19.4k Ku Comments

  • FT Air-To-Air Missile, SRAAM 1.4 years ago

    @Tanglednebula19 What do you mean by that

    +1
  • FT Air-To-Air Missile, Aim-7M 1.5 years ago

    @SuperSuperTheSylph This problem is fixed from my Aim-9 P missiles and beyond where i came up with a better fuse code that would actually reliably self destruct the missile after it misses. This missile is not popular enough for me to re-release it with a new code just yet.

    +1
  • FT Air-To-Air Missile, Aim-7M 1.5 years ago

    @SuperSuperTheSylph Yes i am aware of this unfortunate problem xd

    +1
  • FT SAM, RIM-7 M 1.5 years ago

    @F8boa ofc it is possible, and yes you’d have to first disconnect all of the flight computers from the missile, save the launcher, then put it on ur own build, reconnect all the flight computers, and copy in the variables; not to mention this is over 600 parts by itself.

    +1
  • FT SAM, RIM-7 M 1.5 years ago

    @OkaNieba It essentially is XD

    +1
  • McDonnell Douglas F-4J Phantom II VF-301 1.5 years ago

    @RicardoACE BTW would you mind if I steal this Aim9 model and make it into an actual FT guided missile?

    +1
  • McDonnell Douglas F-4J Phantom II VF-301 1.5 years ago

    It seems the Aim9-H was planned to be a funky trees guided missile, what happened to it?

    Also nice to see my RWR on a build

    +1
  • Simple RWR 1.5 years ago

    @AshdenpawTG22 Yes; all ships move at 8 m/s if undisturbed.

    +1
  • Simple RWR 1.5 years ago

    @TheCommentaryGuy I normally use magnets but yes i can in the future

    +1
  • Simple RWR 1.5 years ago

    @Yish42 Trigonometry and Label magic

    +1
  • FT Air-To-Air Missile, Aim-7M 1.6 years ago

    @F8boa i am 90% sure I already know how to achieve what ur telling me with funky trees alone, however i am just busy with other projects right now but the idea is now on my radar and I will give it a shot one day.

    +1
  • FT Air-To-Air Missile, Aim-7M 1.6 years ago

    @F8boa if the default missile is directly attached to the missile shell and is then separated from the main flight computer/cockpit, then the flight properties would completely depend on the default missiles flight properties and would then be completely independent of the little engine, fins, drag, etc, which would then defeat the entire point of FT missiles.

    +1
  • FT Air-To-Air Missile, Aim-7M 1.6 years ago

    @F8boa The problem with that is that the AI will fire at the first chance they get without properly lining up the missile, waiting for the target to be in range, and etc. However, with proper activation parameters to the missile, it is not impossible to program the AI to only be allowed to fire the missile when it is determined that the missile can hit its target.

    I may investigate in this concept and release AI versions of these planes. However these missiles would be virtually impossible to dodge since they are usually highly maneuverable and impervious to countermeasures.

    +1
  • FT Air-To-Air Missile, Aim9-P 1.6 years ago

    @MagmaBlaster69 I believe if you just select the weapon by taping on it's name in the menu, even though it will say it's unavailable, it should still select it and you would then be able to fire it.

    +1
  • FT Guided Bomb KGB 3000 MK.1 1.6 years ago

    @Bezdadsds interesting idea...

    +1
  • We live, We love, We lie 1.8 years ago

    @SomeSPGuyWhoLikesLore magic

    +1
  • FT Air-To-Air Missile, Aim-7M 1.8 years ago

    @Dracul0Anderson Reach out to me on discord, user is kuatta4

    +1
  • FT Guided Bomb KGB 3000 MK.1 2.1 years ago

    @OrderlyHippo Very very interesting concept you had. Custom weapons are already far and few between and funky trees weapons are even rarer, I am glad to see that others share my interest too. It seems that your design was limited by the fact that you tried to use the in game default weapons as shells or frames instead of developing a new one from scratch. I think if you did that it would have been more easily controllable and allow you to do far more with your design.

    +1
  • FT Guided Bomb KGB 3000 MK.1 2.1 years ago

    @Quizels06 Ya about that
    It a lil bit of a process but i've simplified it as best i could but here are all the steps if you rly want to try it yourself
    1. Go inside the bomb and find the flight computer, copy down all the variable names, and then delete the flight computer
    2. Go into the variables menu, copy paste the following variable onto like a google doc or whatever: B1F1Con, B1RStab, B1F2Con, TLat, TLong, TAlt, MTD1, MTH1, MTE1, B1TTG, PControl1, YControl1, LaunchAuth, B1Launch, LH1, LA1, LT1
    3. Under the last three variables, LH1, LA1, LT1, there are also codes for priorities; you also need to copy that
    4. You can now take the centerline mounted bomb with it's detacher and save it as sub assembly and put it on your plane
    5. Re-copy all of the variables into the variables menu, Including the priorities for the last three variable!
    6. Put a flight computer somewhere on the bomb (make sure it is oriented the right way) and rename all of the variable outputs to what you have copied down from the original build
    7. After all that it should work

    +1
  • Graphing Calculator JI-84 4.2 years ago

    i'm using this to cheat my online exam

    +1
  • K-15 MK.4 Carpet Bomber 7.3 years ago

    Mobil version coming up

    +1
  • [FT ARM] AGM-88 HARM 19 hours 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.

  • [FT ARM] AGM-88 HARM 22 hours 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.

  • Spectacle MK.1 Targeting Pod 6 days ago

    @TritonAerospace expand on that…

  • Spectacle MK.1 Targeting Pod 7 days ago

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

  • Spectacle MK.1 Targeting Pod 10 days 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 AAM] Magic 2 16 days 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 16 days 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 16 days 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 17 days 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.

  • Spectacle MK.1 Targeting Pod one month ago

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

  • Spectacle MK.1 Targeting Pod one month ago

    @Thatmililitaryguy What do u mean by variable stack?

  • Simple RWR one month ago

    @kpfpz70m933 ya use it however u want

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

    @Yourlocalhuman no

  • F/A-18C 'Hornet' one month 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 one month 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.

  • [FT AAM] Magic 2 2 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 3 months ago

    @RicardoACE you have a discord?

  • [FT SAM] ST-1 Wayfarer 4 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.

  • Harpoon J 4 months ago

    @Unitedareospace21 Ok what do u need it to do

  • Harpoon J 4 months ago

    @Unitedareospace21 Alright what would u like help with on it

  • [FT AAM] Magic 2 4 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 4 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'' 4 months ago

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

  • [FT AAM] Magic 2 4 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 4 months ago

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

  • [FT AAM] Magic 2 4 months ago

    @Unitedareospace21 What specifically would you like help on?

  • Funky Trees Missile - KADM MK.4 5 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.