Greetings, dear developers! Is it possible for you to fix the mirror tool so it could always mirror all the part connections evenly? It fails to do that on a regular basis, especially if tasked to mirror the parts that are interlapping/very close to each other/have many connections/rotated to certain degree at certain axis. This failure oftenly results in undesired drag asymmetry, moving parts malfunction, and parts falling out in flight. Reconnecting the parts manually can be a pain in the butt if there's more than 400-600 parts.
@AndrewGarrison
@PhilipTarpley
@GuyFolk Ah, sorry for being a bit rude and unclear in that comment. I mean, that time i've only used afterburner for initial climbing and acceleration up to 12 km alt and 1300 km/h TAS, then i flew and accelerated without it, at 94% throttle, as intended.
@GuyFolk Understood, and thanks for your answer. I tested it a second time, and successfully acquired supercruise of 1700km/h TAS at 14km, after accelerating the plane with AB. By the way, i'm making an X-44 MANTA with thrust vectoring inputs that are tightly based on your "Mister Blue Revenge" Wyvern. Soon I'll post that in unlisted and tag you. Maybe 14th or 15th, i hope...
Seems like you've forgot about the supercruise capability of mach 1.8 at high altitude. This plane of yours can barely make 750 km/h at 13.2 km with throttle set at 94%. Yes, that was TAS, and not an IAS. Since the IAS was quite low, your Raptor prove itself to be smart and automatically held the flaps down. Your rotator inputs are unsurpassed in easyness of control, but for the engines i suggest you to use something like 《Throttle+((clamp(Altitude/10000, 0, 1.8))*Throttle)》 It is because the game tends to gradually reduce input of engines of the plane with altitude if it's weight is bigger the certain unknown number. You can survey that if you use units mod. Again, game reduces the input, not engine power itself. You can prove it by using units mod which shows fuel consumption. And it does so without any funky things involved. So, one have to counter that with things like one i proposed here.
@Jhovin Read that very big comment of mine there where i respond to ThomasRoderick. There is an explanation. Essentially, there's three variants:
1-use plane with less parts/reduce the number of JASSMs on your plane.
2-If your money are not a concern for you, buy'n'try more powerful computer/smartphone.
3-try to ventilate your room to provide a bit cooler environment for your computer/smartphone,
Also, can ye provide me plane to which you attach my missile? Provide the link here in comments or post in unlisted and tag me.
Greetings! Sorry for possibly stupid quiestion, but why does it have almost four times more drag points than previous version? Is it because drop tanks combined with this big cruise missile and/or intentionally updragged landing gear?
First thing to fix there are the size and weight, which are too damn huge, especilly if you want to use that thing from an aircraft. 5 tons of weight is like an entire F-5 fighter jet, while 7.5 meters of length are even larger than AGM-86 ALCM. Here's the real dimensions of this missile: https://man.fas.org/dod-101/sys/smart/agm-88.htm
@ThomasRoderick Dat was a faulty maintenance - i completely lost all my planes and non-plane vehicles along with a game itself... recovery programs didn't found them. One more reason for me to hate this world. I reinstalled the things and started the game from scratch again.
Greetings! Good aircraft, but how about to make something that controls and maintains it's yaw stability by yaw-axis thrust vectoring only? Of course, i suggest to use some long structural wings to simulate the aerodynamic stabilizing effect of the fuselage and engine nacelles.
