I have already found new methods to do this, which are easier and more efficient, soon I will make a new 100% detailed guide
This is my first tutorial, if it's bad, sorry!
The most important thing is the thrust/weight ratio (or HP/Weight, for propeller engines) (note that I will refer to this data as TWR)
The second most important is Drag
The third is altitude
Part 1: Start from start
The first thing is to make sure that the TWR is below 0.6 for jets and below 0.1 for Piston aircraft.
But it doesn't stop there, I didn't just do 2 tests.
The weight of the plane matters!
One thing I've found is that weight acts a lot more on acceleration, stall speed and maneuverability than it does at top speed.
This means that adding dead weight to various parts of the plane makes it accelerate more realistically.
Part 2: Engines and Drag
The SP drag model sucks, we all admit that.
It just increases with speed, and decreases absurdly with altitude.
The engine model doesn't help either, it doesn't vary with speed, thing that mainly affects propeller planes
A method I found another user doing (sorry I don't remember its name) to make the engine power realistic was to divide the SP engine thrust by the IRL engine thrust, so BANG, you have the exact power to use in your engine! This greatly improves the jet engine model problem (Note: does not work with prop engines)
Now the drag, Remove drag from the plane until it has less than 500 points of drag. DragScale = 0
is better than calculateDrag = false
, bcuz you don't have to take drag off the entire plane!
Part 3: Does it really work?
From the tests I've done, Yes, it works, but it has disadvantages:
The plane glides better than a glider with a wingspan of 20km because of the drag removed
The added dead weight can make the plane fly like a brick
I imagine this method doesn't work for some players, I can only test it on planes with few pieces and I don't know if it works with more than 350 parts
Any criticism is more than welcome.
205k jamesPLANESii Reply
Set the engines to have the accurate amount if thrust
Reduce drag until you get the accurate you speed
If the plane goes supersonic, drag increases at transonic speeds and decreases as you get above the sound barrier. So drag modeling for these aircraft might be difficult
Pinned 3 days ago
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@U I get it
@TRD6932
OK, it's kind of hard to explain, but there's a reason I use
DragScale = 0
, and it's a good reason.I obviously put
calculateDrag= false
on things like wings and decoration, butDragScale = 0
makes the drag not passed to the previous a fuselage partThis saves me from having to put
calculateDrag=false
all over the plane, and that would be pretty annoying to do, especially with lots of parts.@V
(sorry V for not replying, I was planning to reply but had to leave and forgot)
dragScale=0
is kind of useless cause the game would still calculate drag regardless,calculateDrag=false
however will disregard that task. my dumb ass just keeps forgetting the latter lolYou could use the smooth function to the engine input if you don't care about realistic twr and don't mind tweaking each part's drag
@rexzion it would be awesome if there was an update on aerodynamics and "engine thrust models"
SR2 sure does, why not SP?
this is just how to make your plane fly like the real thing but yeah ok
SP physics aren't actually that bad, except for drag, it's hard to measure it + there isn't a drag point specification when looking for the specs of a certain aircraft.
also, some jets have a TWR greater than .6 or .1, fighter jets such as the F-16, for example. TWR of propeller aircraft is far more difficult, you can see how i tried to mimic real flight characteristics (little to no FT) by just halving the real thrust of a piston engine to make an "average" thrust.
In reality, propellers make pretty high thrust, but it quickly drops as you increase speed (this is why there are no supersonic prop aircraft), so the TWR may be .35 at takeoff and .1 @600kph. i made an FT code to simulate this but it's not quite optimal and works only on high HP propeller engines.
Setting calculateDrag to false reduces lag, and has exact same effect as setting dragScale to 0.
Setting dragscale to 0 doesn't reduce lag as the drag calculations are still done