@BigBeast elevator, the bit that goes uppy and downy, attache to what the Americans call the horizontal stabiliser. Use xml to edit your first part to drag = false then just build with that part (I use a load of sub parts that are saved with no mass or drag)
I cant remember the last time i even wanted to upload more than once a day, i try to not do it more than once a week at present, people need time to digest the last build after all =) When i first started i wanted to upload 3 a day but no one is interested in spam of low quality builds.,
The wings in SP are designed to replicate lift in real life, so look at what a real aircraft has and replicate it:
1) So if you want more manoeverability keep center of mass close to centre of lift, dont over size the elevator (leads to stalling of the control surface and jaggered pitch), reduce throw of elevator via xml edit.
2) if your plane is too manoeverable increase the tail plane size in relation to the elevator, it calms it down as it changes the point of rotation in the long axis, same applied for roll, move wings further out in relation to the control surface to reduce roll
3)Careful mass location, the more weight you have outboard of the fuselage the more the plane will continue to roll after your input.
4)Steering via auto roll/yaw tends to be caused by a drag imbalance, disable drag on all parts while you are building then add it carefully when you are done to balance the plane correctly
5)The enginer power is dependent on the drag and weight, if the drag is really low you dont need much power unless the thing weighs a ton.
@Tang0five I remember that, nice build. I liked the general concept but the tornado style nose and intakes was a step to far for me, i always thought there where simpler ways to do it, but who am i eh... =)
@BogdanX can you elaborate? The bit of the pylon to which the detacher is attached has 1 mass, the rest doesnt but it doesnt have any need to, the missiles dont wobble either
@TheSavageManZ ah but thats neither a car nor a plane :) I can afford (just) a motorbike, a plane is just a tad out of my reach. Plus motorbikes and planes are both fun and kinda go together Maverick :)
@BogdanX thanks, I will use this. With the surface fighting I tend to add another panel especially if I'm camouflageing the plane as nudging the lower panels, even slightly, can affect the leading edge etc. Thanks again for the code.
@BogdanX Thanks Bogdan, when you commented about the rear wheel being visible through the fuselage once retracted and yaw applied, is there a way to stop this? It happens on most of my builds... The surface fighting on control surfaces was my bad, i know how to fix that =) Just trying to improve still.
@ChiChiWerx I'm in no rush, I'm more than happy to wait. I was just going to use those parameters really, so reduce movement of pitch and trim. I will just alter the code for my roll rotators as well (I'm sure even I can switch out pitch for roll)
@ChiChiWerx well im trying to use that formula on my latest build but it doesnt appear to work, if i have the control surface set on pitch it moves, copy and paste the formula into the input field and the control surface is frozen? Any ideas? Thanks in advance
@Tang0five Dont tell anyone, but the fins are pure B24 Liberator, i even made them in a very similar way to the real one (I have a cutout type drawing of it)... =) The camo was a mix of the standard FAA sea fury scheme (grey and duckegg for want of a better term) but i added it as a camo pattern as well just to be different. Thanks again for the comments and upvotes, glad im still building things people enjoy after all these years lol
@Hedero aw man I never even checked climb rate, I worked on manoeuvrability primarily, it does have a large hp Griffon engine with 2 sets of props so torque / power would have been impressive but if I've over egged it I apologise.
@Tang0five you would have to ask Boulton Paul =) i just traced the rear end of the p99 but due to the awkward shape of the fuselage i had to add a tube to connect to the spinner.
@Diloph lol, i have a folder full of completed builds that i havnt released, so from time to time i just dip into it and put some out there. I also tend to mess around with a load of different ideas and then end up completing a few in one go.
@ChiChiWerx Cool, thanks for that formula i will give it a go on my next fast aircraft. My maths is limited to plugging figures into given formulas and the like. I did structural mechanics as part of my degree and I do use a lot of that during my day to day job but as you say the syntax and formulation are definately the hardest bit and i dont have any background in using these type of commands, thus im starting right at the beginning of FT. On top of that it still seems like a specialist subject without a "dummies guide" to follow to get the hang of the basics.
I have gathered a few useful commands (mainly from Jamesplanes), you probably already have them but it never hurts to share =)
for doors that are shut then open to let gear up then shut again.
abs(rate(smooth(GearDown, 0.5)))
for doors that delay retract i.e already down.
clamp01(smooth(-GearDown, 1.0))
@ChiChiWerx probably possible but I'm no use on funky trees etc. I was wondering about stacking rotators so, for instance; the first rotator operates normally the second rotator operates in the opposite direction when speed exceeds (a speed figure here). The second rotator would be 75% of the movement of the first. No doubt there will be a simpler way but the magic fir this method may be simpler?
