50sChallenge Lightning F7 (P8)
Lightning F7 / (P8)
My contribution to mikoyanster’s 1950s Challenge Reborn is my take on the Lightning that never was (unfortunately).
In the mid 1950s English Electric made several proposals for other Lightning variants, such as the multi-role version (unwanted by the MoD, but later to become the export F.53), a variable geometry variant for the Fleet Air Arm, and a much-improved F.7 variant (EE designation P.8). Originally it was supposed to have variable geometry wings, an extended fuselage with an area rules hump and the main gear retracting into it. The project was deemed too radical and expensive by the RAF, so EE went with the extended fuselage and improved the F6’s wing, reshaping the wingtips, and giving it two reinforced hardpoints and greater fuel capacity.
The rear canopy was redesigned as a bubble to eliminate the overhead rails of the original. An uprated weapons system allied to a new HUD made interceptions a lot easier under Delta control, eliminating the need to use the AI radar hood, commonly called the “nosebag”, which heightened pilot workload severely in the latter stages of an intercept. The refuelling probe was repositioned to the right side of the forward fuselage and given a lighting system to facilitate night refuelling operations. A retractable probe option was considered superfluous as the fixed probe was lighter and had minimal aerodynamic effect on performance. The original landing gear was retained, retracting outboard, so as not to eliminate the twin Aden gunpod lurking in the forward ventral bulge. To address the biggest drawback of previous Lightnings, the aft section of the bulge contained additional fuel and the inboard wing sections were enlarged to accommodate bigger fuel tanks, and the inboard pylon on each wing was reinforced to carry either an external jettisonable fuel tank or additional stores. The outboard hardpoint was adapted to accommodate either a single or twin pylon, giving an unprecedented potential weaponload of eight missiles/bombs when external fuel was not carried.
FLIGHT MANUAL
Vmc: 175
T/O : Full throttle, Reheat/Flaps Optional, Rotate at 190/200
Land: 10% Throttle, Full Flaps, Airbrakes Deployed;
5% Throttle, Full Flaps, Airbrakes Stowed.
Vmo: 800 at SL (1500 with Reheat, 1850 at altitude)
Vne: 1900
Initial Rate of Climb 55,000 fpm
Service Ceiling: 90,000 Ft.
Ballistic Climb: 124,000 Ft
CONTROLS
Nosewheel steering on the stick
AG1 Reheat (Afterburner)
VTOL + AG2 Flaps
AG3 Jettison External Fuel Tanks
VTOL + AG4 Airbrakes
AG5 Brake Chute
AG6 Nav/Position Lights
AG7 Fuel Probe Lights
AG8 External Stores Jettison
BUILD CONSIDERATIONS:
My custom main gear retracts and extends well, but on the ground before takeoff looks like Fred Astair having an epileptic fit. No clue as to what to do as a fix. Any ideas, anyone?
After a lot of faffing around I managed to put mikoyanster’s custom missiles on the pylons, but the cladding on the missiles located on the port (reflected) side of the aircraft falls off in game. HELP PLEASE, MIKOYANSTER. Another bitch is that the “cladded” missiles fire, but then just kind of fart about in the sky as opposed to hitting the target. The uncladded missiles perform correctly. Maybe it’s just me.
Specifications
Spotlights
- GhostHTX 6.7 years ago
- KidKromosone 6.7 years ago
- Tang0five 6.7 years ago
General Characteristics
- Predecessor 50sChallengeReborn - Starting!!!
- Created On Windows
- Wingspan 37.3ft (11.4m)
- Length 46.3ft (14.1m)
- Height 15.6ft (4.8m)
- Empty Weight 34,822lbs (15,795kg)
- Loaded Weight 48,984lbs (22,219kg)
Performance
- Power/Weight Ratio 2.752
- Wing Loading 102.7lbs/ft2 (501.4kg/m2)
- Wing Area 477.0ft2 (44.3m2)
- Drag Points 7776
Parts
- Number of Parts 379
- Control Surfaces 9
- Performance Cost 1,466
I pick up that sentence from the James Bond movie, lol @Alien
@WinsWings well, and the rest of the UK :-)
For England!!!
