@SpetzavodHeavyIndustries okay here we go, Pitch - PitchRate * 0.001 and Roll +/- PitchRate * 0.001.here, you will have to change the 0.001 depending on how your craft responds. If it's aggressively pitching/Rolling, lower this number. For camards, AngleOfAttack/number - PitchRate * 0.001. number determines the sensitivity (how fast it will respond). Again you will have to change 0.001 until it satisfies your needs. Especially hard when the aircraft is unstable by design.
Or, you could take a look at this.
Few steps for basic psm
1- Make the jet unstable by design (com and col being very close or right on top of each other).
2- Use PitchRate and RollRate to smoothen the movements of control surfaces.
3- Add canards for artificial stability.
4- Thrust vectoring.
@SpetzavodHeavyIndustries okay here we go,
Pitch - PitchRate * 0.001
andRoll +/- PitchRate * 0.001
.here, you will have to change the0.001
depending on how your craft responds. If it's aggressively pitching/Rolling, lower this number. For camards,AngleOfAttack/number - PitchRate * 0.001
.number
determines the sensitivity (how fast it will respond). Again you will have to change0.001
until it satisfies your needs. Especially hard when the aircraft is unstable by design.Or, you could take a look at this.
@overlord5453 i see, i still curious bout those PitchRate and RollRate, mind if u Explain it again with the inputs? :3
@SPsidearm dayumn, that's first one is unique, anyways thanks comrade 🔥
@Pnut i'll gonna watch it, thanks man
Few steps for basic psm
1- Make the jet unstable by design (com and col being very close or right on top of each other).
2- Use PitchRate and RollRate to smoothen the movements of control surfaces.
3- Add canards for artificial stability.
4- Thrust vectoring.
this or this could help.
Maybe guyfolk tutorials can help?