@brians1209 the spin characteristics are one of the last remaining items for me to complete on the fm, & its less to do with the location of the cg and moreso the post stall forces produced by the lifting sections and the rotational inertia that keep a spin going. that early stage of the spin is a more unsure one where its possible to easily recover or for recovery to take multiple turns before you regain control, and the spin never got to develop enough to be flat in the video (i did input lateral stick in the direction of the spin which slowed it down, i am not sure what wouldve happened had i not done so but it still need works anyway so it doesnt matter much. thx for the concern lol
@lemoose also btw drag calculation is a noticeable portion of lag generated from builds, id recommend only enabling calculateDrag on a select few parts (all wings and one or a few 0 aoa drag parts), or better yet simulate drag using airbrake parts & ft
handling & maneuvering is p good, probably the closest to it ive seen on the site though it cant go any faster than 440 kias on the deck (sac charts say top speed for the A is 794 kias at sea level, 792 for 4sp x 4sw loadout
0.72 scale and 0.1 scale carrier (with some extra stuff dotted around the map) will likely be released as a mod sometime soon
music playing:
carpenter brut - hang 'em all
muse - thought contagion
muse - pressure
@LoneSpaceGaming yea lol the closest i got was getting in an f14a and just sweeping the wings back and it kinda resembled a delta but i had looked at details about the physics of how delta wings produce lift and i think its really interesting
and yes you can upload
@PriusCat <br> means line break, just hitting enter (<br> does not show up on the big text editor). <light-height> adjusts the spacing between different lines separated using <br>
@Krikkit42 oh cra a a ap i forgot to mention JAJAJA hold
fireweapons
to unlock the flaps (its reminiscent of the real mechanism)@Majakalona incorrect
@TheCommentaryGuy its actually quantized you unimaginative fish bowl
music in the video: Symphony For A Spider Plant by Mort Garson
@asteroidbook345 yes
@AVFLYER try new version
@AVFLYER not sure seems to be mostly a mobile issue so i didnt really have time to work around it
@AVFLYER try doing an air spawn
@Boeing727200F
737
mirage iii
germ
the rest are wip
dcs... in exactly 50 hours and 13 minutes from now............
Upvote
Upvote
@Graingy i dont tink so its just a regular .spmod file, i do have windows/mac build support installed on unity so i suppose it works
this is a navy jet it just takes the barricade every time
@theNoobCountry2 use any of the blank ones listed in the description and yes you can
@brians1209 the spin characteristics are one of the last remaining items for me to complete on the fm, & its less to do with the location of the cg and moreso the post stall forces produced by the lifting sections and the rotational inertia that keep a spin going. that early stage of the spin is a more unsure one where its possible to easily recover or for recovery to take multiple turns before you regain control, and the spin never got to develop enough to be flat in the video (i did input lateral stick in the direction of the spin which slowed it down, i am not sure what wouldve happened had i not done so but it still need works anyway so it doesnt matter much. thx for the concern lol
atc tower
youd probably never guess
if its floppy make the starting position (in the editor) halfway open so that the rotation limits are always fully open or fully closed
GWA GWAA
its off to poo hell for you child
@hpgbproductions oh ok thanks I dint read too far into the changelog
yahooo !
your title is actually just wrong wth man,,,,,
(pow(TAS,2)/(VerticalG*9.806))*3.281
turn radius in ft(pow(TAS,2)/(VerticalG*9.806))
m(provided its in a 90* bank)
@rexzion EM SHATr
music is Down Bad by Remusuki
fm is still wip, every behavior of the aircraft you see in the video is subject to change
@DatMaluchGuy19 you wouldn't get it
@ColonelRelford i see
what what the freak
the original builder is Toscio56 not shaan
@lemoose also btw drag calculation is a noticeable portion of lag generated from builds, id recommend only enabling
calculateDrag
on a select few parts (all wings and one or a few 0 aoa drag parts), or better yet simulate drag using airbrake parts & ft@lemoose looks like none of the parts have drag disabled, the 8600 drag points would be your issue lol
handling & maneuvering is p good, probably the closest to it ive seen on the site though it cant go any faster than 440 kias on the deck (sac charts say top speed for the A is 794 kias at sea level, 792 for 4sp x 4sw loadout
the landing i have ever seen
@ShinyGemsBro so an air to ground missile
from post
@NAFASIRO go to a flight school and learn how to fly there (they teach you how to do that)
@NAGO i do that for my own builds already and i dont rlly care lol
@NAGO i did once semi recently (last year)
@MrSilverWolf please fix T
3
0.72 scale and 0.1 scale carrier (with some extra stuff dotted around the map) will likely be released as a mod sometime soon
music playing:
carpenter brut - hang 'em all
muse - thought contagion
muse - pressure
@AndrewGarrison my build works now
@Yeetusyeee if I ever decide to do the ng series (would mean remaking a majority of the build) then yes but I don't think I will any time soon
isabelle animal crosings
@LoneSpaceGaming yea
@LoneSpaceGaming yea lol the closest i got was getting in an f14a and just sweeping the wings back and it kinda resembled a delta but i had looked at details about the physics of how delta wings produce lift and i think its really interesting
and yes you can upload
@LoneSpaceGaming do you know how delta wings fly
@PriusCat <br> means line break, just hitting enter (<br> does not show up on the big text editor). <light-height> adjusts the spacing between different lines separated using <br>