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KAE-10000

848 AdmiralCrab  3.1 years ago
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Current problems 1. Burners dont work with correct AGs their vtol engines are in the spinners of the main engines. 2. The wings work exactly how i want them to when they are at their current scale, but when i scale them away, the aircraft has less lift and wobbles at speeds it doesnt normally wobble at. The goal is to hide them so the cosmetic “wings” look like they are doing the job. Thanks!

General Characteristics

  • Predecessor Help
  • Created On iOS
  • Wingspan 123.0ft (37.5m)
  • Length 319.2ft (97.3m)
  • Height 59.5ft (18.1m)
  • Empty Weight N/A
  • Loaded Weight 70,886lbs (32,153kg)

Performance

  • Power/Weight Ratio 1.902
  • Wing Loading 8.8lbs/ft2 (43.1kg/m2)
  • Wing Area 8,026.5ft2 (745.7m2)
  • Drag Points 11074

Parts

  • Number of Parts 252
  • Control Surfaces 7
  • Performance Cost 1,371
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    4,287 Formula350

    No problem. I was once where you are, and still am in many many ways! :P
    .
    I think I'm also experiencing that shaking you mentioned, even with them barely scaled down... It's not the same kind of shaking I thought it was, where the wings start flapping around heh
    I thought I had fixed it by switching the Wing to Semi-Symm, as that test flight wasn't exhibiting it... but on this recent flight after working on the engine system more, it started doing it again :\
    .
    I'm also starting to wonder if this isn't being caused by some change with v1.11, because I'm also experiencing a new problem I've never encountered before, where Engines are being starved for air when I make specific changes to other stuff (vague I know, but uncharacteristic).
    .
    A classic two steps forward, one step back. lol
    I'm not giving up, though!! ;)

    3.1 years ago
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    @Formula350 I was not aware of any of these problems lol. I didn’t realize I essentially taped a rocket to a plate and launched it. When I say loss of lift, the stall speed and total lifting power seems to be reduced when I scaled it to 0.1. But the symmetric airfoil sounds like the problem, thanks again for the help!

    3.1 years ago
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    4,287 Formula350

    So question... When you say the wings seem to "not produce as much lift", do you mean:
    It doesn't want to takeoff from the runway?
    or
    That your control surfaces fail to change the plane's direction? (loss of Pitch control)
    .
    Also, what Scale were you setting them?
    I made them only small enough to fit in the Fuselage wing skins without being visible, but did not experience any major (or noticeable) impact to its flight characteristics.
    However, I can say that your wing's Airfoils (aerofoils) are configure as Symmetric, and generally that's what you use for Rudder or Ailerons/Canards (or when making flaps with Hinge Rotators). That's because they are designed to cut through the air and produce "neutral" lift on both sides.
    .
    On your design, it's the engines and control surfaces that actually make it APPEAR to generate lift. The engines being underneath produce a lower CoT, which naturally wants to push the nose up. (I actually moved the Fuel Tank part and give it a tiny bit of mass, so that it doesn't want to Pitch Up so bad).
    .
    For actual Wings you'll typically want to use Semi-Symmetric or Flat Bottom, in order to make the plane not be super unstable. (However, that's usually when a plane isn't super high powered and can't brute force itself through the air; see the new "Twin-Prop" Jundro included in v1.11, where using Full Pitch up/down will cause it to spin out of control due to the main wing being set as Symmetric)


    If you knew all this, I apologize lol Anyways, back to the grind. The curve-ball that the VTOL Engines threw me is resulted in this taking way more time than I anticipated! (Not that I'm complaining or regretting helping haha It's a fun challenge!)

    3.1 years ago
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    4,287 Formula350

    DOUBLE Crap!! I'm an idiot *facepalm*
    I literally solved nothing by switching their roles around...
    Using the VTOL for the primary engines won't work EITHER because... we still lose the ability to cut off individual clusters. T_T
    .
    I can still make it look somewhat nice, but it won't have the ring-system, at least not in the same way it does now.
    Ok I'll shut up now till I have something to show! lmao

    3.1 years ago
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    @Formula350 Anything that’ll fix this thing, I’ll take, this is a huge help, thanks again.

    3.1 years ago
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    4,287 Formula350

    Oh, right..... cccrrrrrap!
    .
    OK small problem that I just realized.
    So the way Jundroo set up the VTOL engines in SP is stupid (in my opinion), because you only need VTOL Engine regardless of how many Thrusters you're used, and the stupid part is that you can't DESIGNATE which VTOL Engine certain Thrusters are powered by... :(
    _(At least, not as far as I know or have been able to figure out.)
    .
    Now that doesn't mean we can't still utilize them, but it will mean that we're going to have to basically reverse what's going on a little bit.
    The VTOL engines are going to have to be the Primary engine, and then the current primary engines will become the Afterburner effect.
    .
    Again, I'll still set this all up to how I'm hoping you'll like it, and we can go from there once I've uploaded it.

    3.1 years ago
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    4,287 Formula350

    Making notes, for both our use...
    As of now, it's actually a bit of a mix between Method A and B that I outlined.
    "Primary" (thrust producing) engine specs:
    Input is Throttle=1?4:Throttle which means only at 100% Throttle does Afterburner kick in (by increasing thrust 4x above normal), or in other words, if Throttle is anywhere from 0-99% it's just producing its normal level of thrust.
    Its powerMultiplier is set at 1, which is default, so all the 'additional thrust' comes form the 4x throttle multiplication. (nothing wrong with doing it that way)
    Each Engine's AG is setup fine, where AG1, AG2, AG3, or AG4 only toggle one engine.
    .
    "Afterburner" (VTOL ring) specs are:
    *Input is Activate8=0?0:((smooth((Activate8=1)&(Throttle=1), 8)=1?1:0)) which... means it... *scratches head. So...
    IF AG8 is DISABLED, THEN INPUT=0 (aka Off).
    OTHERWISE
    CHECK IF AG8=1 AND THROTTLE=1.......
    I might be wrong, but this appears to be incorrectly done. I see what it's trying to accomplish, which is to make for a nice smooth effect transition (hence the smooth heh). It's just, I think the VTOL Thruster part does that regardless.
    (Its max is at 2.25, but that doesn't seem to be relevant since the Input only uses a max of 1)
    Its powerMultiplier is set to 0, and I do the same thing when I'm just using the VTOL for a visual effect.


    So to break that down:
    Normal Engine Operation: Throttle at anywhere between 0-99%
    Afterburner Operation: Throttle at 100% AND AG8 Enabled
    The problem... is
    1) that AG8 is always enabled by default when you load your plane. So anytime you increase Throttle to 100%, the Afterburner can kick on. Which is OK, but I believe you were expecting there a way to toggle it?
    2) that all of the VTOL Engines are set to be always enabled, which means you cannot toggle the Afterburner per-engine, it's all engines or no afterburner. Which is not OK, since a Primary engine being Off means it will still show the Afterburner effect.
    1+2 = 3) both issues combined lead to you being able to have AG8 disabled, so no Afterburner effect, BUT if you Throttle to 100%, you're producing 4x Thrust. :P


    So I'll change it to how I think you want it to be and once I've looked at the Wing issue and upload this back for you, you can tell me if the Afterburner is to your liking.
    I'll @ you on that when I do. But for now, on to testing the Wings....

    3.1 years ago
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    4,287 Formula350

    I'll see what I can do for ya.

    3.1 years ago
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    @Formula350 here it is

    3.1 years ago

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