@Korzalerke2147483647 higher you go thinner the air gets therfore lowering your air speed or your speed relative to air, now gs will increase :
You can go faster because there is less air resistant, but your wings lose lift and your control surfaces will stop working as a result
Tho perhaps using GS is better anyway
I wasn't thinking clearly when i posted previously
@aeaeaeaeae the faster you go more air drag /resistance you have
Meaning how faste you can turn /roll/yaw etc... Is directly effectd by your air speed or the speed of air passing you (the wings here)
Here another example :
(You can swim in water but if you jump in water from a hight and hit it fast it resist movement behaving like solid matter)
Have you ever held your hand outside of a moving car to play with the air?
See the connection?
This is like simple Physics they teach in kindergarten
Yeah game is kinda realistic.
Hope this gives you a better understanding of how game is coded.
@Korzalerke2147483647 using air speed is better
Air speed takes drag and lift into account
In higher altitude you have less air speed and your controls are less responsive so you need less limitations
early Bleriots: looks really lighte so just try to make it historically accurate
Light weight and low drag and then just try to adjust wing lift
This is like basic stuff i don't really understand what you are lacking
There are a lot of ways to make something behave in some way
Have you even started building it?
@Korzalerke2147483647 i didn't say he has to put negative value
He need to put 0 for minimum on one and 1 on another so that both engines don't run at same time
Depends if he want to simulate soviet style one side track turn
simplest way is to lower the maximum angular velocity or what ever it is called
Its a xml variable for the wheels that are connected to an engine and i think the default value they have is 300
I think it is in m/s
*Tho I believe you can also come up with a funky code for the engines to kind of behave speed limited or even gearbox like (more complicated way)
Never tried tho, simply throwing an idea here
@Leftybar simplest way is to lower the maximum angular velocity or what ever it is called
Its a xml variable for the wheels that are connected to an engine and i think the default value they have is 300
I think it is in m/s
*Tho I believe you can also come up with a funky code for the engines to kind of behave speed limited or even gearbox like
Never tried tho, simply throwing an idea here
@XxRxX if yes then you can limit minimum and maximum range of input for each engine
Both engines have minimum of negative 1 and maximum of 1 input range
Set them to have a range from 0 to 1 instead of - 1 to 1
I hope you understood
@CL125 probably center of mass is off or your front landinggear is not at 0 position
Maybe check your drag points see if its off center
Or increase suspension strength and damper
@Michiganstatepolice it's not a inconvenience for me I'm enjoying helping community however I can.
In this case making sure challenge is fair
This should be moderators job but all they care is banning people not actually doing something positive. I also have to thank you for your funky code it's actually very useful
1) your f-24 turns 360 horizontally (with TV) :
26s in 650km/h
17.5s in 750km/h
27s.5s in 1450km/h
now I am not even going to ask why your f24 can sustain a 1400km/h (it goes even higher if let it like 1.7k km/h) turn rate (this is not possible irl ), since you are so against op stuff you know.
2) and also it can roll 5 times before I can say "bullshit-build"
so it looks as if you are not trying to make it realistic.
3) AtA missiles you carry are pretty weak they are slow and they have both turn and speed limiters at 45 meaning they won't hit anything that can actually turn in close range >>> you won't be able to get a missile kill.
now I have to point out the obvious thing about AI disadvantages:
You can manipulate it to turn when and how much you want by positioning your own aircraft as it always tries to point its face toward you meaning in a none dogfight scenario or even secondes before dogfighting you can fire a missile and stay level and it won't react to it unless it can use its countermeasures
which brings the next point: Countermeasures are irrelevant as you can force them by keeping a lock and the ai with spam them until its empty
so human vs ai is a joke
and after all of this comes the question: how are you going to prove the integrity of the results?
upload a video of the whole gameplay thing online?
my build can turn 360 horizontally (no TV):
18s in 650km/h
15.5s in 750km/h
19s in 1000km/h (maximum sustained speed in a horizontally > full pitch )
meaning on paper it can outturn yours but there comes the problem of AI again >>>cus my build is ai controlled.
**AI always goes full throttle it never tries to do anything smart nor pull any maneuver, it also can't use activation groups therefore it limits builds potential to a great extent.
Are this even recognized by the game?
@aeaeaeaeae you really like using funky don't you
You can just put another engine behind it that only enables at full throttle
Throttle>0.99
This is simple way of getting afterburner
+1@Korzalerke2147483647 higher you go thinner the air gets therfore lowering your air speed or your speed relative to air, now gs will increase :
You can go faster because there is less air resistant, but your wings lose lift and your control surfaces will stop working as a result
Tho perhaps using GS is better anyway
I wasn't thinking clearly when i posted previously
@aeaeaeaeae the faster you go more air drag /resistance you have
Meaning how faste you can turn /roll/yaw etc... Is directly effectd by your air speed or the speed of air passing you (the wings here)
Here another example :
(You can swim in water but if you jump in water from a hight and hit it fast it resist movement behaving like solid matter)
Have you ever held your hand outside of a moving car to play with the air?
See the connection?
This is like simple Physics they teach in kindergarten
Yeah game is kinda realistic.
Hope this gives you a better understanding of how game is coded.
