@GuyFolk honestly, no offense to TRD, but you did a much better job than he did, I think, especially with the lighting and angles. And this is likely due to whatever device you use, but it's also very high definition, which makes it all the better.
@Robomo00119 I mean, I made this entirely on my phone and it flies fine, as long as you don't have other complicated aircraft spawned in your sandbox mode.
@Zaineman lol, I see you refitted it with rapid-fire flares and multi-role missiles. Nice!
One thing you did forget to show was its miniguns auto-aiming after you activate 4. Still, nice work!
@Zaineman no, it's perfect. Also, I don't like to sound desperate, but I have hardly gotten any recognition for this build. Would you mind helping me with that by spotlighting this?
@Zaineman I don't mean to impose, but would you perhaps mind placing a picture of this aircraft on your profile under my name? Kinda like how you got GuyFolk's gif of one of his builds under his profile?
@jamesPLANESii I mean, thanks, I already knew the basics. But do you know how to make custom landing gear that actually looks nice, and not just a stick with a shock absorber and wheels? I get that this was made more than 2 years ago, but still.
@shiraishi I have to know, are you the one who took these pictures, or did someone else do them? I need to know so I know who to have take pictures of my upcoming creation. These pics are some stunning shots!
@Zaineman be honest with me. Are you using a gyroscope to do this, or are you actually putting rates and angle of attack properties into the control surfaces? If it's the latter, I might need help with a project of mine.
Dammit, this is really good. But don't worry, I have my own fighter in the works that'll not only supermaneuver, but also be able to flatspin, among other things...
Some say that PSM is nearly useless in a dogfight, but if you really think of it, they're... half correct. You see, in any long-range encounter, speed and stealth is certainly key. No matter how maneuverable you are, there's a high chance your aircraft will be missiled to pieces if it isn't fast or stealthy enough. However, in a close-range encounter where guns are necessary, PSM can come in really handy to get on your opponent's tail and shoot them down.
In short, PSM abilities are a good trait to have in any aircraft, as long as it's not the only performance trait the aircraft focuses on, because PSM is only useful in close range encounters, and long range encounters are far more common in this modern age.
In other words, PSM should be secondary option to speed and stealth.
Uhh, why is it dark? That's honestly my only problem with the video. It's too dark to see much. Maybe set the game to daytime when you film. Other than that, goofy ahh wingless Flanker.
Rule 1: Learn how to use fine tuner and overload. They're an actual part of the game, and can allow you to change just about anything on any single part.
Rule 2: NEVER use regular blocks for the fuselage. Use actual fuselage pieces, as they are truly the most malleable and versatile pieces you can work with.
Rule 3: ALWAYS have the CoM in front of the CoL, unless you're an expert with funky trees, and want to make a PSM aircraft.
Rule 4: When snapping fuselage pieces together, in most scenarios, you ALWAYS want to have both Smooth Front and Smooth Back turned on.
I might come up with more, but it's not likely. Those are the basics, at least for me.
I know I'm technically competing against you in the 5th gen aircraft challenge, but I have to give credit where credit is due. This is beautifully well made.
I think the only thing missing from this is thrust vectoring with the rear engines, and I say that, because when it supermaneuvers, it doesn't like to stop spinning. In particular, it would be best to add in a pitch rate for both engines, assuming they're attached to hinge rotators. That way, it'll wanna stop spinning out of control when you let go of the stick.
@Zaineman dang, now I'm mad! You're even better at this than I am! Although... How heavy is your aircraft? That might explain why it works so smoothly compared to my Star Raven weighing approximately 30,000 pounds.
@Zaineman lemme explain similarly to how Guyfolk would explain it, but in a more simplified way, if I can.
Supermaneuver does not involve simply pulling 50G+ turns. It involves an aircraft's direction of velocity remaining relatively the same while the aircraft itself faces a different direction, all while remaining as stable as can be. Take a look at my Star Raven, for example. When you activate supermaneuver with it and pull up, it'll cobra maneuver while still moving in the same direction it was originally going in.
I can't fully explain it, so if I were you, I'd look at @GuyFolk 's tutorials on PSM. It'll especially come in handy for overload modding.
@Zaineman I also wanna recommend my auto-aim miniguns on top of the F-44 Star Raven on one of your build collections. It's a simple build, but I'm quite proud of it nonetheless.
@GuyFolk I already have angle of slip in the rudders, though. Why do the rudders only turn left during a cobra when set to negative, but turn right during a cobra when set to positive?
