well, I guess there's more action, but still a bit meh lol
the scenes shouldn't be as long as the destroyers one and again, they need more action (not just shooting at the some ships that are 5km away and crashing into one of them). adapting the scenes to the music is also very important
Worst thing was the poor music choice, imho
you should watch some good cinematics like (this)[https://youtu.be/sEs4wmc0aYw] as inspiration
A-10 has better avionics and weapon systems than those on the frogfoot, which allow much more accurate strikes. The A-10 is also able of carrying better air-to-air missiles, which allow it to defend itself in certain situations better than the frogfoot.
Interestingly the frogfoot was developed some years later than the warthog.
Sources: DCS World and many other sites and reports I don't remember
@DieDieTheLoaf Bife already linked the correct version made by me, but I wanted to say that at least the mirage 2000 has an AoA limiter which limits it to 30 degrees, so cobras aren't a thing it can do unless there's an override switch (which there probably is)
hide a small wing vertically inside the fuselage to simulate the lift produced by the fuselage. irl rudders don't make the plane turn that much either though
@CharlesDeGaulle Ah yes, war thunder, such realism, try it in sim mode, I'm so sorry I didn't implement WT's instructor.
If you're flying this with WASD then no wonder it handles really bad, I made it for joystick controls.
Anyway, glad you enjoyed it
Nice plane, just wanted to point out that vapor cones always appear near the rear of the wing or behind it, where the low pressure air can't hold water and it condensates
@CharlesDeGaulle you should know that there's a big difference in performance between fully loaded and clean. The thrust is accurate too, as well as the stall speed and pitch authority, so I don't know what you're talking about, maybe you could elaborate more?
it seems like this mod breaks all guided weapons, mght be just me but I tested them with and without the mod and they only worked when it was disabled. By "broken" I mean that they drop but don't ignite their engines or track anything
@Hedero take the thrust without burner, 10200 lbf, divide it by the SP engine thrust, that's the multiplier for the main engine. take the burner's thrust, 5800 lbf, divide it by the vtol engine's thrust, there's the multiplier for the afterburner.
I would send you my own wip Hun but I wanna see what you come up with lol
@Hedero the thing is, by having accurate thrust you don't have to fix acceleration
You just divide the real thrust by the thrust of the engine you're using and use the result as power multiplier
slats only extend when pulling back and when rolling right, and the wing shape is wrong, but it flies very nicely and you did a good job on the transitions
oh, and the thrust to weight ratio is a lot higher than irl
@DeMeHToP yup, if you drag a part, a blue box will appear in the top left corner, you drop it there and it will appear in the subassemblies section of the "add parts" menu. If you grab the build from the part that's connected to the cockpit you can drag the entire craft, so make sure the cockpit is only connected to a single part if you're doing this
@Suica I don't think I understand how reducing drag can cause the plane to climb/descend violently, but you can reduce engine spool up time by reducing the max value in InputController and increasing powerMultiplier so the output stays the same (for example: ``max -> 0.1 and powerMultiplier -> 10)
The wing loading is also very important, to do post-stall maneuvers in this plane I had to get extremely slow, at anything above 150 knots it was no longer possible because of hw floaty you've made it.
I just want you to improve the flight characteristics in your future builds, cheers :)
top speed and engine thrust is way above the real counterpart's top speed and thrust, but it's quite fun to fly. Try disabling drag on all parts except wings and one fuselage part and edit the drag of that single part to set the correct top speed (give the engine an accurate thrust amount before you adjust drag)
Also, trim is inverted and the wing loading is just too low, I higly doubt this plane stalled at 50 knots irl
@Thecatbaron I was using full trim on final approach at ~140 knots, but the fully loaded thing does make sense
I love the engines, by the way, great job!
set the image(s) as blueprint, click upload, take the screenshots of the image(s) and done. Don't forget to move the "blueprint" away from the build if you don't want it to appear in the pics
well, I guess there's more action, but still a bit meh lol
the scenes shouldn't be as long as the destroyers one and again, they need more action (not just shooting at the some ships that are 5km away and crashing into one of them). adapting the scenes to the music is also very important
Worst thing was the poor music choice, imho
you should watch some good cinematics like (this)[https://youtu.be/sEs4wmc0aYw] as inspiration
you're welcome!
clamp(input, min, max)
is your best friendA-10 has better avionics and weapon systems than those on the frogfoot, which allow much more accurate strikes. The A-10 is also able of carrying better air-to-air missiles, which allow it to defend itself in certain situations better than the frogfoot.
Interestingly the frogfoot was developed some years later than the warthog.
