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 ohhhh. You mean that the aircraft should be sitting at a certain angle depending on when you stop pulling up? If so, then how would I fix that exactly? Angle of attack controls, like you said before?
@GuyFolk how would I go about fixing the flipping at high speeds? Inserting angle of attack controls?
Also, this isn't a competition, obviously, but if we're taking about jerking around violently at high angle of attacks, both of your Strike Wyverns seem to have that issue moreso than the Star Raven. They don't start off too bad, but in a split second, they accelerate in flip speed to where it's 1 revolution per second.
@GuyFolk could you elaborate what you mean by the bugged flying backwards? I have the angle of slip as the final output before the : to divide what Activate 1 does. And when I tried using angle of attack and angle of slip at the same time with the Crucifier, it did not work very well, so how would I go about making that work?
@TRD I noticed the well-taken pictures of the aircraft on your profile. Would you mind doing one for the next variant of my Star Raven when it comes out?
@GuyFolk in a way, that's kinda like the Morgan Pixy, since its center of lift is in front of its center of mass. I'll see what I can do about it jerking itself upward too fast. Perhaps the canards can fix that issue if I tune it properly.
@GuyFolk not sure about the landing gear entirely, since there isn't a whole lot of room inside of the landing gear bay, but I might be able to figure something out. Also, when you say the plane jerks violently at high speeds, do you mean when supermaneuver is activated, or no?
@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?
@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?
@GuyFolk ohhhh. You mean that the aircraft should be sitting at a certain angle depending on when you stop pulling up? If so, then how would I fix that exactly? Angle of attack controls, like you said before?
@GuyFolk how would I go about fixing the flipping at high speeds? Inserting angle of attack controls?
Also, this isn't a competition, obviously, but if we're taking about jerking around violently at high angle of attacks, both of your Strike Wyverns seem to have that issue moreso than the Star Raven. They don't start off too bad, but in a split second, they accelerate in flip speed to where it's 1 revolution per second.
@Embedd @Cobra63 @Hunterthemuncher @arcticfox123 @PaperPlaneHasDream @MrGreen @Milo1628xa @HorizonHitingxt @MCapple @notJester1944 @GrizzlitnCFSP @Adamask @IceCraftGaming @Tsurki @donkski @Sergio666
@Zaineman thanks. Glad to know I made an impact, lol.
@GuyFolk just fixed it for the next variant! All I gotta do is wait for TRD to do the pics, and I'll have it posted.
@GuyFolk I think I understand what you mean now. I'll see what I can do with the next variant.
@GuyFolk could you elaborate what you mean by the bugged flying backwards? I have the angle of slip as the final output before the : to divide what Activate 1 does. And when I tried using angle of attack and angle of slip at the same time with the Crucifier, it did not work very well, so how would I go about making that work?
@GuyFolk I wasn't blindly copying. I was only pointing out what I observed. Also, the new variant is out!
@HorizonHitingxt beautiful build! Nice job! Even though it is obviously Chinese and not from Ctina, and my Liberty Prime instincts are kicking in...
@TRD ok
@TRD actually, I tried to add you, and it wouldn't work. Try adding me. "Sky Jay The First#7660".
@TRD I noticed the well-taken pictures of the aircraft on your profile. Would you mind doing one for the next variant of my Star Raven when it comes out?
@GuyFolk in a way, that's kinda like the Morgan Pixy, since its center of lift is in front of its center of mass. I'll see what I can do about it jerking itself upward too fast. Perhaps the canards can fix that issue if I tune it properly.
@GuyFolk not sure about the landing gear entirely, since there isn't a whole lot of room inside of the landing gear bay, but I might be able to figure something out. Also, when you say the plane jerks violently at high speeds, do you mean when supermaneuver is activated, or no?
@Zaineman you really think so? I would honestly prefer that new radar you made, but I cannot do any of the variables whatsoever.
@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?