Build request: AT-802U Sky Warden
.
It looks like an easy build and I can’t find a good one on the site with decent part count. To make it truly recon/stealth, you can use the detacher method. Detach 1/2 or more parts than are connected to the main cockpit to “damage your aircraft” so ai do not recognize your presence.
@jamesPLANESii Did you further investigate about wing sweep and lift? I'm trying to see how to make the F-35B handle better at low airspeeds and I read, vortex lift contributes a lot to its high AoA capabilities. I'm not sure which wing construction method to use...I'm actually simulating it's slow flight mode too and wing lift is so weird UGH! I’m referencing a comment made by xiaofootball on your post about wings. Even considering wing construction like this plane’s rear stabilizers where the wing’s hingeDistance is 0 on 2 planes put together as one. Do smaller wings have slower stall speeds?
If lift on rear wing lift is larger than base value of lift authority, (a function of airspeed and lift) give it less authority.
No. If rear wing lift force greater than front engine nozzle force, adjust rear wing based off of pitch rates. This way the plane can’t flip due to unbalanced lift forces. Otherwise, maximize rear wing lift angle and rely on rear engine to add force via angling, not throttling, downwards, so that the sim of rear wing lift and engine’s angled thrust is equal to front engine‘s lift.
This way you maximize lift and speed at all times. Reducing thrust will auto point rear engine down after the plane slows down.
@AlbertanPlaneMaker You are right. A more realistic implementation would be building in the game world, similar to Trailmakers. Then other people could watch and chat with you as you build. It would cause others to have to “refresh” your build every time you move a part which is not good… perhaps build mode only renders things then play mode simulates physics bodies because physics bodies require more time to load in.
@AlbertanPlaneMaker Maybe the extra cockpit’s would require input mapping. For example Throttle2 as a variable and can be used as input for other things.
@Kendog84 Are you sure that detacher workaround won’t work? Maybe you are talking about something else. My old build, click me, uses Act7 to “damage itself” but if you add a missile somewhere it still works after Act7. The detacher method tells Simple Planes your aircraft is “damaged” when the number of parts being released is greater than or equal to the number of parts on the plane it’s detaching from
@Kendog84 If a plane is critically damaged, it can’t be targeted by ai. Like when you shoot down a plane and you can’t select it as a target anymore. Because you can’t select the target, the game doesn’t give you any target coordinates to work with. I don’t know how ai would fire anything at it
@rexzion YEEEEEEAS THIS IS EXACTLY WHAT IVE BEEN LOOKING FOR
@Kendog84 Very cool concept. I was heavily considering building something like this, but deemed the whole thing too complex and time consuming. Maybe, implementing rexion’s system will convince me otherwise
@WolfHunter9111 Yes. They could use the game’s built in weather system and add on to it. Heck, my biggest desire is for the wind to change dynamically like the weather!!!
@Kennneth Sour dough bread’s logic is based off building planes at the game’s default size. The game has become too complex for regular gamers tbh. And the scale tool is hard to use on complex builds that don’t work nicely with the tool
@Kendog84 That might give you a headache because of how much code it has lol. Start small and try making a plane fly straight
PID(
target
,
current
,
I think this value just multiplies your output value. It scales it all up or down otherwise known as PROPORTION.
,
this value says how much fluctuation can happen until any real adjustments are made basically a "room for error" value called INTEGRAL
,
how quickly over time it adjusts to meet target from current value which has the most effect when your "room for error" has run out called DERIVATIVE
)
PID(0, PitchAngle, 1,1,1) I think would work.
* Changing 0 to be Trim*90 will make it try to pitch the plane up or down up to 90 degrees wherever you move Trim slider.
* If you get a feedback loop and it pitches like nuts, make final DERIVATIVE value, 1, into 0.5 or some smaller amount. Usually it won’t need to be changed much.
* After that, I think you could even change PitchAngle to be PitchAngle+RollAngle and subtract RollAngle on the other wing.
It’s hard to find to a useful PID example so I hope this is good
@Kendog84 I don’t know how to set a desired altitude…but rate just tells you how fast the thing in parentheses changes. So rate(Altitude) tells you how fast a plane is moving up, some positive number, or down, some negative number. Ex: rate(Altitude)<0? 1: 0 turn on if plane is falling otherwise turn off. Or you could make that 0 into Trim * 500 so when Trim goes up to 1, your plane pitches up until it’s at 500 meters. Happy to help!