@ChiChiWerx thanks 😊. The takeoff speed is due to the twin wheels and my inability to let them rotate around the uc leg without screwing up the retract mechanism etc. Plus a certain amount of mass is required forward of the wheels to stop over manoeuvreability (I.e. I messed up with the flight model/wing/wheel positions but by the time I found out it was past the point of no return)
@TheAceOfSpadez nah it takes a monstrous amount of time to even do fictional versions of this, a replica will just be unfeasible for me at present. Thanks for the comments and update though.
@BlackhattAircraft I can fully understand that, thanks for your reply, its always nice to have some first hand input regarding an aircraft type, especially one that was so rare as the N9mb.
posted here
@HyperViper as requested, here is your T.
@SilverStar @NAD thanks for the upvotes and comments.
@GozaltAerospaceIndustry I don't know what you mean, sorry. If its about text format etc have a look at the pinned post at the top of the forums.
@Belloaka thanks, that was the main building point for me, I wanted something that I could imitate the pak50 type camo on.
@BigBeast elevator, the bit that goes uppy and downy, attache to what the Americans call the horizontal stabiliser. Use xml to edit your first part to drag = false then just build with that part (I use a load of sub parts that are saved with no mass or drag)
I cant remember the last time i even wanted to upload more than once a day, i try to not do it more than once a week at present, people need time to digest the last build after all =) When i first started i wanted to upload 3 a day but no one is interested in spam of low quality builds.,
That J20 looks smart to be fair. China does have a warranted reputation for copyright breaches and just copying anything in creation though.
Where to start...
The wings in SP are designed to replicate lift in real life, so look at what a real aircraft has and replicate it:
1) So if you want more manoeverability keep center of mass close to centre of lift, dont over size the elevator (leads to stalling of the control surface and jaggered pitch), reduce throw of elevator via xml edit.
2) if your plane is too manoeverable increase the tail plane size in relation to the elevator, it calms it down as it changes the point of rotation in the long axis, same applied for roll, move wings further out in relation to the control surface to reduce roll
3)Careful mass location, the more weight you have outboard of the fuselage the more the plane will continue to roll after your input.
4)Steering via auto roll/yaw tends to be caused by a drag imbalance, disable drag on all parts while you are building then add it carefully when you are done to balance the plane correctly
5)The enginer power is dependent on the drag and weight, if the drag is really low you dont need much power unless the thing weighs a ton.
Hope that helps.
@KnightOfRen thats where you went wrong then. Host the image on discord for example then use that link
@KnightOfRen remove the s from https. I'm assuming ur using rubbish imgur?
@Strikefighter04 help yourself
Well I'm still here... or am I?
@Luca2004 strange, I use that on most of my builds now and I just copy and paste those in. Do you still have -1 and 1 in the input range?
for doors that are shut then open to let gear up then shut again.
abs(rate(smooth(GearDown, 0.5)))
for doors that delay retract i.e already down.
clamp01(smooth(-GearDown, 1.0))
@Tang0five I remember that, nice build. I liked the general concept but the tornado style nose and intakes was a step to far for me, i always thought there where simpler ways to do it, but who am i eh... =)
@BogdanX can you elaborate? The bit of the pylon to which the detacher is attached has 1 mass, the rest doesnt but it doesnt have any need to, the missiles dont wobble either
@rexzion I wish the game tracked it, lots of time. Probably in excess of 30hrs.
@MAHADI thanks for being my 100th customer (or up upvoter anyway).
@TheSavageManZ ah but thats neither a car nor a plane :) I can afford (just) a motorbike, a plane is just a tad out of my reach. Plus motorbikes and planes are both fun and kinda go together Maverick :)
@BogdanX thanks, I will use this. With the surface fighting I tend to add another panel especially if I'm camouflageing the plane as nudging the lower panels, even slightly, can affect the leading edge etc. Thanks again for the code.
@BogdanX Thanks Bogdan, when you commented about the rear wheel being visible through the fuselage once retracted and yaw applied, is there a way to stop this? It happens on most of my builds... The surface fighting on control surfaces was my bad, i know how to fix that =) Just trying to improve still.
