@Zaineman I'd hate to impose, but would you mind spotlighting?
And @Guyfolk I've been told that you came up with the auto targeting mechanism for the rotating turrets on your builds. Mind teaching me how to properly tune mine so that the miniguns don't easily miss? They use the same programming in overload as Zaineman's Brazuca TGY's railgun, which he told me was from your own builds.
@Zaineman for the auto-aim railgun, I noticed that the rotators that control it compensate for the downward angle of the cannon shot. However, I want to use those rotators without them doing that so that the miniguns I put on are more accurate. Which part of the funky code would I delete or change for that?
@GuyFolk I designed the engines a certain way so that, if one's taken out, the pilot can still rely on the other without easily spinning out of control, like the F-14 Tomcat, for example, or Me-262. However, what exactly do you mean by preventing stalling?
@GuyFolk I'm really happy you like it so far! I'll do whatever it takes to improve it as time goes on with the next variants. Also, just wondering. You able to do that backward bridge fly-through stunt with this?
@GuyFolk you talking about Mister Blue? Also, I'm not using fixed vertical stabilizers. They're on rotators, so the entire rudder on both sides are moving.
@GKYGG do you happen to know how to make a radar highlight an incoming missile? Or how to automatically activate something when a missile is locked on your aircraft? I wanna try to make a Radar Warning Receiver.
@hanleehan03 not sure if you made the radar by yourself, but do you happen to know how to make a radar highlight incoming missiles? I wanna try to make a radar warning receiver.
Is there any way to actually program something to target an incoming missile with funky trees on overload mod? I wanna be able to make a working Radar Warning Receiver. @hpgbproductions
@GuyFolk I mean, it works correctly, but it doesn't perform any better backwards than your Felon, Strike Wyvern and Morgan Pixy. I tested all 3 to see if they'd fly backwards without thrust, and their yaw controls are simply not letting them. The same is happening with my aircraft, despite the rotator-controlled rudders trying to make it do otherwise when in reverse.
@Leehopard did you purposely make the radar screen extremely complicated and impossible to set up so nobody would use it? I want to use it for my stealth fighter so badly, but the programming for it makes no sense at all! Every time I try to copy and paste something from your variables setting, it doesn't even let me set it up!
@GuyFolk After some careful tuning, the jet fighter not only requires minimal effort to supermaneuver, but it can be controlled backwards (somewhat)! It might even be able to do your reverse bridge fly-through stunt once I'm finished with it.
@GuyFolk turns out I did. Whenever I flat spin counter clockwise, it works fine. But when I go clockwise, for some reason, it completely destroys itself.
@GuyFolk the fuselage, wings and control surfaces already make it want to supermaneuver. Just gotta tune the controls, and boom. It might just be able to do Morgan Pixy things. Hell, it already flatspins pretty well, and I'm nowhere near finished tuning it!
@GuyFolk prepare yourself, my friend, because soon I might just have an aircraft capable of matching your flight capabilities, including quality of life improvements!
@Guyfolk I'm not sure if it's because angle of attack and angle of slip function against each other, but I can't figure out why the canards behave the way they do when this aircraft is flying backwards. Would you mind assisting me with that?
@Zaineman thanks! Also, hope you like the Star Raven for yourself!
@Zaineman I'd hate to impose, but would you mind spotlighting?
And @Guyfolk I've been told that you came up with the auto targeting mechanism for the rotating turrets on your builds. Mind teaching me how to properly tune mine so that the miniguns don't easily miss? They use the same programming in overload as Zaineman's Brazuca TGY's railgun, which he told me was from your own builds.
@Zaineman ???
@GuyFolk I can't do it, due to its high performance cost, but I think you should design something out of this!
@Zaineman for the auto-aim railgun, I noticed that the rotators that control it compensate for the downward angle of the cannon shot. However, I want to use those rotators without them doing that so that the miniguns I put on are more accurate. Which part of the funky code would I delete or change for that?
This performance cost is crazy! No wonder you couldn't run it. Still, an absolutely beautiful design, if I do say so myself.
Oooooh, pretty! Also, I'd hate to impose, Zaineman, but would you mind spotlighting my next build whenever it comes out?
@GuyFolk aight, that'll be my main task for the next variant, along with a machine gun to complement it.
@GuyFolk so you're saying it should more likely stall due to lack of airspeed rather than high aoa?
Now it is my time to shine, and build... THE HYPERFORTRESS!
+1@GuyFolk I designed the engines a certain way so that, if one's taken out, the pilot can still rely on the other without easily spinning out of control, like the F-14 Tomcat, for example, or Me-262. However, what exactly do you mean by preventing stalling?