P.S. Altitude is always measured in meters
Edit: I guess I do know how lol
You could have it work with rate(Altitude) so it works at whatever altitude you are currently at. Also you should check out Lemoose’s builds. He has some fun and simple funky trees code in a lot of builds. That’s how I first learned
Honestly, large detonation ranges are pretty cool. Flares should detonate missiles like that in the game imo (just expand the missile’s detonation range). @AndrewGarrison
For the longest time I’ve been so frustrated no one has documented “lookBackTranslation!” I’ve been wanting to use it but didn’t know what it’s called!!! @SnoWFLakE0s
You should make a flock of these for people to spawn in their games. Imagine a bird strike lol. Scale this down a lot then attach a bunch of them together with freely spinning rotators in every direction with 0 collisions, so they kind of fly in unison. I bet it would get a ton of upvotes
Drag points really affect acceleration.
+1Build request: AT-802U Sky Warden
+1.
It looks like an easy build and I can’t find a good one on the site with decent part count. To make it truly recon/stealth, you can use the detacher method. Detach 1/2 or more parts than are connected to the main cockpit to “damage your aircraft” so ai do not recognize your presence.
Are drag points important when building, or do they contribute to realistic performance??? This has 298 dp's and seems very realistic...
+1@FarrowTECH It automatically flies to some coordinates and circles them :P
+150 upvotes for first?! How???
@jamesPLANESii Did you further investigate about wing sweep and lift? I'm trying to see how to make the F-35B handle better at low airspeeds and I read, vortex lift contributes a lot to its high AoA capabilities. I'm not sure which wing construction method to use...I'm actually simulating it's slow flight mode too and wing lift is so weird UGH! I’m referencing a comment made by xiaofootball on your post about wings. Even considering wing construction like this plane’s rear stabilizers where the wing’s hingeDistance is 0 on 2 planes put together as one. Do smaller wings have slower stall speeds?
+1@DatRoadTrainGuy19 I am only silver because I wanted to unlock the “update XML” feature lol. I think I might be a physics nerd…
If lift on rear wing lift is larger than base value of lift authority, (a function of airspeed and lift) give it less authority.
No. If rear wing lift force greater than front engine nozzle force, adjust rear wing based off of pitch rates. This way the plane can’t flip due to unbalanced lift forces. Otherwise, maximize rear wing lift angle and rely on rear engine to add force via angling, not throttling, downwards, so that the sim of rear wing lift and engine’s angled thrust is equal to front engine‘s lift.
This way you maximize lift and speed at all times. Reducing thrust will auto point rear engine down after the plane slows down.
@Zaineman Let's pretend I did.
Gnarly plane dude. Those spikes really enhance the flight model.
Burnout from building to much is so common in this game because the build process is so tedious
@ollielebananiaCFSP lol yeah that’s such a stupid simple solution
@AlbertanPlaneMaker You are right. A more realistic implementation would be building in the game world, similar to Trailmakers. Then other people could watch and chat with you as you build. It would cause others to have to “refresh” your build every time you move a part which is not good… perhaps build mode only renders things then play mode simulates physics bodies because physics bodies require more time to load in.
@AlbertanPlaneMaker Maybe the extra cockpit’s would require input mapping. For example Throttle2 as a variable and can be used as input for other things.
@MrCOPTY Why not?
+1@Kendog84 Are you sure that detacher workaround won’t work? Maybe you are talking about something else. My old build, click me, uses Act7 to “damage itself” but if you add a missile somewhere it still works after Act7. The detacher method tells Simple Planes your aircraft is “damaged” when the number of parts being released is greater than or equal to the number of parts on the plane it’s detaching from
@Kendog84 If a plane is critically damaged, it can’t be targeted by ai. Like when you shoot down a plane and you can’t select it as a target anymore. Because you can’t select the target, the game doesn’t give you any target coordinates to work with. I don’t know how ai would fire anything at it
@PlaneFlightX Cool thanks for the reply!
