Socrux S.F-191P Arrow (Area 88) V2 - FM Update
P.S.: I just noticed I left two small balls on the top of the fuselage, a blue and a red one. These were there to give me a guideline for CoL and CoM placement; their weight and drag is zero, so they don't affect flight performance, they're just a nuisance to look at. I seem to have forgotten them there and am too lazy to reupload this again, so their removal is left to the user should he wish to do so.
An updated, revised version of my S.F-191P Arrow. A "Flight Model" update, if you will. It may look basically the same cosmetically but a lot of stuff was changed in the performance department and as such it handles completely differently. Please read the description in the previous post linked above, as I won't be copy-pasting it here for the sake of simplicity. All the controls and warnings (and the backstory should anyone be interested in that lol) are listed over there.
As a note for the challenge: I know we can enter two planes maxmimum, but I'm not sure if we are allowed to send two of what's basically the same plane except reworked. In case that is not allowed, feel free to disregard this entry.
If it is allowed, you may either consider this a second entry or an update to the first, as you see best fit. Myself, I'd like to see how this one performs compared to its previous iteration.
Changelog
The changes done to this aircraft were based on feedback I received from the first build. I had noticed it was too agile in maneuvering, but they made me realize it was way too much, to the point where mobile users had difficulty controlling it. As such, I have made several changes aimed at making it handle a bit more realistically, while being easier to control. It is, however, still more than maneuverable enough for whatever it needs to do.
One thing I wasn't able to change much, however, was the acceleration, which is still too accentuated. Fine-tuning it would perhaps require double the work I did here however, so I called it a day in the end. It should have decreased somewhat already, as I was able to reduce afterburner power due to the reduced drag.
Drag in the fuselage parts was changed and fine-tuned to a point where this aircraft can finally reach Mach 1 at sea level as it's supposed to (the previous version could only barely touch Mach 1 at sea level when flying completely clean!) while simultaneously not needing ridiculous amounts of engine power which resulted in unrealistic acceleration.
Lift was reduced, control surface effectiveness was significantly decreased and elevons were given half the pitch authority they had previously. This makes handling more believable and smoother, as well as making the use of flaps on landing finally worth it. AoA warning lights were re-calibrated accordingly.
Doing a full-performance barrel roll at high speeds no longer risks (recoverable) loss of control. There might be issues with the air-to-air missiles' detachers when turning at very high altitude and speed however, so you still need to watch your throttle in some circumstances.
Cosmetically: An anti-glare panel was added on the nose. This also allowed me to paint the canopy frame black, making the cockpit in cockpit view more homogenous and realistic-looking. Formation lights were added - these are turned on by AG8, along with the nav lights.
As a side note, the arresting hook's power has been drastically increased as I realized it wasn't doing much. I feared too much deceleration would break the custom landing gear but as it turns out this thing is tougher than I expected.
I'm naturally not deleting or outright replacing the first version of this bird though, because the wacky handling makes it a blast to fly around in its own right! I recommend you take both for a spin and find which one you like best.
That's all, folks! I hope you all enjoy flying this around. I apologize for posting what is essentially the same plane twice, but since we are already here, I'd appreciate if you guys could let me know: Which one did you enjoy flying the most, this newer version or the first, more agile one?
Specifications
Spotlights
- ChiChiWerx 4.7 years ago
- mikoyanster 4.2 years ago
- JohnnyBoythePilot 4.7 years ago
- Typhoon03 4.6 years ago
General Characteristics
- Predecessor Area88Challenge
- Created On Windows
- Wingspan 34.7ft (10.6m)
- Length 58.6ft (17.9m)
- Height 19.6ft (6.0m)
- Empty Weight 18,592lbs (8,433kg)
- Loaded Weight 26,710lbs (12,115kg)
Performance
- Power/Weight Ratio 1.262
- Wing Loading 39.5lbs/ft2 (193.1kg/m2)
- Wing Area 675.4ft2 (62.8m2)
- Drag Points 3711
Parts
- Number of Parts 627
- Control Surfaces 3
- Performance Cost 2,667
@FlyingHueman tu ainda joga na vdd nem precisa jogar pra entrar nesse grupo aqui é basicamente um monte de Br que joga Simple planes se tu quiser entrar só pra zoar e conversar pode entrar
Clica aqui pra entrar no grupo
@Gabriel747 Sim senhor, vivíssimo! Só dei uma parada com o jogo... de vez em nunca passo aqui pra ver como a galera tá indo haha
Tu tá vivo?
Mano,tu sumiu porque?
Winner of the Area88 Challenge! Congratulations!!
Ease of maneuver -
28
/30ptRealistic model -
68
/70ptDetails, paint and accesories -
27
/30ptRealistic weapons and behaviour -
35
/40ptBuild quality -
26
/30ptMission Fulfillment -
??
/100ptFair play -
20
/20pt204pt
@ChiChiWerx Yeah, I am painfully aware. In this case the goal was to hit Mach 1 at sea level clean, and Mach 2 at altitude; the external tanks have drag modelled in (though I probably should have used more, since if I'm not mistaken 50% of the extra fuel they add is used just to overcome the extra drag), but you are correct, the weapons don't (except for the bombs, and the missile parts inside the missiles themselves, which probably don't count since they're hidden in a shell). The reason why is because I've had very bad experiences with custom weapons with drag, as in, it'd affect their performance after firing and sometimes render them unstable or otherwise useless. I choose to make all my custom weapons dragless due to that.
Thank you once again for your continued patience and extended feedback!
Thanks. I was flying your build this morning before the new update, nice changes. I hope the update didn’t break it (it changes “LandingGear” as an input to -1/1). I’m upvoting and Spotlighting again! P.S., few jets exceed Mach at S.L...a few do so with high speed tanks, like yours, but none with this many stores hanging. The published top speed numbers you find are almost always for clean jets. If you start building custom weapons, be sure to add drag to them to replicate the performance losses from carrying all that crap under the wings and don’t let the loss fool you, it happens IRL!
@ChiChiWerx Your feedback was really valuable, it was indeed turning way too fast so I decided to try my hand at kicking drag further down and reducing control surface authority. It's still very far from perfect, but I think it handles a lot better now.