@ThomasRoderick About the rotators, you should just use the Designersuite, and connect the smaller ends of rotators to a smaller upper end of a missile's detacher. Of course, you better do this after you attach something(pylon/small fuselage block) to that detacher, so you can attach the missile in future. When you launch the missile, the detacher disconnects everything that has been connected to it's upper end, thus freeing the rotators to unfold the wings and tail. The good side of it - you don't need ammo-based funky inputs. But there's also downsides: first, the base game doesn't respects that connection, so those connections will be lost if you mirror the missile, so you'll have to connect them again - as you see, I left the rotators to be exposed; second - this know-how might cease to work properly, if the aircraft has too much parts for your device: for my old and frail laptop the limit is somewhere near 600 parts, for you this limit will be higher. In case of that bug, the missile launches correctly, but detacher "forgets" to "free" the rotators, otherwise it's still fine to use. Also, the small rotators seem to be a bit more reliable for that compared to a hinges. Here's the original solution @ChrisPy What about the gyro - i borrowed that from this cruise missile, and here's the purpose of it: when turning, the fuselage of the missile begins to rotate around the missile itself from overloads, as missile steers itself to the target. Also, it makes the missile a bit more comfortable to use at lower launch speeds. Also, i strongly disagree with you about warhead sizes, but my laptop is at maintenance now, so I'll adress that later with some proofs.
@ThomasRoderick Greetings! Would you like to check my AGM-158 JASSM replica, if you don't mind? I'm asking for some constructive critique of it. Missile itself
@RicardoAs1515
@ThomasRoderick, thank him for his tutorial about auto-lock missiles.
https://www.simpleplanes.com/Forums/View/1264990/Auto-lock-missiles-and-how-to-make-them
@DwiAngkasaAeronautics thanks for missile gyroscope.
Greetings! Sorry for bothering, but can you make that turret to rotate for only 0.5-5 degrees upwards and 30-45 degrees down? I'd like to make some moderately realistic gun pods and turrets, similar to those steerable gun pods of USSR. Also, I'd like to know what numbers to change for vertical/horizontal parallax dependent on position of a gun relative to cockpit, because those pods may be positioned somewhere under the fuselage, or on the underwing hardpoints as well.
@edensk Hmm... i have the weapons on activation group "all". Or you mean, i should type ammo(“MunitionName”)<x in the activation group of the turbojet? Also, sorry for not publishing the proof in time, I left my laptop with SP on my dacha near Academgorodok, I'll reach for it tomorrow.
@edensk Whoops, seems like ceil(1.75-sum(clamp01(ammo(“MunitionName”)<x))) doesn't work as expected: It just activates the jet engine from the start of the level forever without shutting it down. I'll publish proof build in the unlisted if you'll answer...
Greetings! I apologize in advance for possibly newbie question. How do i make a jet engine to work for a strictly limited time(0.5-10 seconds) after activation by certain conditions? I could possibly search the answer from your Funky Trees site, but it happens to be disabled by now. I am already know how to utilize ‘ammo(“MunitionName”)<x’ input, but I don't know how to make it work for a precisely limited amount of time of, let's say, 1.75 seconds and then deactivate/shut down after those 1.75 seconds of work. https://www.simpleplanes.com/Forums/View/1422450 Here's the link to the question on forum, respond there if you want.
I've tried to find such property in the XMl through Notepad++, but seems like it does not exist... So, only way to see the launch sequence is to manually look at the launching order of them, right?
Greetings! Sorry for a possibly dumb question, but how do i find out the launching sequence of bombs, if i have multiple of them on my aircraft? It is necessary for unfolding the fins of bombs, since inputs of those rotators are linked to the ammo count. Also, i strongly suggest to increase the massscale of a missile to 1.5 to give it proper accuracy, and explosionscale of it should be approximately 2.5-3. MaxHeadingAngleAdjustmentRate better to be decreased to 100 from your 1000. And it will be good to increase the massscale of that straight-angled hollow fuselage to a number of 15-20, since with massscale of 1 it weights nothing. Thus, the weight of bomb will be cloalser to IRL.
Greetings! Is it possible to make both limiters work simultaneously and with equal authority?
I mean, i'd like to see an AoA limiter that starts working at TAS/IAS of 2-5(Because at zero speed AoA is defined randomly), or/and may be de/activated through AG, while the G-limiter is constantly engaged. I'll post my test-bed aircraft in unlisted for testing it and tag you, if you answer positively.
