4,350 cosman Comments

  • F-22 'Raptor' update 1.11 11 months ago

    I love this plane! No-one has managed to provide anything with such smooth physics before. I hope you don't mind, I used your plane as a foundation for something I built. Please check it out and let me know your thoughts (kFlR2U).

    +3
  • F-22 (Black VR Edition) 11 months ago

    @Khanhlam @MrCOPTY
    Thank you so much for the kind words!
    @GuyFolk
    No worries mate, cant wait to see what more creations you come up with, keep up the good work!

    also new version released if you guys are interested!

    +2
  • F-22 (Black VR Edition) 11 months ago

    @GuyFolk

    I might just create a new post to explain it better but in the meantime, fly my plane in a gentle manner with minimal pitch input and no rudder input. compare the values of:

    "YawRate" and
    "YawRate + cos(PitchAngle) * sin(RollAngle) * 561.5/max(5,TAS)" and
    "rate(-AngleOfSlip)".

    You are correct about keeping AngleOfSlip at 0 will make it yaw to the ground under high bank angles but thats the whole point of a coordinated turn is to keep AngleOfSlip at 0.

    A really simple replacement for "YawRate" when controlling your rudder would be "rate(-AngleOfSlip)" but that has its own set of problems during PSM as the value goes crazy when abs(AngleOfAttack) approaches 90.

    My final iteration of an expression which approximates rate(-AngleOfSlip) without the above issues is:

    "
    (4/3) * clamp01(IAS>0.2)
    *
    (
    YawRate * cos(AngleOfAttack) - RollRate * sin(AngleOfAttack)
    +
    clamp01(cos(AngleOfAttack))
    *
    clamp01(cos(AngleOfSlip))
    *
    cos(PitchAngle)
    *
    sin(RollAngle)
    *
    561.5/max(TAS,5)
    )
    "

    try all 4 values in the console simultaneously whilst flying and tell me your thoughts.

    PS made some changes since this version and I'll release an update soon.

    +1
  • Bug thread for v1.12.128 (current version) 10 months ago

    No matter the performance headroom, (12900k, 3080ti) there seems to be intermittent juddering in the motion. it varies depending on the refresh rate and gets bad at >100hz refresh rate on PC. I identified no dropped frames when it occurs, so I can only conclude its related to the physics updates that drop a refresh every few seconds. Can we manually tweak physics update rates to see if it can be improved?