Sources: DCS World and many other sites and reports I don't remember
@iPilot nope
put this in activationGroup:
TargetDistance < x
x is the max range in meters
very nice
@DieDieTheLoaf Bife already linked the correct version made by me, but I wanted to say that at least the mirage 2000 has an AoA limiter which limits it to 30 degrees, so cobras aren't a thing it can do unless there's an override switch (which there probably is)
rexzion is right, weapon firing doesn't support FT, you can only change when they activate
@tsampoy that build is almost 3 years old, I bet it was really good at it's time
@lilsniper334 you're welcome!
feel free to take ft inputs from RicardoAs' 104, most if not all of them are accurate and based on the flight manual's info
@rexzion just put a wing vertically inside the fuselage, at the position of the wings
but what F104Deathtrap said is correct
@rexzion same way as wings help elevators pitch the plane
hide a small wing vertically inside the fuselage to simulate the lift produced by the fuselage. irl rudders don't make the plane turn that much either though
not soviet and not a fighter, but the X-3 stiletto has a pretty small wing area
bruh
lots of cool effects but why do I see flames coming out the engine
a
forgot to upvote lol
@FLOWRIDER0 np
ceil(clamp01(Time-x))
x is the time after which it triggers
@CharlesDeGaulle Ah yes, war thunder, such realism, try it in sim mode, I'm so sorry I didn't implement WT's instructor.
If you're flying this with WASD then no wonder it handles really bad, I made it for joystick controls.
Anyway, glad you enjoyed it
Nice plane, just wanted to point out that vapor cones always appear near the rear of the wing or behind it, where the low pressure air can't hold water and it condensates
@CharlesDeGaulle you should know that there's a big difference in performance between fully loaded and clean. The thrust is accurate too, as well as the stall speed and pitch authority, so I don't know what you're talking about, maybe you could elaborate more?
@Belugasub duihgu
it seems like this mod breaks all guided weapons, mght be just me but I tested them with and without the mod and they only worked when it was disabled. By "broken" I mean that they drop but don't ignite their engines or track anything
@Hedero 905 mph at sea level, minimum fuel load and clean, adjust the drag for that
ah yes, the A-4 Phantom, nice plane
@Hedero take the thrust without burner, 10200 lbf, divide it by the SP engine thrust, that's the multiplier for the main engine. take the burner's thrust, 5800 lbf, divide it by the vtol engine's thrust, there's the multiplier for the afterburner.
I would send you my own wip Hun but I wanna see what you come up with lol
looks and flies really good!
@Hedero the thing is, by having accurate thrust you don't have to fix acceleration
You just divide the real thrust by the thrust of the engine you're using and use the result as power multiplier
slats only extend when pulling back and when rolling right, and the wing shape is wrong, but it flies very nicely and you did a good job on the transitions
oh, and the thrust to weight ratio is a lot higher than irl
@DeMeHToP yup, if you drag a part, a blue box will appear in the top left corner, you drop it there and it will appear in the subassemblies section of the "add parts" menu. If you grab the build from the part that's connected to the cockpit you can drag the entire craft, so make sure the cockpit is only connected to a single part if you're doing this
spit mk. XIII
@Suica I don't think I understand how reducing drag can cause the plane to climb/descend violently, but you can reduce engine spool up time by reducing the
max
value inInputController
and increasingpowerMultiplier
so the output stays the same (for example: ``max -> 0.1 and powerMultiplier -> 10)The wing loading is also very important, to do post-stall maneuvers in this plane I had to get extremely slow, at anything above 150 knots it was no longer possible because of hw floaty you've made it.
I just want you to improve the flight characteristics in your future builds, cheers :)
top speed and engine thrust is way above the real counterpart's top speed and thrust, but it's quite fun to fly. Try disabling drag on all parts except wings and one fuselage part and edit the drag of that single part to set the correct top speed (give the engine an accurate thrust amount before you adjust drag)
Also, trim is inverted and the wing loading is just too low, I higly doubt this plane stalled at 50 knots irl
the hinge must be angled too
Mm
@WarHawk95 it sadly doesn't, although it would be a really good feature
@Thecatbaron I was using full trim on final approach at ~140 knots, but the fully loaded thing does make sense
I love the engines, by the way, great job!
Lacks a bit of pitch authority, but other than that it's excellent as always
You're welcome!
the guys below don't make mods, it might be possible to do
you do it by going to the second pinned forum post and reading the last part
you merged the E and C variants into a single one, what a horrible crime
You find photoshop CS6 for free in many places, works great
set the image(s) as blueprint, click upload, take the screenshots of the image(s) and done. Don't forget to move the "blueprint" away from the build if you don't want it to appear in the pics
I'm not really sure I understood what you need, do you want an engine that acts as afterburner when throttle is above 90%, or something else?