19.9k Ku Comments

  • [PEA] Mil Mi-8TV 7 months ago

    @Monarchii Where is it?

  • Drag Coefficient 8 months ago

    @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
  • Drag Coefficient 8 months ago

    @XEPOH It in fact, to some degree, does; it’s how physics work.

    What kind of satisfactory result r u looking for?

    +1
  • Drag Coefficient 8 months ago

    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.

  • Drag Coefficient 8 months ago

    @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)

  • [FT BM] Funky Trees Ballistic Missile 8 months ago

    @Ashdenpaw1 This was a known problem, as stated in the description.

    +1
  • Drag Coefficient 8 months ago

    @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

  • Drag Coefficient 8 months ago

    @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.

  • [FT BM] Funky Trees Ballistic Missile 8 months ago

    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.

  • [FT BM] Funky Trees Ballistic Missile 8 months ago

    @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

  • [FT BM] Funky Trees Ballistic Missile 8 months ago

    @VRCaPable no

  • [FT BM] Funky Trees Ballistic Missile 8 months ago

    @Freedomfans can you guys not just drag the knob left and right? That's how you do it on PC

  • [FT BM] Funky Trees Ballistic Missile 8 months ago

    @Petropavlovsk101 As far as I know it works anywhere

  • [FT BM] Funky Trees Ballistic Missile 8 months ago

    @IMCI wdym

    +1
  • [FT BM] Funky Trees Ballistic Missile 8 months ago

    @LTHank Drag the knob left and right

  • [FT BM] Funky Trees Ballistic Missile 8 months ago

    @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.

  • Simple RWR 8 months ago

    @XiaoPiao141 I never mentioned that it can detect missiles so no

    +1
  • The Sky Thief 8 months ago

    @KSB24 I would like to apply for membership of the Anti-Gyroscope Association (AGA) as the deputy chairmen on account of my creations

    +2
  • [AI Heli] Mi-2 9 months ago

    @llDeadboyll my discord is kuatta4

  • FT Guided Bomb KGB 3000 MK.1 9 months ago

    @Sableric Absolutly, I'd love to help and teach what I've learned. Dm me on Discord kuatta4

  • Mech_Frame_01 9 months ago

    @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

    +1
  • F-16C 'Fighting Falcon' 9 months ago

    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!

  • Mech_Frame_01 9 months ago

    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?

  • Mil-Mi8 carrier landing 9 months ago

    T

  • [AI Heli] Mi-2 9 months ago

    @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.

  • [FT SAM] RIM-116 Rolling-Airframe Missile 10 months ago

    @Lee77100 very much so. Try it out yourself!

  • [FT SAM] RIM-116 Rolling-Airframe Missile 10 months ago

    @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.

  • [FT SAM] RIM-116 Rolling-Airframe Missile 10 months ago

    @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

  • [FT SAM] RIM-116 Rolling-Airframe Missile 10 months ago

    @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.

  • [FT SAM] RIM-116 Rolling-Airframe Missile 10 months ago

    @overlord5453 @TheMouse @Marulk @Graingy @Boeing727200F

  • [ Misc. ] Reaction Image. 10 months ago

    As per my last email

  • [FT AAM] Spear MK.1 10 months ago

    @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
  • [FT AAM] Spear MK.1 10 months ago

    @CorporalWojak Yes, but it's a little more complicated than drag and drop...

    1. go inside the missile and find the flight computer, detach it and save it as sub-assembly

    2. take the missile with the pylon and save it as sub-assembly

    3. go to your new plane and attach the missile where u want

    4. attach the corresponding flight computer to the missile, preferably inside and aligned with the center of the missile.

    5. 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

  • [AI Heli] Mi-2 10 months ago

    @Monarchii

  • Pagani Utopia 10 months ago

    @windshifter1 I would appreciate if you share the preset file with me! Find me on discord @kuatta4

  • Pagani Utopia 10 months ago

    Excellent screenshots! May I ask what reshade settings you use for these photos?

    +1
  • FT Guided Bomb KGB 3000 MK.1 10 months ago

    @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
  • [FT AAM] Aim-9M(onster) 11 months ago

    @MrCOPTY 500 lbs TNT equivalent produces 2.5 Mega Calories yes

    Still no sugar though

    +3
  • [PEA] Mil Mi-2URN "Zmija" 11 months ago

    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.

    +1
  • FA-51 Nemesis 11 months ago

    @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
  • Simple RWR 11 months ago

    @Zillyguy2 yes it does; it is displayed as a SAM ping

  • Retro Pickups Challenge [CLOSED] 11 months ago

    will weapons be allowed to be added...

    +1
  • Okratovsk-5 one year ago

    @liuzehao did u press the correct buttons?
    And did u press the fireweapons button, even though it doesn’t light up?

  • [FT AAM] Spear MK.1 one year ago

    @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

  • [FT AAM] Spear MK.1 1.1 years ago

    @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

  • [FT AAM] Spear MK.1 1.1 years ago

    @llDeadboyll when the AltitudeAgl approaches sea level the missile levels out to avoid going in the water.

  • Is there a remotely simple way to get a rotator to respond to angle of attack? 1.1 years ago

    @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

  • Is there a remotely simple way to get a rotator to respond to angle of attack? 1.1 years ago

    @OrangeConnor2 Overload Pitch input

    +1
  • Is there a remotely simple way to get a rotator to respond to angle of attack? 1.1 years ago

    Too easy
    In your pitch control, copy in this
    Pitch-AngleOfAttack/100
    mess around with the number at the end to get your desired result

    +2
  • [SCRAPPED][ MSL ] THAAD - Terminal High-Altitude Area Defense 1.2 years ago

    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