@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.
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
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
@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
The wheels in this game work very weirdly in that if you use Brake, it will brake every wheel on the plane no matter what and you can't change that. What I'd do is install two car engines and connect a wheel to each one. Then you are going to make a funky trees code for each engine to activate and stop the wheel's RPM on command. For example, if I'm yawing left, the code would activate the left wheel/engine and the engine would trying and make the RPM of the left wheel 0, thus achieving braking.
I've found that this is very useful in making parking brakes as well
@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.
@KmanSP Surface to Air Missile
@Monarchii Where is it?
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
@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
@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.
@llDeadboyll my discord is kuatta4
@Sableric Absolutly, I'd love to help and teach what I've learned. Dm me on Discord kuatta4
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!
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 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
@Zillyguy2 yes it does; it is displayed as a SAM ping
@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
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
@Otana absolutely
Talk to me on discord @kuatta4
@SatanIsMyPookie999 crazy
This looks awsome btw
I can test and make screenshots
The wheels in this game work very weirdly in that if you use Brake, it will brake every wheel on the plane no matter what and you can't change that. What I'd do is install two car engines and connect a wheel to each one. Then you are going to make a funky trees code for each engine to activate and stop the wheel's RPM on command. For example, if I'm yawing left, the code would activate the left wheel/engine and the engine would trying and make the RPM of the left wheel 0, thus achieving braking.
I've found that this is very useful in making parking brakes as well
Ultra
@FlyingPatriot Hey I have a quick ask could you upload the map of the map again? The link said that the image is no longer available
As a funky-trees purist:
b
c
I would love to see an AI helicopter that I can use as target practice
@FlyingPatriot Give it some time perhapes.
I personally love the map though! It would be even better if I had AI to shoot at
@Tingly06822 I see, thanks for the heads up! updating the XML now.
@Alternation Perhaps; again I did not originally make the airframe.
@Monarchii
T
@Lorenzexe I will be re-making this missile in the near future with an attached installation guide. However, if you must know now: