Well, looking at the drag view in the designer, it looks like there's some asymmetric drag, especially one point on the wingtip, one of the gear struts and the tires. I would go back and modify it via XML to "DragScale=0" on those parts. I would modify both of the parts on each side of the build. Also, I believe you can also set the drag to those parts using the Overload mod. After that, if it still rolls, I would put in a bit of weight on one side to balance it out.
This thing is pretty awe inspiring and a lot of fun to fly and blow stuff up with. It doesn’t really need the gyros, but they do make hands off flying a little easier.
@Tessemi well, no. An altitude indicator and an attitude indicator are two different things. An attitude indicator displays where the horizon is, so that you can climb, descend or bank without losing control when in the weather (clouds). An altitude indicator, also known as an altimeter, displays elevation above sea level. An altimeter looks more like a dial with spinning hands (sometimes a drum) over numbers displaying the altitude readout.
@LordGardevoirX not sure what’s funny about it, but, yes, this is an attitude indicator, not an altitude indicator. An attitude indicator displays an aicraft’s attitude reference the horizon, while an altitude indicator displays an aircraft’s altitude above sea level. So, yeah, they’re two different things. Please look it up if you doubt it.
@Tang0five thanks thanks, yes, the going is slow, but I do have a turn and slip indicator built for it. It’s mechanical, doesn’t actually work like a RL turn and slip, but it does simulate one.
Looks great! Actually, I rather like the Hellcat, right fighter at the right time, very successful in combination with USN fighter tactics, though today overshadowed somewhat by the Corsair. Vey emblematic of the time and circumstances.
Nice. Very photo-realistic, I am also impressed that it actually accelerates realistically and that is slows down as it climbs, then accelerates when it levels off—brilliant!
Ok, this is great. I built something very similar to this a long time ago, but this one is better thought out and menacing—I especially like the canopy. One question, though...why didn’t you go full horizontal? I know, I know, they say, “never go full horizontal,” but it would have been cool if you had...
@F104Deathtrap, thanks for the support. Yeah, @Blue0Bull there was a little bit snarky, but it's ok, I'm not taking it personally. He has a point, albeit a snarky one; but bottom line, I did a little more research and asked around and discovered that, indeed, it is possible to make a working artificial horizon (though the pitch tends to display backwards unless you do a lot more work to the basic version).
Figured it out with a little help from some my friends on SPMC. Bottom line, it's possible, you just need to fix the reference (horizon line and/or hemispheres) to a free-spin rotator. The gyro then sits on the reference and the other end of the rotator is fixed to the build, or a second free-spin rotator if you want two axes. In any event, the other end of the last rotator is attached to the mounting point on the airplane.
You, know, come to think of it, if more control deflection is required to keep the nose level or up, that does cause more drag in game, so when testing, throw that into the mix. If varying weight and the CG move forward and more elevator (or possibly trim) is required to keep the nose up, your build will probably fly slower. Mass itself doesn’t effect top speed, it’s the other effects as a result of increasing mass. So, if you want to isolate mass’s effect in game, you’ll have to make sure the CG stays in the same place on your build.
I have no idea why mass is getting thrown around in this discussion on top speed. Mass effects acceleration, but has little effect on top speed. In RL, it may affect top speed because more weight requires more lift = higher AoA = more induced drag, but not significantly so. And I’ve never seen this effect in SP (again not RL physics, simply an emulator). You can investigate to see if I’m correct but taking the same build and varying the dead weight or the fuel and seeing if there’s a difference I top speed, but I think you’ll find little or no difference.
Well, it could really use trim. Try stacking two rotators on top of each other, one set to pitch, the other to trim. That would solve the issue. Looks good, though.
Nice, reminds me of the Lansen, an older, but very good-looking bird. Also, very creative camo, I’m going to tag this as a favorite because I’ll need to remember how to do that on my next build!
Extremely pretty Eagle, nice details and well thought out. There are ways of making the acceleration more realistic, but for now, here’s a Spotlight for you nice work!
Gosh, this is good...for next time, would probably slow down the rotator for the tailwheel so it’s a tiny bit slower and less squirrelly on the ground.
Well, looking at the drag view in the designer, it looks like there's some asymmetric drag, especially one point on the wingtip, one of the gear struts and the tires. I would go back and modify it via XML to "DragScale=0" on those parts. I would modify both of the parts on each side of the build. Also, I believe you can also set the drag to those parts using the Overload mod. After that, if it still rolls, I would put in a bit of weight on one side to balance it out.
+1Beautiful build, I have quite a bit of autoroll with this one, but it’s an impressive work, nonetheless.
+1This thing is pretty awe inspiring and a lot of fun to fly and blow stuff up with. It doesn’t really need the gyros, but they do make hands off flying a little easier.
@Tessemi well, no. An altitude indicator and an attitude indicator are two different things. An attitude indicator displays where the horizon is, so that you can climb, descend or bank without losing control when in the weather (clouds). An altitude indicator, also known as an altimeter, displays elevation above sea level. An altimeter looks more like a dial with spinning hands (sometimes a drum) over numbers displaying the altitude readout.
+1Awesome build, so much work and effort!
@LordGardevoirX not sure what’s funny about it, but, yes, this is an attitude indicator, not an altitude indicator. An attitude indicator displays an aicraft’s attitude reference the horizon, while an altitude indicator displays an aircraft’s altitude above sea level. So, yeah, they’re two different things. Please look it up if you doubt it.
Nice, lots of work here.
Thanks guys! @jamesPLANESii @BaconRoll
There was a reconnaissance version of the F-100, known as the RF-100, you could further modify this build to build that version.
+1@EternalDarkness check this out.
Interesting...my plane, no modification whatsoever and no credit. Not cool. I’m happy you like it, though.
Accurate weight, wing loadingand size. Performance down low is in the right neighborhood, though a bit fast up high (common SP problem).
+1Really nice. Part of me wants to take this and scale it up so it’s 1:1 scale!
@Tang0five thanks thanks, yes, the going is slow, but I do have a turn and slip indicator built for it. It’s mechanical, doesn’t actually work like a RL turn and slip, but it does simulate one.
Looks great! Actually, I rather like the Hellcat, right fighter at the right time, very successful in combination with USN fighter tactics, though today overshadowed somewhat by the Corsair. Vey emblematic of the time and circumstances.
+1The description is spot on straight out of the 50s! Execution is great as well, nice job, Sport!
+1Nice. Very photo-realistic, I am also impressed that it actually accelerates realistically and that is slows down as it climbs, then accelerates when it levels off—brilliant!
Excellente!
@Texasfam04 absolutely! Good thinking to combine related functions.
@EliteArsenals24 thanks, glad you like them.
@CRJ900Pilot go ahead, I made them both for my own project and for the community, enjoy!
Lebowski fan, huh? Me too 😃👍, White Russian, anyone?
Ok, this is great. I built something very similar to this a long time ago, but this one is better thought out and menacing—I especially like the canopy. One question, though...why didn’t you go full horizontal? I know, I know, they say, “never go full horizontal,” but it would have been cool if you had...
+1A little auto-roll and it's pretty nose heavy. But, you got the look right and I've never seen a T-1 here before, so, nice!
+1@MrSilverWolf thank you, sir!
@BogdanX
@WNP78 @EternalDarkness @MrSilverWolf
@F104Deathtrap I just had one, now I have to rebuild it, standby, I'll tag you as a tester when I get it done...
@F104Deathtrap, thanks for the support. Yeah, @Blue0Bull there was a little bit snarky, but it's ok, I'm not taking it personally. He has a point, albeit a snarky one; but bottom line, I did a little more research and asked around and discovered that, indeed, it is possible to make a working artificial horizon (though the pitch tends to display backwards unless you do a lot more work to the basic version).
+1Figured it out with a little help from some my friends on SPMC. Bottom line, it's possible, you just need to fix the reference (horizon line and/or hemispheres) to a free-spin rotator. The gyro then sits on the reference and the other end of the rotator is fixed to the build, or a second free-spin rotator if you want two axes. In any event, the other end of the last rotator is attached to the mounting point on the airplane.
+1You, know, come to think of it, if more control deflection is required to keep the nose level or up, that does cause more drag in game, so when testing, throw that into the mix. If varying weight and the CG move forward and more elevator (or possibly trim) is required to keep the nose up, your build will probably fly slower. Mass itself doesn’t effect top speed, it’s the other effects as a result of increasing mass. So, if you want to isolate mass’s effect in game, you’ll have to make sure the CG stays in the same place on your build.
I have no idea why mass is getting thrown around in this discussion on top speed. Mass effects acceleration, but has little effect on top speed. In RL, it may affect top speed because more weight requires more lift = higher AoA = more induced drag, but not significantly so. And I’ve never seen this effect in SP (again not RL physics, simply an emulator). You can investigate to see if I’m correct but taking the same build and varying the dead weight or the fuel and seeing if there’s a difference I top speed, but I think you’ll find little or no difference.
Well, it could really use trim. Try stacking two rotators on top of each other, one set to pitch, the other to trim. That would solve the issue. Looks good, though.
Nice. I blew myself up on landing, just like they did in WWII!
+7Nice, reminds me of the Lansen, an older, but very good-looking bird. Also, very creative camo, I’m going to tag this as a favorite because I’ll need to remember how to do that on my next build!
+1Cool!
+1Nice build, unique subject!
+1Nice work.
+1Nice, I like the camo!
Extremely pretty Eagle, nice details and well thought out. There are ways of making the acceleration more realistic, but for now, here’s a Spotlight for you nice work!
+3And kudos for having the guts to use that livery.
But it flies very well and the detail is otherwise amazing. My iPhone 8 barely handles it.
Also, throttles move backwards, should be push forward to go fast, pull back to slow down.
+2Beautiful build but why’d you use magic fuel when everything else was so detailed and perfect?
+1Gosh, this is good...for next time, would probably slow down the rotator for the tailwheel so it’s a tiny bit slower and less squirrelly on the ground.
Beautiful Wellie, love the subtle color palette...one thing though, AG3 plus trim to open the bomb bay also causes the aircraft to pitch up...
@RamboJutter I know, right? I really wish that was something we could XML...
Can they be used/activated from the air to air button?
@PhantomBladeCorp thanks!
Are you going to also release these as a weapons pack?