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).
@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!
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:
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?
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@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@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.
+1No 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?