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Poyasakai MRF.127G Akagi-F2 .8

105k GuyFolk  3.4 years ago
2 downloads
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Auto Credit Based on Bernkastel's Poyasakai MRF.127G Akagi-F2 (PSM II)

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General Characteristics

  • Predecessor Poyasakai MRF.127G Akagi-F2 (PSM II)
  • Created On Windows
  • Wingspan 43.0ft (13.1m)
  • Length 62.6ft (19.1m)
  • Height 17.1ft (5.2m)
  • Empty Weight 18,816lbs (8,535kg)
  • Loaded Weight 25,159lbs (11,411kg)

Performance

  • Power/Weight Ratio 4.823
  • Wing Loading 37.9lbs/ft2 (185.0kg/m2)
  • Wing Area 664.0ft2 (61.7m2)
  • Drag Points 3081

Parts

  • Number of Parts 533
  • Control Surfaces 4
  • Performance Cost 3,081
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  • Profile image
    33.3k Bernkastel

    @GuyFolk Haven't, and its a bit difficult to use it in mobile. I'll send another link

    3.4 years ago
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    105k GuyFolk

    @Tsukuyomi
    Can you open dev console?
    Because you'll need that to see how much G the plane actually take.
    Just input 12 will not guarantee that the plane will be limited to 12g.

    +1 3.4 years ago
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    33.3k Bernkastel

    I am a mobile user

    3.4 years ago
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    33.3k Bernkastel

    @GuyFolk I set vertical G to 12, is it not good?

    3.4 years ago
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    33.3k Bernkastel

    @GuyFolk Thank you for the code

    3.4 years ago
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    105k GuyFolk

    @Tsukuyomi
    Code for g is better in elevator.
    The final code will look like clamp( (Pitch + PitchRate/xx) + (-Roll - Rollrate/yy) + (VerticalG/zz),-1,1).
    I assume that your pitch, pitch rate is positive and roll, roll rate is negative but it'll depend on position, it can be any combination of + and -.

    +1 3.4 years ago
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    33.3k Bernkastel

    tell me to put them in canard and elevators

    3.4 years ago
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    33.3k Bernkastel

    @GuyFolk Waht will be it's code then if roll rate, and pitch are combined with verticalg code???

    i dont know how to do codes if advanced

    3.4 years ago
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    105k GuyFolk

    @Tsukuyomi
    Yeah.
    You don't want your elevator to spin around do you?
    Clamp just make life easier by not letting the control surface go beyond range of motion.
    The way I did it is I'll put everything in one clamp( Pitch + Roll + aoa + g ), in the case of everything added up it'll never go beyond range of motion.
    But your plane use clamp() + clamp(), assuming all clamp max is 1, when everything add up you'll get 2 for total and that'll result in the surface go beyond the range of motion by 2 times.
    Or you can just set range of motion to half of the old value but it just add unnecessary complication to an already complicated build.

    +1 3.4 years ago
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    33.3k Bernkastel

    @GuyFolk with clamp fucntion?

    3.4 years ago
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    105k GuyFolk

    @Tsukuyomi
    You can use VerticalG/xxx (idk if it will be + or - depend on the plane itself) in elevators and the code to turn in on and off can be found in canards.
    You need to tune the xxx so it'll limit g force correctly.

    +1 3.4 years ago
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    33.3k Bernkastel

    Limiter turns off when AG1 is on for PSM mode

    3.4 years ago
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    33.3k Bernkastel

    I will set G limit to 12.5

    3.4 years ago
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    33.3k Bernkastel

    @GuyFolk Problem: How can I set G limits?

    3.4 years ago
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    105k GuyFolk

    @Tsukuyomi
    Nice.

    +1 3.4 years ago
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    33.3k Bernkastel

    @GuyFolk I know how to fix collission probs, anyways thank you so much!

    3.4 years ago
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    105k GuyFolk

    @Tsukuyomi
    I've modify something, hope you like it.
    -I've added code that disable canard (so it'll no longer provide stability) when activate the AG1 so the plane can stall and do PSM.
    -I've increased range of motion of the elevator.
    -I've increased sensitivity of roll rate from 95 to 200, bare in mind that irl fighter jet have turn rate of around 15-30 deg/sec and roll rate way above 180 deg/sec, the number is not random but actually reflect real life. Now I think roll rate is good enough without modifying the airframe what so ever.
    Ps. I don't know how to solve the collision problem in the nozzle.

    +1 3.4 years ago

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