Hmm, looks awesome, but why not use GE's F-414 from F/A-18 E/F? I think it's compact, cost-efficient and maintainable enough. Oh, they also making an F-414 EPE which churns out up to 12 tons of thrust from a single engine. https://www.geaviation.com/sites/default/files/datasheet-F414-Enhanced.pdf
Greetings. Does the funky stabilator input on this plane starts to decrease pitching input straight up from zero speed? Is it possible to make them begin decreasing input starting from a certain airspeed? I mean like, rotator/engine retains it's max input when my TAS is lower than 110 m/s, and starts to decrease the input from that speed. Sorry if my questions are just annoying.
Maybe you should increase it's hidden horizontal surfaces to 130-150 square meters to decrease stall speeds to IRL numbers? I'm saying that because all the "real" bush planes in our site have their "wing loading" at 10-30 kilograms per square meter.
@Gestour So, only test'n'reconnect manually? So be it, good thing I constantly use designersuite.
@MrSilverWolf "Individual" mirroring tool suffers those issues as well.
Why didn't you name it after a flower, like the rest of cold war/modern soviet/russian artillery?
+1@WNP78
Wut? Why are you banned again? Is there any reason behind it?
Greetings, dear developers! Is it possible for you to fix the mirror tool so it could always mirror all the part connections evenly? It fails to do that on a regular basis, especially if tasked to mirror the parts that are interlapping/very close to each other/have many connections/rotated to certain degree at certain axis. This failure oftenly results in undesired drag asymmetry, moving parts malfunction, and parts falling out in flight. Reconnecting the parts manually can be a pain in the butt if there's more than 400-600 parts.
+3@AndrewGarrison
@PhilipTarpley
This thing is two times bigger than IRL bomb.
Gud work, but why no "Attack" tag?
So, what are the changes?
@GuyFolk So, I tagged you. Have you received the notification for that plane?
@GuyFolk Ah, sorry for being a bit rude and unclear in that comment. I mean, that time i've only used afterburner for initial climbing and acceleration up to 12 km alt and 1300 km/h TAS, then i flew and accelerated without it, at 94% throttle, as intended.
@GuyFolk Understood, and thanks for your answer. I tested it a second time, and successfully acquired supercruise of 1700km/h TAS at 14km, after accelerating the plane with AB. By the way, i'm making an X-44 MANTA with thrust vectoring inputs that are tightly based on your "Mister Blue Revenge" Wyvern. Soon I'll post that in unlisted and tag you. Maybe 14th or 15th, i hope...
Seems like you've forgot about the supercruise capability of mach 1.8 at high altitude. This plane of yours can barely make 750 km/h at 13.2 km with throttle set at 94%. Yes, that was TAS, and not an IAS. Since the IAS was quite low, your Raptor prove itself to be smart and automatically held the flaps down. Your rotator inputs are unsurpassed in easyness of control, but for the engines i suggest you to use something like 《Throttle+((clamp(Altitude/10000, 0, 1.8))*Throttle)》 It is because the game tends to gradually reduce input of engines of the plane with altitude if it's weight is bigger the certain unknown number. You can survey that if you use units mod. Again, game reduces the input, not engine power itself. You can prove it by using units mod which shows fuel consumption. And it does so without any funky things involved. So, one have to counter that with things like one i proposed here.
@Jhovin Read that very big comment of mine there where i respond to ThomasRoderick. There is an explanation. Essentially, there's three variants:
+21-use plane with less parts/reduce the number of JASSMs on your plane.
2-If your money are not a concern for you, buy'n'try more powerful computer/smartphone.
3-try to ventilate your room to provide a bit cooler environment for your computer/smartphone,
Also, can ye provide me plane to which you attach my missile? Provide the link here in comments or post in unlisted and tag me.
