XF-300-A1 StarHawk
9,857 SkyJayTheFirst
2.8 years ago
Auto Credit Based on SkyJayTheFirst's Supermaneuverable Stealth Fighter Cockpit
My first supermaneuverable stealth fighter! Comes with a working radar and computer systems, missiles, external weapons, a heavily detailed cockpit (for my skill level), and- best of all- swivelling jet engines for low-speed stunts and the ability to pull 50G turns! This took me a week to build while using Android, and I really liked how it turned out. Please let me know what you think!
Credit to:
@Doomnolymo for the Radar
@PlanariaLab for the Hud
(Side note: don't worry if you're on a mobile device and it says "this airplane is huge". I made this on Android, and it works just fine on my phone.)
Specifications
Spotlights
- JuanShot2Go 2.8 years ago
- Aviator01 2.8 years ago
- SPairforce 2.8 years ago
- EasternPatrick 2.8 years ago
- arcticfox123 2.8 years ago
- Icey21 2.8 years ago
General Characteristics
- Predecessor Supermaneuverable Stealth Fighter Cockpit
- Created On Android
- Wingspan 50.8ft (15.5m)
- Length 59.9ft (18.2m)
- Height 16.2ft (5.0m)
- Empty Weight 24,264lbs (11,005kg)
- Loaded Weight 35,574lbs (16,136kg)
Performance
- Power/Weight Ratio 7.58
- Wing Loading 29.5lbs/ft2 (143.9kg/m2)
- Wing Area 1,206.9ft2 (112.1m2)
- Drag Points 4571
Parts
- Number of Parts 626
- Control Surfaces 8
- Performance Cost 2,893
@Khanhlam @JuanShot2Go @Falco7 I've just completed the F-300-A4 StarHawk; a vast improvement over this one. Be sure to give it a look!
@JamezTV @donkski @IceCraftGaming @Falco7 @JuanShot2Go @Khanhlam @GuyFolk I've made the A3 variant of the StarHawk!
@GuyFolk I kinda think the extra TVC looks cool, but that's just me. Also, honestly had no idea what pitch rate even meant. I kinda copied some of the coding from the other simpleplanes builds, since I know just about nothing when it comes to funky trees. Judging from what it seems to do, decrease max output the faster you go, I might not put a pitch rate at all, unless it's unironically that important. Could I get some advice on that when you can tell me?
@SkyJayTheFirst
Since you asked for my opinion so I'll give mine, about flight model.
I think you going the right way to make basic PSM plane but there are issues.
- Static stability and psm don't mix together, to do psm you need to stall but static stability prevent that, what you need is artificial stability which can be activate at will.
- This plane have low wing loading and CoM in the front so this plane is quite stable by default so it'll be hard to stall and need more force to do psm. (Which explain why the plane have ridiculous tvc range of motion.)
- Code doesn't work, you put *0.002 behind pitchrate so it'll be so little it barely affect the control.
- Code should be more than pitchrate, it should be code for all axis of control in those part that control said axis.
That's all.
Total 🤔/10.
@SkyJayTheFirst oh ok
@IceCraftGaming I've come to figure out that, in terms of control rates, you always want it to be below 1. The lower the number, the less automatic control it has over how you fly your aircraft. Too high of a number means you will hardly be able to control it at all.
@SkyJayTheFirst ok
it's bec I can't seem to find a good TVC code. (I'm planning to use it on the Ace Avenger)
@IceCraftGaming yes. Just see for yourself the A3.
@SkyJayTheFirst how so?
like RollRate then?
@IceCraftGaming I did not with either this, nor the new A3. I did put some pitch rate, roll rate and yaw rate controls in the elevators, ailerons and rudders with the A3, however.
@SkyJayTheFirst btw.. did you put any code in your TVC rotators?
@SkyJayTheFirst
No problem.
Also, you can use this as reference to write FT code if you haven't already done it.
@GuyFolk well, it's a good thing this plane generates a lot of lift due to its really wide wings. I'll find a way to maximize G's on it with pitch rate. Thank you for all of your advice!
@SkyJayTheFirst
To achieve 40g, the plane have to be very light (low wing loading) but light plane will be hard to stall so that is a problem, you can't have both.
Unless the plane is going at very high speed, just a slight turn can result in a very high g load.
@GuyFolk that's something I'll have to figure out later, then. I'll probably use pitch rate for the supermaneuverability mode, or vice-versa, since I still want the aircraft to be able to pull, at minimum, 40G turns, like it does now without supermaneuverability mode active. Rollrate and yawrate are gonna be fairly easy, for sure, since they don't affect turn time, unlike pitch.
@SkyJayTheFirst
Yeah, you're not wrong, as you go faster, the plane can turn faster with the same elevator deflection because there is more force acting on the plane.
That's why output is decreasing, to maintain the same turn rate.
Not using pitch rate, roll rate and yaw rate is like cutting your own legs tbh.
Pitch rate, roll rate, yaw rate are bread and butter of fly by wire if you ask me, not only they used to limit the movement rate but it can be used to eliminate unwanted movement too, like my plane that will try to stop any movement that isn't pilot's command. (If you pull up, you get pulled up not some random roll and/or some yaw.)
@Khanhlam Your feedback is much appreciated!
Not gonna lie this is beautiful
@GuyFolk thank you for your help and feedback. I'll be certain to fix all of those things with upcoming variants.
@JuanShot2Go I'm happy you like it!
Took my by surprise. Feels solid to fly with good balance. Nice build.
@IceCraftGaming I'll work on that with upcoming variants.
Looks great. Some changes I would make are adding Roll control to the elevators and making the nozzle/engine swive on single rotator. Keep it up
@SkyJayTheFirst Your jet would look better if the nose was smoothened btw
@SkyJayTheFirst By "we" I meant our jets