@GuyFolk I've noticed something with the rudders, and angle of attack. When I set angle of attack to negative, and then cobra, the rudders only ever turn to the left. When I set them to positive, the rudders go right instead. How am I supposed to fix that?
@GuyFolk like I said a while ago, I wanted it to do Morgan Pixy things, therefore I wanted it to spin smoothly, yaw-wise. I didn't achieve that, just yet, but I know I'll get there.
Credit to:
@ASBE for the circular radar
@Zaineman for the variables and hud
@Guyfolk for his guidance
@TRD for the aircraft thumbnail
@Leehopard for the square radar
@GuyFolk you say the center of mass has to be in front of the center of lift, and yet you've told me otherwise before. Now I'm confused on what's moreso recommended for supermaneuvers. Not only that, but your Morgan Pixy is one of the most stable aircraft I've ever seen in the game, despite its CoL being well in front of its CoM; same with your Su-57 Felon, even though the CoM is in front of the CoL. That tells me that CoM and CoL positions aren't the issue here.
Assuming I wanted to keep the center of mass and lift in the same spot with the Star Raven, how would I go about tuning the AoA characteristics, if inserting angle-of-attack controls isn't foolproof?
@GuyFolk honestly, no offense to TRD, but you did a much better job than he did, I think, especially with the lighting and angles. And this is likely due to whatever device you use, but it's also very high definition, which makes it all the better.
@Robomo00119 dang, sorry to hear that, bro.
Dang, nice work! Especially on getting more upvotes in a short span of time than I did on my F-64 Crowhawk.
@Zaineman yeah, you just point the nose of the aircraft in a target's general direction, activate 4, and fire away.
@Robomo00119 I mean, I made this entirely on my phone and it flies fine, as long as you don't have other complicated aircraft spawned in your sandbox mode.
@Zaineman lol, I see you refitted it with rapid-fire flares and multi-role missiles. Nice!
One thing you did forget to show was its miniguns auto-aiming after you activate 4. Still, nice work!
@Zaineman thanks!
@Zaineman no, it's perfect. Also, I don't like to sound desperate, but I have hardly gotten any recognition for this build. Would you mind helping me with that by spotlighting this?
@Zaineman thanks, bro!
@Zaineman I don't mean to impose, but would you perhaps mind placing a picture of this aircraft on your profile under my name? Kinda like how you got GuyFolk's gif of one of his builds under his profile?
@Farewellntchii thanks! Much appreciated.
@19xwsix thanks, bro, and sorry to hear that happened to you.
All pictures taken by @GuyFolk .
3D radar is made by @ASBE .
@Zaineman wait, I don't understand. I'm not even up to 4 thousand points yet.
Edit: Ohhhh, you meant @WinsWings . Congrats, bro!
@LEXINGTON Rule 34 Artists: "You know the rules, and so do I!"
@Zaineman where you at on this? This person's got less points than me and made this thing! Mind spotlighting for them?
@LeaveUsAlone yeah, this totally has nothing to do with Halo.
It actually does look somewhat like Master Chief from the front.
@Zaineman Hans! I have a good idea for ze next Schnellboot!
@jamesPLANESii I mean, thanks, I already knew the basics. But do you know how to make custom landing gear that actually looks nice, and not just a stick with a shock absorber and wheels? I get that this was made more than 2 years ago, but still.
@XiaoPiao141 why are you calling me "boy"? Seems kinda condescending when I'm 21 years old.
I can't even use this aircraft. Its performance cost is so high that it caused my phone to crash in seconds of just downloading it.
Ah, yes, such a simplistic simpleplanes design!
@shiraishi I have to know, are you the one who took these pictures, or did someone else do them? I need to know so I know who to have take pictures of my upcoming creation. These pics are some stunning shots!
@Zaineman be honest with me. Are you using a gyroscope to do this, or are you actually putting rates and angle of attack properties into the control surfaces? If it's the latter, I might need help with a project of mine.
@lewishasnoiq Is Overload allowed? I don't know what XML is.
@Zaineman dayum! Now see if you can make a Bv-238 do PSM. Also, a Bv-238 is a German flying boat with 6 prop engines made in World War 2.
@Kaijogodzillafanx nah, more like the Bf-109 had too many twinkies.
Dammit, this is really good. But don't worry, I have my own fighter in the works that'll not only supermaneuver, but also be able to flatspin, among other things...
Some say that PSM is nearly useless in a dogfight, but if you really think of it, they're... half correct. You see, in any long-range encounter, speed and stealth is certainly key. No matter how maneuverable you are, there's a high chance your aircraft will be missiled to pieces if it isn't fast or stealthy enough. However, in a close-range encounter where guns are necessary, PSM can come in really handy to get on your opponent's tail and shoot them down.