+2@rexzion YEEEEEEAS THIS IS EXACTLY WHAT IVE BEEN LOOKING FOR
+2@Kendog84 Very cool concept. I was heavily considering building something like this, but deemed the whole thing too complex and time consuming. Maybe, implementing rexion’s system will convince me otherwise
Is your waypoint system used to control autopilot? And can the code be re-used in vanilla SP? So much effort for 1 thing…
@Kendog84 I explained PID so incorrectly. Sorry lol just fixed it
@Lavilla yeah xml modding is against the challenge rules
+1@NOLONGERDEADNORALIVE Oh noooo! Did the mod say who they think you stole it from? Then u can ask that person to tell the mod it's original
@Suica You can scale a gun’s bullet size to be HUGE and its travel speed real slow. So you spam shoot and the missile blows up before it hits you.
@WolfHunter9111 Yes. They could use the game’s built in weather system and add on to it. Heck, my biggest desire is for the wind to change dynamically like the weather!!!
+2@Lake Yeah and AI can see through the clouds lol. Are planes able to lock on through clouds in the real world???
+2@Kennneth Sour dough bread’s logic is based off building planes at the game’s default size. The game has become too complex for regular gamers tbh. And the scale tool is hard to use on complex builds that don’t work nicely with the tool
Can they fly like this? Click me and put tiny bombs on them. Loool
+1@Kendog84 That might give you a headache because of how much code it has lol. Start small and try making a plane fly straight
PID(
target
,
current
,
I think this value just multiplies your output value. It scales it all up or down otherwise known as PROPORTION.
,
this value says how much fluctuation can happen until any real adjustments are made basically a "room for error" value called INTEGRAL
,
how quickly over time it adjusts to meet target from current value which has the most effect when your "room for error" has run out called DERIVATIVE
)
PID(0, PitchAngle, 1,1,1) I think would work.
* Changing 0 to be Trim*90 will make it try to pitch the plane up or down up to 90 degrees wherever you move Trim slider.
* If you get a feedback loop and it pitches like nuts, make final DERIVATIVE value, 1, into 0.5 or some smaller amount. Usually it won’t need to be changed much.
* After that, I think you could even change PitchAngle to be PitchAngle+RollAngle and subtract RollAngle on the other wing.
It’s hard to find to a useful PID example so I hope this is good
@Kendog84 I don’t know how to set a desired altitude…but rate just tells you how fast the thing in parentheses changes. So rate(Altitude) tells you how fast a plane is moving up, some positive number, or down, some negative number. Ex: rate(Altitude)<0? 1: 0 turn on if plane is falling otherwise turn off. Or you could make that 0 into Trim * 500 so when Trim goes up to 1, your plane pitches up until it’s at 500 meters. Happy to help!
P.S. Altitude is always measured in meters
Edit: I guess I do know how lol
If you want to use the camera look for the bomb’s flight you should us PID controllers. Snowflake’s funky trees guide is helpful for that
You could have it work with rate(Altitude) so it works at whatever altitude you are currently at. Also you should check out Lemoose’s builds. He has some fun and simple funky trees code in a lot of builds. That’s how I first learned
+1Honestly, large detonation ranges are pretty cool. Flares should detonate missiles like that in the game imo (just expand the missile’s detonation range). @AndrewGarrison
+1For the longest time I’ve been so frustrated no one has documented “lookBackTranslation!” I’ve been wanting to use it but didn’t know what it’s called!!! @SnoWFLakE0s
+1You should make a flock of these for people to spawn in their games. Imagine a bird strike lol. Scale this down a lot then attach a bunch of them together with freely spinning rotators in every direction with 0 collisions, so they kind of fly in unison. I bet it would get a ton of upvotes
@IAlsoBuildPlane I told him if he made a good F-35B with low part count I’d program it to fly good because I don’t know how to build bodies like this
+1Don’t think I’ve forgotten about programming this build. I’ll make it unlisted and tag you when it’s done (or mostly done)
I love how this is getting so big that fewer and fewer people can actually build on it due to part count lol
Why did you remove your race car post? The Aston Martin F1. I thought it looked amazing. It was in my favorites
Using pixel art for the cabin is such a good idea
+1WILSOOOON!
FINALLY. A HIGH RES RUNWAY. can you make high res air next?
@Kendog84 cool. If you have questions I’ll gladly share what I know
+1@ReinMcDeer I’m a fan of its stylized look
+1@IndesterSion Thanks. I have and have been working my own custom weapon
+1But…but it’s all Ohio
+2Top Gun 2 vibes
@CaptainCommunist I'm building that
Hippo approved ✅
+1You removed your Ultra R7 Inspire plane. :( I’d guess this is that plane and ur rebuilding it