@Ryderl I don't have mobile version of this game so I couldn't help.
It doesn't have such issue on PC.
You can set Physics to high and see if it helps. Sorry about that.
@DwiAngkasaAeronautics
Good flight model, good shape, good control (roll recover response is a bit too over but its fine lol), very Russian style, nice plane :D.
Some minor issues:
1. Flaperon is deflected to inverted direction when pitch, it should be the same behavior as trim.
2. Flaperon will collide into the body when fully pitch.
3. When trim up, if you pitch up at the same time, the plane will pitch down then pitch up, which might cause danger under some circumstances.
@jamesPLANESii Congratz!
The plane is in player content, well done!!
Nice idea of bolt label and interesting cockpit design.
(Please don't make it be your last build lol)
@kolopatch Sorry, nothing I can help, the beacon light in game create a halo image and luminate itself (local) instead light up the area (global), its the limitation of this game.
@TRD6932 Thanks for the info, btw you don have to flip the label, just click the curve direction button then u can curve different direction without change the orientation.
@FISHSOFT This is because you are playing mobile version and this plane is created on PC version, PC version have label curve functionality (with both directions) but not yet on mobile version.
@Itsjustblaze I suggest you run this plane on PC with at least 30 FPS since the flight control cannot handle correctly under low frame rate, I can't help coz it's game limitation.
I'v tested it under 1.8 Mach and it works fine (PC, ~35 FPS)
@GuyFolk Its actually not reduced but limited in a boundary, but you got the idea ;)
I'v seen how good your planes are and pretty excited to see u apply this method on them.
@ChrisPy Here is how I tune drag point.
There are 2 things affects top speed, engine power and drag.
I know how much force the real engine can generate so I set the engine power as same as the real one, now you have to met the top speed (1.8 Mach) so you have to reduce drag point, until the plane can finally reach top speed 1.8 Mach and that's the point where drag should be, instead of just some gut feeling.
you can check DCS F-16 engine flameout glide, the speed drop when level flight is actually similar: Here
especially this plane has even smaller body and RCS than F-16, the drag is even lesser.
Please comment below if you encounter any problem.
Please NO POLITICS HERE, its just a plane.
If you posted something could possibly start the debate or trying to insult people, it will be removed.
Any politic related discussion will be removed, please focus on the plane.
@GuyFolk Thanks for the feedback, I re-design the flight control PID and still using PID controller instead of PD controller as yours. In this new method the "I" will not over saturated, that means the flight control will no need to disengage even the speed is too slow or under the un-controllable situation. Please give it a try.
The problem you mentioned is actually the "I" will accumulate the error over time, the in-game PID didn't consider the saturation situation, therefore i divide and conquer it with my own "I" sum instead use the "I" sum of in-game PID.
@ChrisPy if you are talking about drag, drag point is reduced to the point where the plane can reach its actual maximum speed 1.8 Mach at 40000 ft, then I add my own turning drag model by the airbrake base on plane pitch, turn rate, AoA and IAS to make it more realistic.
That's all I did on air dynamic model of this plane. Also thank you for your feedback.
@ChrisPy Acceleration is base on real engine F-124 with maximum 41.8 kN thrust per each, and the weight is the Maximum takeoff weight of this plane so it should be simulated well. I tested from 0 to takeoff need about 10~13 secs which is same as real one
@TRD6932 I actually optimized it once or it would be 8k performance cost
those cost mainly came from the part with dynamic code like "<color=#{loveu ? "FF0000" : "DD0000"}>", any label or button or switch with this type of code will make them cost 27.1~28.1 for each no matter how complex the code is.
5/2/2022 11:18:33 AM: Update flight control so it will not keep flight error while on ground, changed instructions (trim) for take off.
4/30/2022 8:07:31 PM: New version fixed the flight control at low speed, FBW should now maintain the stability as stable as possible even when stalling. (will not disengage as previous version)
One of the most realistic plane on site, fantastic job on the shape curve and cockpit details.
The control is very steady and smooth, and thanks to those instruments, you can precisely land this plane on carrier.
Amazing work!
Upvoted
+1Great job on shaping and part count.
very interesting to play.
very precise on coloring.
hope you can build White Glint from Armored Core ;D
@S3Viking just set disableAircraftCollisions to true then the missile won't hit anything but still can explode proximately when chasing the enemy.
@Ryderl I don't have mobile version of this game so I couldn't help.
It doesn't have such issue on PC.
You can set Physics to high and see if it helps. Sorry about that.
@Khanhlam
+2@AndrYvlkh same as the real one, the answer is no.
@jamesPLANESii Gracias!
Hi @jamesPLANESii
This post is very helpful, but link of the graph is down atm (table is still alive).
Could you help to restore it?
Thank you
Genius! May I borrow some coins?
+1@DwiAngkasaAeronautics
+3Good flight model, good shape, good control (roll recover response is a bit too over but its fine lol), very Russian style, nice plane :D.
Some minor issues:
1. Flaperon is deflected to inverted direction when pitch, it should be the same behavior as trim.
2. Flaperon will collide into the body when fully pitch.
3. When trim up, if you pitch up at the same time, the plane will pitch down then pitch up, which might cause danger under some circumstances.
@jamesPLANESii Congratz!
+4The plane is in player content, well done!!
Nice idea of bolt label and interesting cockpit design.
(Please don't make it be your last build lol)
@kolopatch Sorry, nothing I can help, the beacon light in game create a halo image and luminate itself (local) instead light up the area (global), its the limitation of this game.
