@hpgbproductions okay maybe I’m just an idiot but am I supposed to copy paste this whole thing into the “input” section? I tried that as well as removing and adding certain parts and it doesn’t seem to make it do anything, even just the AngleOfAttack>2.5 doesn’t do anything. When I lower the number to anything below 1, then it will activate but only when pulling negative AoA and if I reverse the sign to <, it only deactivated when in negative AoA. I feel like this doesn’t make sense for the input command with my limited knowledge of funkytrees. Sorry if I’m a bother with this but its really got me confused hahaha and I’m not the best with funkytrees as you can probably tell
@Yourlocalhuman yeah pretty much. Wasn’t really what I was hoping it would go for since it was supposed to be a light bomber but let’s see how it ends up. Since it’s SP the flight characteristics are very easily changeable despite how the plane will be built but I’ll make two versions. One where I don’t use any FT parts and drag reduction and another where I do to make it fly how I think it really would
Hmm this seems to only either make it activate whenever its positive or if its negative. If i wanted it to activate only after 2.5 degrees of angle of attack, what would i type in? @hpgbproductions
Thanks for the reply. That is my issue though. I don’t really understand how FT works even though I do have a slight grasp on it and I can’t seem to find anything in the forum posts instructing on how to use FT that would make air breaks activate only after a specific AoA. I want it to work kind of like how you can make an engine activate only after 95% throttle but instead make it an air break and instead of throttle, make it AoA. If you can help anymore with making the FT formula for that, I would greatly appreciate it :) @hpgbproductions
@DaDerpachu123 I find that wiki articles often disagree with other sources or even themselves so it’s a little frustrating. The best is if it’s written in the pilot manual and if the document is in English but that’s often not the case
Fantastic flight model! Making a plane fly somewhat realistically for AI is really pretty simple and doesn’t require that much more effort. You did an excellent job here! I’m definitely going to be saving this to use as a dogfighting opponent for my 1950s jets.
@Bigbuster23 oh man that takes really long. I spend many many hours building a plane so I don’t think it would be helpful. I change a lot over time too. Take apart one of my earlier builds to see how they work. The MiG-21 I built is fairly simple but still looks good
@Bigbuster23 if you need some tips feel free to ask. It also helps to take apart other peoples builds and see how they made their aircraft. Look in the XML files of certain parts to see drag points and the power multiplication on engines. Hope that helps :)
@SimplyWorking it’s pretty simple to do. These early jets didn’t handle too great. If you see any trainer MiG-15s flying at an airshow, you’ll see they actually handle very heavy. Awesome aircraft to watch at airshows
This is almost perfect! It looks great and almost flies perfectly. If you made the drag points (with wheels removed) 1250 and make the engine power 0.175-0.2, it would act very realistically in how it performs, mainly in acceleration and max speed. Awesome build
Very very nice build! I love the style of the wings especially and the aircraft as a whole. It flies pretty nice too. Some detailing on the wings and fuselage would be a fantastic addition to it to make it very visually appealing. Also maybe reducing the power for the engines and removing the exhaust to make it look more realistic. The plane will go almost just as fast but will take longer to accelerate. Cant wait to see more of your work
@SilexPT yeah take it down. Against the rules and no one likes to see it. It’s just annoying for everyone else and you’re just stealing content from someone else. Kinda sad when you think about it
@Novaxomix I’d say you’re probably not. The number 30 is just an arbitrary score they gave. A plane doesn’t explode after just a couple rounds of .50 going through a non-essential part of the fuselage or wing, especially with no fuel in it. The consensus seems to be that .50 damage is around 5 damage points in this game. In real life, it could take dozens or even hundreds of .303 rounds to shoot down a small to medium size enemy aircraft and .303 has similar ballistic capabilities to .308 in terms of velocity and energy. The 30 damage seems to be more similar to 20mm Hispano. There is also a calculation which many have done to make realistic gun damage models and depending on who you ask, the damage for a .50 should be between 4-10
@jamesPLANESii ahhh that kinda makes sense. One thing that I have noticed though is that when I use four T2000 engines instead of my custom 250+ part custom engines on my plane, it does make the frame rate way better
This is really excellent! You made it look real good but also fly fairly realistically which is pretty rare to see. Very nicely done. A couple small changes I would make is to increase the roll rate, lower the drag while decreasing the engine thrust to give it a more realistic acceleration rate, and maybe add a few air breaks that open when you pull a high AoA so that the aircraft decreases in speed when pulling 9gs instead of still gaining speed. Amazing build overall
@SILVERPANZER sorry what do you mean by FT? Also why do builds that are based on the same basic craft have different FPS performance after adding hundreds of cosmetic detailing parts in that case?