@Korzalerke2147483647 using air speed is better
Air speed takes drag and lift into account
In higher altitude you have less air speed and your controls are less responsive so you need less limitations
@AquiliusEpic you can limit max rpm or blade angle to limit top speed
If you have very low roll in low speed and very high roll in high speed this is just a design flaw, you don't need funk to solve it.
Still if you want to shove it under the rug take a look at funky guide
It's more fun if you do it yourself
Are you on pc?
early Bleriots: looks really lighte so just try to make it historically accurate
+1Light weight and low drag and then just try to adjust wing lift
This is like basic stuff i don't really understand what you are lacking
There are a lot of ways to make something behave in some way
Have you even started building it?
Most of them are just trucks
Reality is often disappointing
+1@Korzalerke2147483647 i didn't say he has to put negative value
He need to put 0 for minimum on one and 1 on another so that both engines don't run at same time
Depends if he want to simulate soviet style one side track turn
simplest way is to lower the maximum angular velocity or what ever it is called
Its a xml variable for the wheels that are connected to an engine and i think the default value they have is 300
I think it is in m/s
*Tho I believe you can also come up with a funky code for the engines to kind of behave speed limited or even gearbox like (more complicated way)
Never tried tho, simply throwing an idea here
@Korzalerke2147483647 he needs to limit the max and min values as well
1)yes, literally put an activation group set from 1 to 8 for them like open their setting tab
2)don't think there is (might be wrong)
yes
funky
Caren't
+1@LownirPL and I'm too mentally exhausted to even try and explain
Take a look at funky guide
Tho you don't even need funky just xml the engine parts
@Leftybar simplest way is to lower the maximum angular velocity or what ever it is called
Its a xml variable for the wheels that are connected to an engine and i think the default value they have is 300
I think it is in m/s
*Tho I believe you can also come up with a funky code for the engines to kind of behave speed limited or even gearbox like
Never tried tho, simply throwing an idea here
Put thigh highs on it
+5Thicck boy
Use fuselage of course
And re scale parts
Are you on phone?
Demonstrate by pictures if possible
+1Mojang?
+3Tf did mojang do
@ZeroWithSlashedO huge breakthrough in the history of sp creation yes
@XxRxX if yes then you can limit minimum and maximum range of input for each engine
+1Both engines have minimum of negative 1 and maximum of 1 input range
Set them to have a range from 0 to 1 instead of - 1 to 1
I hope you understood
This is not a competition unless you want it to be so just chill and make potatoes and attach wheels to it
+1I still don't understand what your problem is
Dose it have problem turning?
Do you have to simulate soviet style turning?
I don't understand
@Mrgoofy i am not even sure if i live til the end of the year
bruh
How much do you pay?
How should I know
+1@Mrgoofy best i can do us Lego man or roblox characters
Why do you ping the Dev!?
Like a soldier model or the tank?
@DatRoadTrainGuy19 chad
+1Looking pretty good
+1I stopped caring about looks of my buildes right here.
Are you born before the dawn of Christianity?
+3Are u a vampire?
@CL125 probably center of mass is off or your front landinggear is not at 0 position
Maybe check your drag points see if its off center
Or increase suspension strength and damper
Type in English so i can actually understand and help u
@Gibble well please tag me when you do
I love trucks
@Gibble oh cool gotta check this out
You have a link to your build?
It's not the end of the world.
+1Is just a meme
Looking good
What does automatic Slats do?
Can you make mission mod?
@Michiganstatepolice it's not a inconvenience for me I'm enjoying helping community however I can.
In this case making sure challenge is fair
This should be moderators job but all they care is banning people not actually doing something positive.
I also have to thank you for your funky code it's actually very useful
Simply Malfunctioning
+1What are you taking about?
1) your f-24 turns 360 horizontally (with TV) :
26s in 650km/h
17.5s in 750km/h
27s.5s in 1450km/h
now I am not even going to ask why your f24 can sustain a 1400km/h (it goes even higher if let it like 1.7k km/h) turn rate (this is not possible irl ), since you are so against op stuff you know.
2) and also it can roll 5 times before I can say "bullshit-build"
so it looks as if you are not trying to make it realistic.
3) AtA missiles you carry are pretty weak they are slow and they have both turn and speed limiters at 45 meaning they won't hit anything that can actually turn in close range >>> you won't be able to get a missile kill.
now I have to point out the obvious thing about AI disadvantages:
You can manipulate it to turn when and how much you want by positioning your own aircraft as it always tries to point its face toward you meaning in a none dogfight scenario or even secondes before dogfighting you can fire a missile and stay level and it won't react to it unless it can use its countermeasures
which brings the next point:
Countermeasures are irrelevant as you can force them by keeping a lock and the ai with spam them until its empty
so human vs ai is a joke
and after all of this comes the question: how are you going to prove the integrity of the results?
upload a video of the whole gameplay thing online?
my build can turn 360 horizontally (no TV):
18s in 650km/h
15.5s in 750km/h
19s in 1000km/h (maximum sustained speed in a horizontally > full pitch )
meaning on paper it can outturn yours but there comes the problem of AI again >>>cus my build is ai controlled.
**AI always goes full throttle it never tries to do anything smart nor pull any maneuver, it also can't use activation groups therefore it limits builds potential to a great extent.
This whole dogfight challenge is not valid
+1