Greetings! Sorry for possibly stupid quiestion, but why does it have almost four times more drag points than previous version? Is it because drop tanks combined with this big cruise missile and/or intentionally updragged landing gear?
+2First thing to fix there are the size and weight, which are too damn huge, especilly if you want to use that thing from an aircraft. 5 tons of weight is like an entire F-5 fighter jet, while 7.5 meters of length are even larger than AGM-86 ALCM. Here's the real dimensions of this missile: https://man.fas.org/dod-101/sys/smart/agm-88.htm
Burt Rutan would've approved this machine.
@ThomasRoderick Dat was a faulty maintenance - i completely lost all my planes and non-plane vehicles along with a game itself... recovery programs didn't found them. One more reason for me to hate this world. I reinstalled the things and started the game from scratch again.
+1That's a very good replica of F-4 Phantom.
+1Greetings! Good aircraft, but how about to make something that controls and maintains it's yaw stability by yaw-axis thrust vectoring only? Of course, i suggest to use some long structural wings to simulate the aerodynamic stabilizing effect of the fuselage and engine nacelles.
Greetings! Big size is good, but how about making them to have realistic weights of several hundred or even thousand metric tons?
What distance i have to travel there to generate another airport?
@ThomasRoderick About the rotators, you should just use the Designersuite, and connect the smaller ends of rotators to a smaller upper end of a missile's detacher. Of course, you better do this after you attach something(pylon/small fuselage block) to that detacher, so you can attach the missile in future. When you launch the missile, the detacher disconnects everything that has been connected to it's upper end, thus freeing the rotators to unfold the wings and tail. The good side of it - you don't need ammo-based funky inputs. But there's also downsides: first, the base game doesn't respects that connection, so those connections will be lost if you mirror the missile, so you'll have to connect them again - as you see, I left the rotators to be exposed; second - this know-how might cease to work properly, if the aircraft has too much parts for your device: for my old and frail laptop the limit is somewhere near 600 parts, for you this limit will be higher. In case of that bug, the missile launches correctly, but detacher "forgets" to "free" the rotators, otherwise it's still fine to use. Also, the small rotators seem to be a bit more reliable for that compared to a hinges. Here's the original solution @ChrisPy What about the gyro - i borrowed that from this cruise missile, and here's the purpose of it: when turning, the fuselage of the missile begins to rotate around the missile itself from overloads, as missile steers itself to the target. Also, it makes the missile a bit more comfortable to use at lower launch speeds. Also, i strongly disagree with you about warhead sizes, but my laptop is at maintenance now, so I'll adress that later with some proofs.
+3@ThomasRoderick Greetings! Would you like to check my AGM-158 JASSM replica, if you don't mind? I'm asking for some constructive critique of it.
+3Missile itself
@Korsamnang Yep, i've deleted the second one.
+1@Korsamnang You had doubled comments.
@RicardoAs1515
@ThomasRoderick, thank him for his tutorial about auto-lock missiles.
https://www.simpleplanes.com/Forums/View/1264990/Auto-lock-missiles-and-how-to-make-them
@DwiAngkasaAeronautics thanks for missile gyroscope.
https://www.thedrive.com/the-war-zone/40020/articulated-gun-pods-allowed-soviet-aircraft-to-fire-backwards-downwards-and-even-sideways
https://weaponsystems.net/system/567-SPPU-6
Greetings! Sorry for bothering, but can you make that turret to rotate for only 0.5-5 degrees upwards and 30-45 degrees down? I'd like to make some moderately realistic gun pods and turrets, similar to those steerable gun pods of USSR. Also, I'd like to know what numbers to change for vertical/horizontal parallax dependent on position of a gun relative to cockpit, because those pods may be positioned somewhere under the fuselage, or on the underwing hardpoints as well.
@edensk Hmm... i have the weapons on activation group "all". Or you mean, i should type ammo(“MunitionName”)<x in the activation group of the turbojet? Also, sorry for not publishing the proof in time, I left my laptop with SP on my dacha near Academgorodok, I'll reach for it tomorrow.
