HUD was not installed correctly.
Screens and what surrounding them are just wrong, they should have been buttons instead of switches.
Summary : 💀💀💀/10.
@Dracul0Anderson
You can manipulate drag and/or thrust but I recommend setting thrust to desired value first and manipulate drag until you get the desired speed.
@BlinIndustry
Those shapes is a character such as ○ ◊ □, you simply copypasta them in the label.
And for the text, it has tags to tell it's property like html tag.
ex. <rotate=180><size=1.7px>abc</size></rotate> (your "abc" will be resized to 1.7 pixel and upside down.)
For position there are <pos=0px> for horizontal and <voffset=0px> for vertical, you can use {Funky Tree formula} instead of 0px to make it more fancy. (<voffset={VTOL*AngleOfAttack}px>)
@WojakArgento
I guarantee that gyro sight is possible because I've successfully built a calculating gun sight for my SU-57.
Gyro sight is just a tiny bit simpler than the sight on my SU-57.
The thing is I can't guarantee that I'd make one, the way it's reticle move is just too complex for me right now.
I won't judge the build quality.
But I'll list some big issues below.
Too stable, hard to maneuver for this relatively low wing loading.
HUD was not installed correctly.
No tvc.
That's it.
@rex202020200
I can't, I'm quite busy.
Just keep building.
I saw you started using fuselage wing but skill need more time to develop and if that's mean only adding 1 part a day so be it, you are developing your skill anyway.
@Gro
I'll just clarify everything for you lol. In order of the reply I guess.
- Wing loading is number that tell you how much weight each square meters of wing holding, it's useful tool for estimating how light or how sluggish and how likely to stall the plane really is.
- Don't worry about CoL and CoM touching, just go with what work and don't forget that CoM can and will shift as the fuel burn.
- The code I used in SU-27 was broken after an update long ago so just don't touch it lol. It used to fly more beautifully than it is today.
- I just breakdown the code, there is a part that correcting aoa for the plane, disabling that part will allow the plane to stall. Have you watched my tutorial? it'll help a lot in understanding this code.
- lol, can't argue with physic really.
- "So when I pitched the aircraft up and let go of pitch, the rotator would move in the other direction." Yeah, that's the FT doing it's work, it cancel out the excessive pitch movement (and maybe excessive aoa), all it tried to do is keep the rate and aoa to 0, my plane have been doing that since forever.
Just tag me in an unlisted post.
Here are my opinion judging from the stat alone.
- Wing loading is a bit low with all added weight so it'll need more force to stall the plane. I just made a quick calculation of wing loading from Wiki, it'll be around 260 when empty and 491 at max takeoff weight.
- Position of CoM and CoL can be tricky, Flanker should have some static stability because it can do and recover from Cobra even without tvc.
- From the code I assume it is from horizontal stabilizer, I think it is not sensitive enough judging by large number that "rate" were divided by so the "correction of rates" will be so little it barely effect flight except for aoa because it is about right.
- I assume AG2 is PSM mode, you can just leave those *Rate/x running and disable only aoa part, only aoa matter in this context.
- It is natural for the plane to not stall at high speed because it require greater force and/or higher aoa to stall (ie. at low speed, 10 deg. aoa will stall the plane while at 500 km/h it will manage 10 deg. aoa just fine), decreasing stability do help but there is always limitation so don't worry too much. Even Ace Combat plane can't so PSM at high speed, that's one of a few things they get right.
- The code should be applied to tvc as well, I think it is twitchy in PSM because your control surface with code won't be effective and the only control you have is non-coded tvc.
This beauty deserves an equally beautiful flight model.
That's all from me.
@Kangy
lol
Engine is just one part of the entire system though, yes it might work if the airframe is compatible, might as well rip the entire control surfaces for good measure.
I have some question about the design choice lol.
Why Russian style HUD?
Why airbrake activation is tied to g-force?
what are those mysterious rotator inside horizontal stabilizer do? (it's become floppy when I clicked it)
@AndrewGarrison
I have some question about VR.
I've made my plane's camera not stationary, it affected by g-force to simulate the g acting upon pilot, the question is will the VR pilot move along with the camera or the camera will be just used for initializing VR pilot position.
@Astro12
Hmm... I'd say you give yourself score base on the following will be better lol.
- G-limiter make the plane wobble but it's ok, g-limiter is so hard to make it work for a wide range of speed and even I still can't make it fully work.
- Side bays not opening, I assume it's a design choice to save parts.
- It's nice that you get all the FT in variable window so it'll be easier to edit later.
- The main wings airfoil should be flat-bottom or "NACAPROP" if you want less lift because they have better high aoa characteristic, try that now, the difference is night and day!