@NAD if only I knew how... I'll have to just stick with this game.
@Hedero based loosely from the p61 so you tell me :) ps I did tag it as an attacker.
@ChiChiWerx I'm in no rush, I'm more than happy to wait. I was just going to use those parameters really, so reduce movement of pitch and trim. I will just alter the code for my roll rotators as well (I'm sure even I can switch out pitch for roll)
@ChiChiWerx well im trying to use that formula on my latest build but it doesnt appear to work, if i have the control surface set on pitch it moves, copy and paste the formula into the input field and the control surface is frozen? Any ideas? Thanks in advance
@Hedero Im glad to hear it (or technically read it), what do you reckon, bit of mig 3, bit bit 24, bit p40 all rolled into 1?
@Tang0five Dont tell anyone, but the fins are pure B24 Liberator, i even made them in a very similar way to the real one (I have a cutout type drawing of it)... =) The camo was a mix of the standard FAA sea fury scheme (grey and duckegg for want of a better term) but i added it as a camo pattern as well just to be different. Thanks again for the comments and upvotes, glad im still building things people enjoy after all these years lol
@BoganBoganTheWoman screenshot here
@BoganBoganTheWoman can't see a plane :) on my phone anyway.
Ooh a black rectangle, now thats different :)
@WatkinsIndustrial woah, someone found one of my 3 year old builds that flopped at the time. Thanks.
Wow. Roll and then pitch for turning, if it doesn't move fast enough add more control surface etc. Not a game problem im afraid.
@Hedero aw man I never even checked climb rate, I worked on manoeuvrability primarily, it does have a large hp Griffon engine with 2 sets of props so torque / power would have been impressive but if I've over egged it I apologise.
@OzpinTheHeadmaster no problem, have fun.
@Tang0five you would have to ask Boulton Paul =) i just traced the rear end of the p99 but due to the awkward shape of the fuselage i had to add a tube to connect to the spinner.
@Diloph lol, i have a folder full of completed builds that i havnt released, so from time to time i just dip into it and put some out there. I also tend to mess around with a load of different ideas and then end up completing a few in one go.
@OzpinTheHeadmaster here for my tutorial
@ChiChiWerx Cool, thanks for that formula i will give it a go on my next fast aircraft. My maths is limited to plugging figures into given formulas and the like. I did structural mechanics as part of my degree and I do use a lot of that during my day to day job but as you say the syntax and formulation are definately the hardest bit and i dont have any background in using these type of commands, thus im starting right at the beginning of FT. On top of that it still seems like a specialist subject without a "dummies guide" to follow to get the hang of the basics.
I have gathered a few useful commands (mainly from Jamesplanes), you probably already have them but it never hurts to share =)
for doors that are shut then open to let gear up then shut again.
abs(rate(smooth(GearDown, 0.5)))
for doors that delay retract i.e already down.
clamp01(smooth(-GearDown, 1.0))
Engine 5% startup
((0.95 * Throttle) + 0.05) * (IAS / TAS)
@Diloph I wish. I work in construction unfortunately...
@ChiChiWerx probably possible but I'm no use on funky trees etc. I was wondering about stacking rotators so, for instance; the first rotator operates normally the second rotator operates in the opposite direction when speed exceeds (a speed figure here). The second rotator would be 75% of the movement of the first. No doubt there will be a simpler way but the magic fir this method may be simpler?
@ChiChiWerx thanks 😊. The takeoff speed is due to the twin wheels and my inability to let them rotate around the uc leg without screwing up the retract mechanism etc. Plus a certain amount of mass is required forward of the wheels to stop over manoeuvreability (I.e. I messed up with the flight model/wing/wheel positions but by the time I found out it was past the point of no return)
I like it, very smooth. That intake looks really smart as well.
what thetyphoon said
@TheAceOfSpadez nah it takes a monstrous amount of time to even do fictional versions of this, a replica will just be unfeasible for me at present. Thanks for the comments and update though.
@BlackhattAircraft I can fully understand that, thanks for your reply, its always nice to have some first hand input regarding an aircraft type, especially one that was so rare as the N9mb.
@BlackhattAircraft I read about that, sad as you say. How well did it fly, was it maneuverable?
@exosuit never happened to me yet and I've uploaded hundreds of images.
@hindy1 Roger roger. Tally ho old chap.
@GeminiJets68 Thanks, glad you like it. I may make a MKII =)