@TitanIncorporated I've never actually built a VTOL aircraft, but getting the Cof G right would be my advice. Or cheat and use a gyroscope. Sorry I can't be more help.
Evaluation
Handling, stability, agility ::
6 points
Realistic model and behaviour ::
8 points
Details, paint and accesories ::
9 points
Build quality ::
6 points
Personal impression ::
7 points
Description ::
8 points
Total points :: 44
Rules ::
Meet the rules
Status ::
Accepted
@KidKromosone I adjusted the mass scale of the landing gear as suggested by BogdanX, and now the wheels just do a slight shuffle as opposed to a frenzied jitterbug.
@KidKromosone thanks, let me know
@F104Deathtrap look forward to seeing it
I can try@Alien
@Alien I should have something up withing the next week or so. I've been building a trainer for EternalDarkness's challenge.
@F104Deathtrap Thanks man! Appreciate you taking the time. Let me know if you have any success with your wing ideas.
@KidKromosone Thanks for the comment. Yeah, I said the gear was an epileptic Fred Astair in the description, and I don't know why. Any ideas?
@Alien You just fit the wing to a rotor and set the rotor input to "pitch." You have to fiddle with the max roation and they don't handle as well as regular elevators, though.
I've been experimenting with modded wings lately, and I'm beginning to think that building "fake" fuselage block wings and then hiding tiny, modded wings inside the fuselage body of the plane is the way to go. Either way, anything involving rotors needs to added LAST because they are very tricky and buggy, so its best to get all the non-moving stuff done first.
Nice! Handles really well! The gear is kinda “jittery” though.
@F104Deathtrap I just checked out some of your builds. Seeing as you are capable of making jet nozzles, you must have some ideas on how to make full movable surfaces! Cough up your secrets, old chap!
@Alien Yeah, you got it. And it is pretty!
@F104Deathtrap Thanks for the comment, but if A/C don't have elevators, how do they change pitch? If you're referring to the difference between fully movable horizontal tail surfaces as opposed to integrated hinged elevator surfaces, then you're correct, but they're still "elevators" in the aerodynamic sense. As regards SP builds, I don't know how to make fully movable tail surfaces, so I just made them pretty!
Supersonic aircraft almost never have elevators, but this is a very detailed build. Good job.
@GhostHTX I do appreciate your sexual aberration towards my creation, old bean, and understand it perfectly. I really don't understand the missile problem - but then again I don't understand much of anything, really. Strange that the problem only manifests itself with the mirrored pieces. As regards the missile homing, I fired the Guardian and maintained lock, only to see it boogie off somewhere different. When I chose the missile cam, there it was, farting around in ever-decreasing circles, trying to disappear up its own chuff-pipe. The port side missiles without the realistic looking cladding homed and destroyed as it says on the tin. I decided to retire in good order, and renounce further tweaks. Let me know if you have some ideas on how to overcome similar future glitches, dear fellow. Oh, and thanks for the jolly old spotlight, unfortunately you'll have to stop building and wait about 15 years before I can return the favour.
@Tang0five Praise indeed, old chap. I thank you muchly. I'll have to have a dekko at your VG version, "serrated" or not.
This is bloody lovely. Seriously. I want to marry it and have babies.
The missile glitch is a pain in the posterior, however. I ended up just scratch building my rails and using skill / swearing to make them match.
I also think they are all based on the Guardian, so a constant lock is required to achieve projectile/ oponent interface.
Boy oh boy! I had a crack at the naval variable geometry type a while back - bit difficult before the 1.7 update so its rather rough around the edges. This is a jolly beautiful build, bravo!
Thanks Treadmill103
@mikoyanster thanks bro, and thanks for the awesome challenge. Can you help with the reflected port side missiles falling apart? I'm not smart enough to figure out the problem.
WoW!!