Thanks for the comment and feedback. Enjoy!
With +1.00 Roll above IAS 1205 km/h, the missile on station 2 and 11 will explode.
+1btw I can pull 35 G with this plane lol, wow.
@TRD6932 Thanks for the info, btw you don have to flip the label, just click the curve direction button then u can curve different direction without change the orientation.
+2very nice build, detail is rich and the control, weight and TWR are much realistic than other planes.
+2Mobile friendly, controllability is good
Simple and fun, and yes this is simpleplane!
@FISHSOFT This is because you are playing mobile version and this plane is created on PC version, PC version have label curve functionality (with both directions) but not yet on mobile version.
@AviationRevelation Thanks for the comment and glad you like it.
Very good shape cutting and the color is spot on
+1@GermanPilotGaming Please read the INTRODUCTION
@Itsjustblaze I suggest you run this plane on PC with at least 30 FPS since the flight control cannot handle correctly under low frame rate, I can't help coz it's game limitation.
I'v tested it under 1.8 Mach and it works fine (PC, ~35 FPS)
@SupremeDorian Gratitude!
@GuyFolk Thanks, I know it can be recursive and I don have to use it since I made my own SUM already.
+1@Gftu do you running on mobile? how many fps do you have? what physics setting are you using?
@RealChenxiang lol, the project start from Feb 2nd but I know what you mean.
+1Yea I am back.
@GuyFolk Its actually not reduced but limited in a boundary, but you got the idea ;)
I'v seen how good your planes are and pretty excited to see u apply this method on them.
@ChrisPy Here is how I tune drag point.
There are 2 things affects top speed, engine power and drag.
I know how much force the real engine can generate so I set the engine power as same as the real one, now you have to met the top speed (1.8 Mach) so you have to reduce drag point, until the plane can finally reach top speed 1.8 Mach and that's the point where drag should be, instead of just some gut feeling.
you can check DCS F-16 engine flameout glide, the speed drop when level flight is actually similar:
Here
especially this plane has even smaller body and RCS than F-16, the drag is even lesser.
Please comment below if you encounter any problem.
Please NO POLITICS HERE, its just a plane.
If you posted something could possibly start the debate or trying to insult people, it will be removed.
Any politic related discussion will be removed, please focus on the plane.
@GuyFolk Thanks for the feedback, I re-design the flight control PID and still using PID controller instead of PD controller as yours. In this new method the "I" will not over saturated, that means the flight control will no need to disengage even the speed is too slow or under the un-controllable situation. Please give it a try.
The problem you mentioned is actually the "I" will accumulate the error over time, the in-game PID didn't consider the saturation situation, therefore i divide and conquer it with my own "I" sum instead use the "I" sum of in-game PID.
@Kennneth Thanks, your words means a lot to me.
@HorizonCCCPAirways I know, i hav checked it before i built this one, its good too.
@MDDJB @Cosmopolitan
+3Its good to discuss but please do not discuss politics here.
@MDDJB BTW Its Gen 4 fighter, not Gen 3.
@TRD6932 I tried to remove instrument light and reduced PC from 7k to 5k, but turns out it has nothing to do with fps. sry about that.
+1@ChrisPy if you are talking about drag, drag point is reduced to the point where the plane can reach its actual maximum speed 1.8 Mach at 40000 ft, then I add my own turning drag model by the airbrake base on plane pitch, turn rate, AoA and IAS to make it more realistic.
+2That's all I did on air dynamic model of this plane. Also thank you for your feedback.
@ChrisPy Acceleration is base on real engine F-124 with maximum 41.8 kN thrust per each, and the weight is the Maximum takeoff weight of this plane so it should be simulated well. I tested from 0 to takeoff need about 10~13 secs which is same as real one
@TRD6932 I actually optimized it once or it would be 8k performance cost
+1those cost mainly came from the part with dynamic code like "<color=#{loveu ? "FF0000" : "DD0000"}>", any label or button or switch with this type of code will make them cost 27.1~28.1 for each no matter how complex the code is.
@MarxismLeninismMaoism You can fill the knowledge by reading: https://en.wikipedia.org/wiki/Tailhook
@TomatoIsAFruit I dunno but you may try it. My friend says its ok to run on mobile.
@MarxismLeninismMaoism F-16 is not a carrier fighter but have tail hook too, its designed for emergency use.
+1@BombBoi1822 Thanks, the typo has been corrected
@Madness Thanks pal!
+1Patch Note:
5/14/2022 7:26:29 AM: Fix typo and update Landing checklist
5/3/2022 11:44:06 AM: Fix HUD didn't display collision cross correctly.
5/2/2022 11:18:33 AM: Update flight control so it will not keep flight error while on ground, changed instructions (trim) for take off.
4/30/2022 8:07:31 PM: New version fixed the flight control at low speed, FBW should now maintain the stability as stable as possible even when stalling. (will not disengage as previous version)
Found ya!
!alt text
+2@FinnAatrox Just took a GT style photo for this nice car
+1One of the most realistic plane on site, fantastic job on the shape curve and cockpit details.
+5The control is very steady and smooth, and thanks to those instruments, you can precisely land this plane on carrier.
Amazing work!
@BRuthless i don't even know mobile version didn't include pylons ...
try to remove those VTOL RCN because rear thrust vectoring is enough.
add some control surfaces and adjust CoM & CoL
then it will be even better
@Shipmaster Thanks!