@Cir8 Do you know how to get the code for the radar screen to work?
@WNP78 will you make a code in Funky Trees that allows things to focus on incoming hostile missiles? I wanna make a working Radar Warning Receiver.
+4@GuyFolk I'm really happy you like it so far! I'll do whatever it takes to improve it as time goes on with the next variants. Also, just wondering. You able to do that backward bridge fly-through stunt with this?
@PlanariaLab for Hud
@Doomnolymo for Radar
@GuyFolk @Zaineman
A missile that shoots missiles? Nice!
+1@GuyFolk My plane's rudders are more like the Felon's. That, and the center of mass is just a little behind the center of lift.
@GuyFolk you talking about Mister Blue? Also, I'm not using fixed vertical stabilizers. They're on rotators, so the entire rudder on both sides are moving.
@hpgbproductions dang, that sucks. Well, guess I'll have to wait, then.
+1@Zaineman if it were possible to put that in, I could make myself a Radar Warning Receiver.
@Zaineman nice! Now make a radar that highlights hostile incoming missiles!
@GKYGG do you happen to know how to make a radar highlight an incoming missile? Or how to automatically activate something when a missile is locked on your aircraft? I wanna try to make a Radar Warning Receiver.
@hanleehan03 not sure if you made the radar by yourself, but do you happen to know how to make a radar highlight incoming missiles? I wanna try to make a radar warning receiver.
+1@Zaineman Flint Lockwood would be so proud!
@GuyFolk Soon, I will complete my newest fighter. If I can just figure out how to make a radar highlight incoming missiles, I'd be golden!
Is there any way to actually program something to target an incoming missile with funky trees on overload mod? I wanna be able to make a working Radar Warning Receiver. @hpgbproductions
+2How would I set something to target an incoming missile? I wanna be able to make a working Radar Warning Receiver.
+2@GuyFolk I mean, it works correctly, but it doesn't perform any better backwards than your Felon, Strike Wyvern and Morgan Pixy. I tested all 3 to see if they'd fly backwards without thrust, and their yaw controls are simply not letting them. The same is happening with my aircraft, despite the rotator-controlled rudders trying to make it do otherwise when in reverse.
@Leehopard did you purposely make the radar screen extremely complicated and impossible to set up so nobody would use it? I want to use it for my stealth fighter so badly, but the programming for it makes no sense at all! Every time I try to copy and paste something from your variables setting, it doesn't even let me set it up!
@GuyFolk After some careful tuning, the jet fighter not only requires minimal effort to supermaneuver, but it can be controlled backwards (somewhat)! It might even be able to do your reverse bridge fly-through stunt once I'm finished with it.
@GuyFolk nevermind, I fixed it by combining + yawrate and - yawrate in the angle of slip function!
@GuyFolk turns out I did. Whenever I flat spin counter clockwise, it works fine. But when I go clockwise, for some reason, it completely destroys itself.
@GuyFolk the fuselage, wings and control surfaces already make it want to supermaneuver. Just gotta tune the controls, and boom. It might just be able to do Morgan Pixy things. Hell, it already flatspins pretty well, and I'm nowhere near finished tuning it!
Ok, that's really awesome! We gonna see flying stunt cars in Forza Horizon 6?
@GuyFolk prepare yourself, my friend, because soon I might just have an aircraft capable of matching your flight capabilities, including quality of life improvements!
Even Andrew noticed your build! That's how you know you've made something amazing!
+1@GuyFolk understood. The canards are mostly fixed now, but I'll do what I can to improve them. That, and the rudders. Thanks for your help!
@Darg12e I'm wondering the same thing, but nobody has answered my question.
+1@Zaineman bruh, you grew so dayum fast!
@Guyfolk I'm not sure if it's because angle of attack and angle of slip function against each other, but I can't figure out why the canards behave the way they do when this aircraft is flying backwards. Would you mind assisting me with that?
@WoodPlaneBuilder GeE, i WoUlDn'T hAvE gUeSsEd! I mean how would I do it with Overload.
How would I set a delay to something when I activate it?
Look, a catfish!
Still, nice jet!
@Zaineman "Communist detected on American soil! Lethal force engaged!" - Liberty Prime
@arcticfox123
@arcticfox123 which plane, and what exactly is needed?
@GuyFolk I see. And what's the input I would wanna use for backwards flying?
@GuyFolk what does quality of life mean? Survivability for the pilot, right? From all the G-forces?
@Timuras I used overload to change its input. You should take time to look at funky trees. They come in really handy.