F 22 (VR 1.07)
Introducing the F/22 Raptor.
It appears when I previously said my last release would be my last release... I lied. Again, immense credit to GuyFolk for the foundation of this aircraft. However, almost everything has been tweaked.
- Low part count (works well on mobile and standalone VR)
- Best experienced on PCVR on high physics (flight model is more advanced)
- Weapons x2 AIM 9X and x6 AMRAAM (AMRAAMs have been given multi role capabilities for fun)
Notable achievements include:
1) Fly by wire
This version is MUCH smoother than previous versions
- Control surface deflection should multiply by the inverse of IAS squared for consistent forces
- Thrust vectoring should by multiplied by the inverse of the output thrust
- Horizontal stabilisers multiplied by cos(AngleOfSlip) for natural control in all slip conditions
- Heavily reworked and smoothed Yaw Logic using vertical stabilisers
- Separate PID controllers for Pitch and Roll axes
- Removal of AoA from Pitch PID controller makes landing and maneouvering MUCH smoother and more controllable
- Pitch PID controller now purely using Pitch input and desired PitchRate (modifiers for AoA Limit and G Limit)
- AoA Limiter override (Activation Switch 1)
- G limiter override (Activation Switch 2)
- Differential thrust available for stability and for extreme yaw maneouvers (Activation Switch 4)
- Pitch FBW Stability (Trim). Default is 0 (Range -10 -> 10). Reset button in cockpit available
- Pitch Up assistance when throttle>40% for smooth take off
- Gravity correction factors for RollRate and YawRate (Activate6). Much improved with smoothing function. Helps keep zero slip for coordinated turns or for low level high alpha turns.
2) Landing Auto Throttle
This is enabled by default. Just keep throttle at zero on approach and use the stick to adjust your glideslope. a PID controller will keep the Engines active to maintain a ~150knot approach. Flare before touch down to a Pitch Angle of ~9-10 degrees and plane will slowly kiss the runway. If flare is too aggressive, apply airbrake to slow to 140 knots to stop gaining altitude.
3) Ground stability and manoeuvrability
Use Roll and/or Yaw controls whilst on the ground. Tire slip angles are calculated to feedback to steering system for smooth steering. at higher speed whilst on the ground, control surfaces automated to provide roll stability to resist wing strikes.
4) AirBrake Function
Airbrake can be used to bleed speed but also in conjunction with full aft stick, allows temporary disabling Pitch Stability Function allowing a cobra maneouver.
6) Throttle Thumbstick Disable
Throttle control from keyboard or thumbstick is disabled by default to allow for smooth independent rudder control in VR without inadvertent engine shutoff or afterburner activation. It also allows simultaneous Throttle and air brake application for tight min radius turns.
7) Radar/Nav System
This has been incorporated into the compass for locating targets and destinations. Destinations with runways also denote the orientation of the runway. you can cycle between desination waypoints by clicking on the compass in the cockpit.
8) HUD/Display
This is purposely kept simple to be relevant in VR. A velocity vector and virtual horizons would need to be projected at a distance of infinity which is not possible (if anyone knows please chime in). So for readability and not obscuring targets, I've left the in game Gunsight/Target Lead and added only absolutely necessary items:
-IAS (knots)
-Mach
-Alt AGL (ft) numerical + graphical elements to aid landing
-Vertical Velocity (ft/s)
-AoA (visual bars that turn amber and red when AoA>35 and AoA>90)
-AoS (turn indicator at bottom of HUD)
-controls input indicator
Since last version, Slip indicator tweaked, Mach number to HUD and new turn rate indicator added (Omega symbol: degrees/sec)
The main theme in this release is the change in FBW logic. Simply have a PID controller on the stick axes (Pitch and Roll) equating the stick deflection to desired rotation speed. Tweak the logic to adjust on centre stability, then add limiters to the input mechanism rather than having multiple variables in the PID controller which can give undesired effects. For example:
1) Stick controls Pitch variable
2) New PitchX variable created to take Pitch and add modifiers (AoA Limiter, G limiter, Exponential gain etc)
3) PitchX is then passed on to the control surface, via PID controller to translate to desired PitchRate
Occam's Razor, put simply, states: “the simplest solution is almost always the best.” This definitely applies here. Please again comment for feedback or improvements. Enjoy guys!
Specifications
Spotlights
- This craft is curated
General Characteristics
- Predecessor F-22 'Raptor' update 1.11
- Successors 1 airplane(s) +7 bonus
- Created On Windows
- Wingspan 45.1ft (13.7m)
- Length 139.6ft (42.6m)
- Height 34.8ft (10.6m)
- Empty Weight 42,321lbs (19,196kg)
- Loaded Weight 57,082lbs (25,892kg)
Performance
- Power/Weight Ratio 3.282
- Wing Loading 68.7lbs/ft2 (335.3kg/m2)
- Wing Area 831.2ft2 (77.2m2)
- Drag Points 2285
Parts
- Number of Parts 466
- Control Surfaces 4
- Performance Cost 1,894
you literally cooked this to perfection, can you make thebnext one have stronger engines?