@edensk Whoops, seems like ceil(1.75-sum(clamp01(ammo(“MunitionName”)<x))) doesn't work as expected: It just activates the jet engine from the start of the level forever without shutting it down. I'll publish proof build in the unlisted if you'll answer...
@edensk Ah thanks!
Greetings! I apologize in advance for possibly newbie question. How do i make a jet engine to work for a strictly limited time(0.5-10 seconds) after activation by certain conditions? I could possibly search the answer from your Funky Trees site, but it happens to be disabled by now. I am already know how to utilize ‘ammo(“MunitionName”)<x’ input, but I don't know how to make it work for a precisely limited amount of time of, let's say, 1.75 seconds and then deactivate/shut down after those 1.75 seconds of work. https://www.simpleplanes.com/Forums/View/1422450 Here's the link to the question on forum, respond there if you want.
+2Hmm, i think you should've put the flaps on VTOL. I've downloaded it recently, so i gonna do it and post in unlisted, then i'll tag you.
Damn, a 144 simple mustangs merged into one thing... Is there more mobile friendly version? Just, i think 12/24/36 of them will be well enough to me.
I've tried to find such property in the XMl through Notepad++, but seems like it does not exist... So, only way to see the launch sequence is to manually look at the launching order of them, right?
Greetings! Sorry for a possibly dumb question, but how do i find out the launching sequence of bombs, if i have multiple of them on my aircraft? It is necessary for unfolding the fins of bombs, since inputs of those rotators are linked to the ammo count. Also, i strongly suggest to increase the massscale of a missile to 1.5 to give it proper accuracy, and explosionscale of it should be approximately 2.5-3. MaxHeadingAngleAdjustmentRate better to be decreased to 100 from your 1000. And it will be good to increase the massscale of that straight-angled hollow fuselage to a number of 15-20, since with massscale of 1 it weights nothing. Thus, the weight of bomb will be cloalser to IRL.
+1Greetings! Is it possible to make both limiters work simultaneously and with equal authority?
+1I mean, i'd like to see an AoA limiter that starts working at TAS/IAS of 2-5(Because at zero speed AoA is defined randomly), or/and may be de/activated through AG, while the G-limiter is constantly engaged. I'll post my test-bed aircraft in unlisted for testing it and tag you, if you answer positively.
Damn, i wonder why that mighty thing is so unpolular...
Being inspired by this, i am thinking about landing gear for uneven and unprepared runways...
+1Hmm, never heard of this character... Is it from some cartoon?
I feel like it should've been one of the default aircraft.
+1Ha-ha, Phantomcat!
+1Wow, i see you're an admirer of Burt Rutan and his Scaled Composites? That's good.
@SyntheticL Oh, seems like i've just committed a war crime, namely the necropost...
+1@SyntheticL It's not ACTIVE, it's STOL/MTD.
+1Hmm, looks awesome, but why not use GE's F-414 from F/A-18 E/F? I think it's compact, cost-efficient and maintainable enough. Oh, they also making an F-414 EPE which churns out up to 12 tons of thrust from a single engine. https://www.geaviation.com/sites/default/files/datasheet-F414-Enhanced.pdf
Good airplane, but since it's supposed to be low-observable, why no internal weapons bays?
Greetings. Does the funky stabilator input on this plane starts to decrease pitching input straight up from zero speed? Is it possible to make them begin decreasing input starting from a certain airspeed? I mean like, rotator/engine retains it's max input when my TAS is lower than 110 m/s, and starts to decrease the input from that speed. Sorry if my questions are just annoying.
Maybe you should increase it's hidden horizontal surfaces to 130-150 square meters to decrease stall speeds to IRL numbers? I'm saying that because all the "real" bush planes in our site have their "wing loading" at 10-30 kilograms per square meter.