@IceCraftGaming really? I feel like they don’t considering that each individual part can still come apart if the plane gets damaged or crashes. Also since my device gets a lot more laggy when I go from an aircraft with hundreds of parts to above a thousand, even if it’s just cosmetics that have been added
@jamesPLANESii yeah that I understand but I meant it more for the purpose of reducing total part count so that a detailed engine made up of hundreds of parts will only be recognised as one, thus lowering total part count and increasing fps and overall performance on the device used to run the game. The other useful part of this is that, especially when mirroring a complex part only used for detailing, no strange part connections are accidentally established which I’ve noticed sometimes occurs when mirroring complex wings. Does that explain it better?
@Kangy I’ll take a look at it! And if I remember correctly, your builds were pretty neat before too!
Q: How much roll rate do you want?
A: Yes
Also why have the landing gear at the back? Just makes takeoff longer
@hpgbproductions okay maybe I’m just an idiot but am I supposed to copy paste this whole thing into the “input” section? I tried that as well as removing and adding certain parts and it doesn’t seem to make it do anything, even just the AngleOfAttack>2.5 doesn’t do anything. When I lower the number to anything below 1, then it will activate but only when pulling negative AoA and if I reverse the sign to <, it only deactivated when in negative AoA. I feel like this doesn’t make sense for the input command with my limited knowledge of funkytrees. Sorry if I’m a bother with this but its really got me confused hahaha and I’m not the best with funkytrees as you can probably tell
@Yourlocalhuman yeah pretty much. Wasn’t really what I was hoping it would go for since it was supposed to be a light bomber but let’s see how it ends up. Since it’s SP the flight characteristics are very easily changeable despite how the plane will be built but I’ll make two versions. One where I don’t use any FT parts and drag reduction and another where I do to make it fly how I think it really would
Really cool! Was disappointed than 1 didn’t actually remove an AoA limiter but, nevertheless, awesome build
Hmm this seems to only either make it activate whenever its positive or if its negative. If i wanted it to activate only after 2.5 degrees of angle of attack, what would i type in? @hpgbproductions
You got it @Nerfaddict
With the landing gear, I feel like it should be called the “Lowrider”
@100 T?
@Michiganstatepolice like how it’s done in that soon to be released game flyout you mean? That would be perfect
Thanks so much! I will try this out now @hpgbproductions
Thanks for the reply. That is my issue though. I don’t really understand how FT works even though I do have a slight grasp on it and I can’t seem to find anything in the forum posts instructing on how to use FT that would make air breaks activate only after a specific AoA. I want it to work kind of like how you can make an engine activate only after 95% throttle but instead make it an air break and instead of throttle, make it AoA. If you can help anymore with making the FT formula for that, I would greatly appreciate it :) @hpgbproductions
Did you ever find a good way to do this? @Amirabadi
Wait is this the correct thing to copy and paste into the label part?
VerticalG > floor ( 06100306 / 1000000 ) ? ( Gfun >= 275 ? 275 : Gfun + VerticalG / floor ( 06100306 / 10000 -floor ( 06100306 / 1000000 ) * 100 ) ) : ( VerticalG > -floor ( 06100306 / 100 -floor ( 06100306 / 10000 ) * 100 ) ? ( ( Gfun < -5 ) | ( Gfun > 5 ) ? ( Gfun > 200 ? Gfun * 0.999 : Gfun * 0.99 ) : 0 ) : ( Gfun <= -275 ? -275 : Gfun + VerticalG / ( 06100306 -floor ( 06100306 / 100 ) * 100 ) )
If something is wrong, can someone help me out with fixing it? Thanks!
The label that says speed in mph is incorrect. Its indicated air speed in Knots
@RamboJutter I thought he left SP years ago? Is he still around?
@RamboJutter do you know if there’s a way to make it that the input code only starts moving the air break after 2.5 degrees AoA?
@DaDerpachu123 I find that wiki articles often disagree with other sources or even themselves so it’s a little frustrating. The best is if it’s written in the pilot manual and if the document is in English but that’s often not the case
Very very nice
@Kittyhawk208 now i gotta somehow find which of the various instantaneous and sustained turn rates is correct for this aircraft
Fantastic flight model! Making a plane fly somewhat realistically for AI is really pretty simple and doesn’t require that much more effort. You did an excellent job here! I’m definitely going to be saving this to use as a dogfighting opponent for my 1950s jets.
