looking for?
+1Looking back I also realized that the game seems to already take into account the wetted area of objects when it spits you the drag value, since in all my testing, even with different geometries, the value of 0.0010145 was consistent.
Thus the in game drag value is not the drag coefficient, rather the Drag coefficient times wetted area. The proper drag force experienced by your aircraft can still be calculated with the original equation in post.
@ThomasRoderick mk i thought abt it a little more
You are right in that the Drag is proportional to wetted area. Then the parasite drag force felt by the whole aircraft equation should be
‘D=ACd0.5rhov^2’
You are also right in the Cd is indeed dimensionless, so units on both side of the question must cancel out. The only way that would happen is if the equation is arranged as above (Force cancels Force, remember that the right side of the equation is basically dynamic pressure times area = force)
@Ashdenpaw1 This was a known problem, as stated in the description.
+1@ThomasRoderick The Coefficient of drag is indeed proportional to the wetted area of the plane. D in my equation is the drag Force felt by the airplane, which increases with airspeed
@Graingy
1. Drag coefficient is a non-dimensionalized coefficient to measure and compare drag. Aka it is independent of speed/altitude and thus u can directly compare this value between planes and designs
2. To my knowledge air density is modeled using an ideal standard day scenario and yes it decreases as u get higher in altitude
3. Yes air density affects jet engine performance heavily in simpleplanes. However I am not sure about how it affects prop engines.
4. Yes u would multiply the drag scale of the wing.
5. I don’t know what kind of scale would be realistic for the wing just yet cause i haven’t tested that. In addition drag produced by the wing IRL is heavily dependent on it’s shape and may differ wildly even at the same surface area.
6. Yes u can search it up in reference to an existing aircraft. You would want to search up Parasite drag coefficient and the symbol you should be looking for is Cd0. Then use the formula/relations above to find the in game drag value u should be shooting for.
Ladies and Gentlemen, I am very aware of the difficulties of using the targeting computer on mobile, specifically that the knobs are really hard to grab hold of. I do not have a solution for this other than to recommend you to play it on PC. This will be accounted for for my next project. I apologize for the inconvenience.
I sincerely appreciate all of your support despite the technical difficulties.
@llDeadboyll I suppose it was from a lack of understanding of how Ballistic missiles work and my general bias against anything to do with space at the time. I’ve since read some technical books and grew an interest in Ballistic Missiles, so I started to learn how they work and I started to tinker… and here we are 3 months later
@VRCaPable no
@Freedomfans can you guys not just drag the knob left and right? That's how you do it on PC
@Petropavlovsk101 As far as I know it works anywhere
@IMCI wdym
+1@LTHank Drag the knob left and right
@MizeaO It may be more accurate if you set the Altitude to 0, but again I promised no type of precision accuracy to strike ships.
@XiaoPiao141 I never mentioned that it can detect missiles so no
+1@KSB24 I would like to apply for membership of the Anti-Gyroscope Association (AGA) as the deputy chairmen on account of my creations
+2@llDeadboyll my discord is kuatta4
@Sableric Absolutly, I'd love to help and teach what I've learned. Dm me on Discord kuatta4
@Monarchii I started to make Viper, the mech from Titanfall 2, but I'm not sure if I am willing to finish the frame by myself, as I am more interested in the funky trees and making it fly than anything
+1Hi @kismit, I love the funky trees implementations on this build and I think we may have a great collaboration opportunity with my funky trees weapon skills. I'd be happy to provide you with my weapons or build them for you to use on future versions of this plane. Let me know what you think!
Hey @Monarchii , would you be interested in helping me finish a mech project, since you clearly know how to build a mech better than myself?
T
@llDeadboyll mayhapes. There will certainly be tweaks that needs to be made but i see no reason why it should not work if u implement it properly. If u want me to help u further message me on discord.
@Lee77100 very much so. Try it out yourself!
@Ashdenpaw1 Not to my knowledge. The RIM-116 had to use rolling motion because of it's 1D passive radio wave seeker, used alongside it's IR seeker to better negate the effect of the sea deflecting IR signals. That said, this type of seeker probably does not provide too much benefits in an Air-To-Air use and thus rolling the missile is not required.
@Ashdenpaw1 In game this thing is able to target anything that can be targeted
IRL these are more like missile interceptors or point defense weapons
@localf15enjoyer yes but does it roll and track by FT?
Rolling-Airframe Missile isn’t an exclusive name to the RIM-116, but a type of missile flight control and that is what i am claiming to have achieved first.
@overlord5453 @TheMouse @Marulk @Graingy @Boeing727200F
As per my last email
@CorporalWojak you get them from the variables menu
And it depends. If you are only using 1 missile you are going to copy past in every variable that ends with SP1 AND TLAT TLONG and TALT!!!
If you are using both missiles then copy in everything
+1@CorporalWojak Yes, but it's a little more complicated than drag and drop...
go inside the missile and find the flight computer, detach it and save it as sub-assembly
take the missile with the pylon and save it as sub-assembly
go to your new plane and attach the missile where u want
attach the corresponding flight computer to the missile, preferably inside and aligned with the center of the missile.
Copy in all of the variables from this plane
If you did these steps your missile should in theory work. It's a little bit of a process and kinda hard to explain without going into why you need to do each steps
@Monarchii
@windshifter1 I would appreciate if you share the preset file with me! Find me on discord @kuatta4
Excellent screenshots! May I ask what reshade settings you use for these photos?
+1@snaffi it rly is not that hard as an aerospace engineering student, but perhaps more difficult for people who do not have the proper background. And no there is not currently a guide on how to make such things; however i am considering creating one in the future.
+1@MrCOPTY 500 lbs TNT equivalent produces 2.5 Mega Calories yes
Still no sugar though
+3hi @Monarchii, ik you have already mentioned that it's free to use above but I would like to let you know that I would like to modify this heli into an ai target. If you have an objection to this please let me know. Otherwise, it is a very well handling helicopter and I think it will make a very good basis for an ai program.
+1@Otana Hey remember when you asked me to finish the flight model of this thing? I finished it a while ago and you never got back to me on discord...
+2@Zillyguy2 yes it does; it is displayed as a SAM ping
will weapons be allowed to be added...
+1@liuzehao did u press the correct buttons?
And did u press the fireweapons button, even though it doesn’t light up?
@llDeadboyll try flying the missile manually with pitch roll yaw and etc. If you can’t even fly the missile straight by urself the funky trees code is gonna have a hard time doing it
If that isn’t the problem then ur code is 100% the problem
@Ku or more specifically
the missile tracks the elevation of the target by aligning the pitch angle of the missile to a calculated pitch angle that will enable the missile to hit the target
if the missile is too low to the ground, the calculated pitch angle will simple become 0 and make the missile fly level, thus avoiding going into the water
@llDeadboyll when the AltitudeAgl approaches sea level the missile levels out to avoid going in the water.
@OrangeConnor2 did the elevator completely not respond or did not respond in the way you wanted
If the elevator completely stop moving you may have a typo in the input
If it’s just not responding in the way you wanted, as I said, mess around with the number
@OrangeConnor2 Overload Pitch input
+1Too easy
+2In your pitch control, copy in this
Pitch-AngleOfAttack/100
mess around with the number at the end to get your desired result
Hi @Monarchii , do you think I can take over this project and see if I can make it work? I will credit you again for the missile design when it comes out