The T-80BV uses the same 1G42 sight on the T-64BV. They are mechanically linked to the main gun. However the T-80U gets the 1G46 Gunner's primary sight which isn't.
The likely reason on why it's slow would be how SimplePlanes measures drag. Even with 1.446 TWR it struggles to push beyond the sound barrier.
_
The only design flaw I'm seeing is the fact that the front gear would disrupt the clean air flow into the inlet causing a compressor stall when deploying the landing gears while landing.
(But everything I said doesn't matter because it's SP.)
@dekanii just noticed that the roof top HMG is supposed to be controlled by the commander sight that's calibrated for the hull while the MG isn't. A simple solution is to directly plug the turret aiming code into the roof MG's traverse rotator to cancel it out
For example : yw/180 - (TargetSelected & -Activate5 ? (Activate4 ? trt2 : trt) : (Activate3 & sight=true ? yw/180 : 0) + (Activate3 & sight=true ? 0 : sum(Roll*(Activate2=true ? .02 : .3)) + -Heading/180)) and remember to give that rotator shortestAngle = True too if that's what you want.
Update :
You could also set each Mg to only fire while the camera is active with the variable setters so that when you're firing the main coaxial mg, the roof mg wouldn't randomly shoot at nothing, vice versa.
roofTop Mg : activationgroup = sight ? 1 : 0
coaxial Mg : activationgroup = sight ? Activate3 : 1
also set it to the same speed as the turret traverse
The turret jointRotator is missing shortestAngle = True if added, the turret will take the shortest angle to the desired input ignoring the Rotator's limit.
The car likes to fly, sometimes when I corner the car spontaneously blows up (maybe something to do with the prop engine idk). Overall a great car 👍. I like how you put the parts on pistons so that they'd break away realistically.
I'm not sure if this'll add anything to the conversation but anyway...
F1 cars are shaped to be low drag, their down force comes from mostly from ground effect generated from venturi tunnels combined with rear diffuser designs while the Wings only generates about 25%-35% (very rough estimation). Slicks are grippier than semi slicks because they have more surface contact area to the ground because they don't have grooves, which also causes hydro/water/aquaplaning when the surface is wet since there aren't any grooves for the water to move aside and allow contact.
@RestlessGalaxies it's not that i don't want to it's just that I'm busy and tired. It's still early here and I'm already basically dead. I don't think I have time for SP anymore. Maybe I'll try to do it during the holidays, just maybe.
If y'all need like a guide for this or how to use it, tell me.
@MizeaO I'll uh... DM you on discord.
@MizeaO an attempt to recreate an actual Russian FCS using purely on board data aside from range.
Tag list:
@KPLBall
@MigFoxhound31BSM26
@MizeaO It doesn't use any target data other than
TargetDistance... I think.Dang. I was wrong. Got it confused with the T-62 bruh.
Was it the night sight that went up with the gun?
@MizeaO I might be wrong, I'mma go back and recheck my facts.
The T-80BV uses the same 1G42 sight on the T-64BV. They are mechanically linked to the main gun. However the T-80U gets the 1G46 Gunner's primary sight which isn't.
@Su27Ilyushin I think I fixed it with an update.
Tag list:
@KPLBall
@MigFoxhound31BSM26
I could only think about how much easier it would be to recreate cast hull shapes.
+1Not the WT gooner skins 😭
Tag list:
@KPLBall
@MigFoxhound31BSM26
@Yuoko also by old style, wdym old style? Please elaborate further.
@Yuoko sure but I'm busy until December 10th, so... You'll have to wait.
Tag list:
@KPLBall
@MigFoxhound31BSM26
@Yuoko glad you still have them, great work btw.
+1@Yuoko I think I fixed it with an update.
Tag list:
@KPLBall
@MigFoxhound31BSM26
I believe it's missing track tensioners, the tracks are a tad bit too loose in my opinion.
The likely reason on why it's slow would be how SimplePlanes measures drag. Even with 1.446 TWR it struggles to push beyond the sound barrier.
_
The only design flaw I'm seeing is the fact that the front gear would disrupt the clean air flow into the inlet causing a compressor stall when deploying the landing gears while landing.
(But everything I said doesn't matter because it's SP.)
Три ангела, три-а-три ангела!
Interesting... Reminds me of the CyberPanzer from CTS in a way.
Passenger-1part comes in handy whenever I want low part crew members.Too lazy to tag people.
@32 I just hope that the minimal graphics could be run by most SP mobile player's potato phones.
@32 looking at the graphics and water, it's frying potato phones if SP2 Mobile ever comes out. Which if so, I definitely won't move there.
Θ
+1@KPLBall are early Fox-3s allowed in 1967?
@CloverAerospaceDivision Ik.
Hmm, I wonder how they'll tackle wing vapor.
+3@dekanii the "amp" only appeared when I added the code bracket.
@dekanii idk I just copied your turret traverse code.
( ͡° ʖ̯ ͡°)
@dekanii just noticed that the roof top HMG is supposed to be controlled by the commander sight that's calibrated for the hull while the MG isn't. A simple solution is to directly plug the turret aiming code into the roof MG's traverse rotator to cancel it out
For example :
yw/180 - (TargetSelected & -Activate5 ? (Activate4 ? trt2 : trt) : (Activate3 & sight=true ? yw/180 : 0) + (Activate3 & sight=true ? 0 : sum(Roll*(Activate2=true ? .02 : .3)) + -Heading/180))and remember to give that rotatorshortestAngle = Truetoo if that's what you want.Update :
+1You could also set each Mg to only fire while the camera is active with the variable setters so that when you're firing the main coaxial mg, the roof mg wouldn't randomly shoot at nothing, vice versa.
roofTop Mg :
activationgroup = sight ? 1 : 0coaxial Mg :
activationgroup = sight ? Activate3 : 1also set it to the same speed as the turret traverse
The turret jointRotator is missing
+1shortestAngle = Trueif added, the turret will take the shortest angle to the desired input ignoring the Rotator's limit.Reading about Novara... idk if it's nostalgia or PTSD.
The car likes to fly, sometimes when I corner the car spontaneously blows up (maybe something to do with the prop engine idk). Overall a great car 👍. I like how you put the parts on pistons so that they'd break away realistically.
I'm not sure if this'll add anything to the conversation but anyway...
F1 cars are shaped to be low drag, their down force comes from mostly from ground effect generated from venturi tunnels combined with rear diffuser designs while the Wings only generates about 25%-35% (very rough estimation). Slicks are grippier than semi slicks because they have more surface contact area to the ground because they don't have grooves, which also causes hydro/water/aquaplaning when the surface is wet since there aren't any grooves for the water to move aside and allow contact.
I guess I'll do remasters and a few new things here and there, but won't be active much during the next couple of months.
( ͡° ʖ̯ ͡°)
@BOSSentinel sure, I don't mind, don't need any credit.
+1@RestlessGalaxies then I'll take my time to give you something worth looking at.
@RestlessGalaxies it's not that i don't want to it's just that I'm busy and tired. It's still early here and I'm already basically dead. I don't think I have time for SP anymore. Maybe I'll try to do it during the holidays, just maybe.
Probably gonna disappear now
@RestlessGalaxies yeah uhh.... I ain't making it, thought I had more time but I got busy. My bad
@TheMouse ye, there is a mobile mod map version
+1@TheMouse like this? (It's only the skeleton for now)
@RestlessGalaxies
@TheMouse > this thing
+1