@Kittyhawk208 true. I didn’t think about that
I love this style of making wings. Excellent job!
@Bigbuster23 oh man that takes really long. I spend many many hours building a plane so I don’t think it would be helpful. I change a lot over time too. Take apart one of my earlier builds to see how they work. The MiG-21 I built is fairly simple but still looks good
@Bigbuster23 if you need some tips feel free to ask. It also helps to take apart other peoples builds and see how they made their aircraft. Look in the XML files of certain parts to see drag points and the power multiplication on engines. Hope that helps :)
Didn’t realise there were still clouds 1/5th of the way to the moon
Pretty cool! I have a feeling you’d like SimpleRockets2 (now called Juno new origins). Rocket game also by Jundroo which you can play on your phone
If you put the exhausts closer to the back, it will fly better and you won’t need the gyro :)
Hey Adam
@SimplyWorking nice! I wish I had an aviation museum near where I lived. Lucky you
@SimplyWorking it’s pretty simple to do. These early jets didn’t handle too great. If you see any trainer MiG-15s flying at an airshow, you’ll see they actually handle very heavy. Awesome aircraft to watch at airshows
This is almost perfect! It looks great and almost flies perfectly. If you made the drag points (with wheels removed) 1250 and make the engine power 0.175-0.2, it would act very realistically in how it performs, mainly in acceleration and max speed. Awesome build
Hmm my fps isn’t too hot when i run two of these on my low quality Q300
Very very nice build! I love the style of the wings especially and the aircraft as a whole. It flies pretty nice too. Some detailing on the wings and fuselage would be a fantastic addition to it to make it very visually appealing. Also maybe reducing the power for the engines and removing the exhaust to make it look more realistic. The plane will go almost just as fast but will take longer to accelerate. Cant wait to see more of your work
This is interesting. Would love to join but I don’t think I’ll be able to do it in four days
@Novaxomix yeah exactly. Would be cool if you could add armour to fuselage blocks and that would increase the weight for tanks too
@SilexPT yeah take it down. Against the rules and no one likes to see it. It’s just annoying for everyone else and you’re just stealing content from someone else. Kinda sad when you think about it
Torque would be awesome for prop engines too. Would have to be more carful on the throttle @Destroyer08
So you just downloaded and reposted someone else’s aircraft?
@Mechboy9000 I see!
Mexicana
@Dathcha welp. Time to make a machine gun that fires missiles then
@Novaxomix I’d say you’re probably not. The number 30 is just an arbitrary score they gave. A plane doesn’t explode after just a couple rounds of .50 going through a non-essential part of the fuselage or wing, especially with no fuel in it. The consensus seems to be that .50 damage is around 5 damage points in this game. In real life, it could take dozens or even hundreds of .303 rounds to shoot down a small to medium size enemy aircraft and .303 has similar ballistic capabilities to .308 in terms of velocity and energy. The 30 damage seems to be more similar to 20mm Hispano. There is also a calculation which many have done to make realistic gun damage models and depending on who you ask, the damage for a .50 should be between 4-10
@Novaxomix I think a .50 cal does something like 5 damage and these do 30. They’re way stronger
@jamesPLANESii ahhh that kinda makes sense. One thing that I have noticed though is that when I use four T2000 engines instead of my custom 250+ part custom engines on my plane, it does make the frame rate way better
This is really excellent! You made it look real good but also fly fairly realistically which is pretty rare to see. Very nicely done. A couple small changes I would make is to increase the roll rate, lower the drag while decreasing the engine thrust to give it a more realistic acceleration rate, and maybe add a few air breaks that open when you pull a high AoA so that the aircraft decreases in speed when pulling 9gs instead of still gaining speed. Amazing build overall
@SILVERPANZER ohhh right. But what does that have to do with the performance cost of high part counts?
@SILVERPANZER sorry what do you mean by FT? Also why do builds that are based on the same basic craft have different FPS performance after adding hundreds of cosmetic detailing parts in that case?
@IceCraftGaming really? I feel like they don’t considering that each individual part can still come apart if the plane gets damaged or crashes. Also since my device gets a lot more laggy when I go from an aircraft with hundreds of parts to above a thousand, even if it’s just cosmetics that have been added
@jamesPLANESii yeah that I understand but I meant it more for the purpose of reducing total part count so that a detailed engine made up of hundreds of parts will only be recognised as one, thus lowering total part count and increasing fps and overall performance on the device used to run the game. The other useful part of this is that, especially when mirroring a complex part only used for detailing, no strange part connections are accidentally established which I’ve noticed sometimes occurs when mirroring complex wings. Does that explain it better?