In short, PSM abilities are a good trait to have in any aircraft, as long as it's not the only performance trait the aircraft focuses on, because PSM is only useful in close range encounters, and long range encounters are far more common in this modern age.
In other words, PSM should be secondary option to speed and stealth.
Uhh, why is it dark? That's honestly my only problem with the video. It's too dark to see much. Maybe set the game to daytime when you film. Other than that, goofy ahh wingless Flanker.
@Mantha thanks, bro! Don't forget to like!
Rule 1: Learn how to use fine tuner and overload. They're an actual part of the game, and can allow you to change just about anything on any single part.
Rule 2: NEVER use regular blocks for the fuselage. Use actual fuselage pieces, as they are truly the most malleable and versatile pieces you can work with.
Rule 3: ALWAYS have the CoM in front of the CoL, unless you're an expert with funky trees, and want to make a PSM aircraft.
Rule 4: When snapping fuselage pieces together, in most scenarios, you ALWAYS want to have both Smooth Front and Smooth Back turned on.
I might come up with more, but it's not likely. Those are the basics, at least for me.
@JasonVorrhees if you give me credit for this build, then sure.
I know I'm technically competing against you in the 5th gen aircraft challenge, but I have to give credit where credit is due. This is beautifully well made.
@Lifewald you most certainly did! Nice!
@Zaineman My man managed to pull a GuyFolk! My Star Raven can barely do those maneuvers, especially a perfect flatspin.
Ok, so...
I think the only thing missing from this is thrust vectoring with the rear engines, and I say that, because when it supermaneuvers, it doesn't like to stop spinning. In particular, it would be best to add in a pitch rate for both engines, assuming they're attached to hinge rotators. That way, it'll wanna stop spinning out of control when you let go of the stick.
@Zaineman dang, now I'm mad! You're even better at this than I am! Although... How heavy is your aircraft? That might explain why it works so smoothly compared to my Star Raven weighing approximately 30,000 pounds.
@Zaineman nice work, bro!
@Zaineman lemme explain similarly to how Guyfolk would explain it, but in a more simplified way, if I can.
Supermaneuver does not involve simply pulling 50G+ turns. It involves an aircraft's direction of velocity remaining relatively the same while the aircraft itself faces a different direction, all while remaining as stable as can be. Take a look at my Star Raven, for example. When you activate supermaneuver with it and pull up, it'll cobra maneuver while still moving in the same direction it was originally going in.
I can't fully explain it, so if I were you, I'd look at @GuyFolk 's tutorials on PSM. It'll especially come in handy for overload modding.
@Zaineman That's not really PSM. That's just pulling a boatload of G's.
@Zaineman I also wanna recommend my auto-aim miniguns on top of the F-44 Star Raven on one of your build collections. It's a simple build, but I'm quite proud of it nonetheless.
@GuyFolk so are you saying that I'm not supposed to use angle of attack in the rudders at all?
@GuyFolk I already have angle of slip in the rudders, though. Why do the rudders only turn left during a cobra when set to negative, but turn right during a cobra when set to positive?
@GuyFolk I've noticed something with the rudders, and angle of attack. When I set angle of attack to negative, and then cobra, the rudders only ever turn to the left. When I set them to positive, the rudders go right instead. How am I supposed to fix that?
@GuyFolk like I said a while ago, I wanted it to do Morgan Pixy things, therefore I wanted it to spin smoothly, yaw-wise. I didn't achieve that, just yet, but I know I'll get there.
Credit to:
@ASBE for the circular radar
@Zaineman for the variables and hud
@Guyfolk for his guidance
@TRD for the aircraft thumbnail
@Leehopard for the square radar
@Zaineman dang, sorry that happened to you, bro. Hope you feel better.
@GuyFolk ok, I'll see what I can do when I have a chance. Thank you again for your guidance.
@GuyFolk you say the center of mass has to be in front of the center of lift, and yet you've told me otherwise before. Now I'm confused on what's moreso recommended for supermaneuvers. Not only that, but your Morgan Pixy is one of the most stable aircraft I've ever seen in the game, despite its CoL being well in front of its CoM; same with your Su-57 Felon, even though the CoM is in front of the CoL. That tells me that CoM and CoL positions aren't the issue here.
Assuming I wanted to keep the center of mass and lift in the same spot with the Star Raven, how would I go about tuning the AoA characteristics, if inserting angle-of-attack controls isn't foolproof?