- The plane CoM could be more backward so it'll be easier to do PSM.
- Tvc could be more sensitive as of now it help just a little in correcting for movement.
- x in PitchRate/x is deg./sec. and it can be easily implement by base on irl values and same goes for other axis, pitch is 20-30, roll is 120-300 depend on the plane (some can easily exceeded 360), yaw is about 20-40.
- In the code you just cut the rate correction after the plane exceed a certain speed which is a nice way to eliminate the high speed wobble but I suggest you to use inverselerp function instead, it gradually increase or decrease those value base on variable (in this case, speed) so it'll be smoother transition for those speed.
That's all.
FT need time to master so keep going!
Make this feature and add that feature eventually you'll have a set of code that work fantastically and only god know how it work lol.
@X99STRIKER
+1It may not be as detailed as other's but thanks anyway.
@X99STRIKER @MrShenanigansSP @LarryTad
+1@WolfHunter9111
+1I don't think so, if I were to make one, it'll be just a cheap re-skinned of Mister Blue tbh.
@CinnamonCBF
+1Just 1 blueprint and a lot of AC7 gameplay footage.
And also pictures of scale model.
Teaser for my upcoming X-02S Strike Wyvern.
+1Thanks to WIZARD2017 for smoke generator TonnkatuTonnkatuThePig for Strider1 emblem PlanariaLab for 1 part HUD and Gro for the Flanker.
I know that Sol fly SU-30M2 variant but I choose to modify Gro's SU-35UB instead because of it's flight model.
@Khanhlam
+1No one really know how to make that except Planarialab tbh.
HUD was not installed correctly.
+1Screens and what surrounding them are just wrong, they should have been buttons instead of switches.
Summary : 💀💀💀/10.
@Dracul0Anderson
+1You can manipulate drag and/or thrust but I recommend setting thrust to desired value first and manipulate drag until you get the desired speed.
@IceCraftGaming
+1Code is in the plane's xml.
@UltraLight
+1Hmm...
They actually sounds really similar.
@S1lly
+1Under 100 guaranteed.
@EstevanTB
+1Yeah, there's difference in color tone.
But the cutscene was in a desert or something like salt flat.
So I match it with desert of Maywar.
@Gro
+1lol
true
it's like flying a high tech rc plane.
@Jackle
+1No.
I can give some advice but I'm not going to make it for you.
@BlinIndustry
+1Those shapes is a character such as ○ ◊ □, you simply copypasta them in the label.
And for the text, it has tags to tell it's property like html tag.
ex. <rotate=180><size=1.7px>abc</size></rotate> (your "abc" will be resized to 1.7 pixel and upside down.)
For position there are <pos=0px> for horizontal and <voffset=0px> for vertical, you can use {Funky Tree formula} instead of 0px to make it more fancy. (<voffset={VTOL*AngleOfAttack}px>)
@WojakArgento
+1The code is in my SU-57.
It's more or less the same code as auto aim turret code.
@WojakArgento
+1I guarantee that gyro sight is possible because I've successfully built a calculating gun sight for my SU-57.
Gyro sight is just a tiny bit simpler than the sight on my SU-57.
The thing is I can't guarantee that I'd make one, the way it's reticle move is just too complex for me right now.
@BlinIndustry
+1Yeah, the sky do sound like that.
@X99STRIKER
+1Ok, expect some big fat 🆃 when it's done.
@Khanhlam
+1Just watch my tutorial videos.
Just adding tvc doesn't mean the plane will magically do PSM, there are much more under the hood.
@Dracul0Anderson
+1Tag me, I'll see what I can do.
I won't judge the build quality.
+1But I'll list some big issues below.
Too stable, hard to maneuver for this relatively low wing loading.
HUD was not installed correctly.
No tvc.
That's it.
@one
+1It's falling with style.
The HUD variable is not installed correctly, it missing target circle and gun lead indicator.
+1Now I'm sad.
@ShiroNeko
+1It just a camera on spring.
@rex202020200
+1I can't, I'm quite busy.
Just keep building.
I saw you started using fuselage wing but skill need more time to develop and if that's mean only adding 1 part a day so be it, you are developing your skill anyway.
@Gro
+1I'll just clarify everything for you lol. In order of the reply I guess.
- Wing loading is number that tell you how much weight each square meters of wing holding, it's useful tool for estimating how light or how sluggish and how likely to stall the plane really is.
- Don't worry about CoL and CoM touching, just go with what work and don't forget that CoM can and will shift as the fuel burn.
- The code I used in SU-27 was broken after an update long ago so just don't touch it lol. It used to fly more beautifully than it is today.
- I just breakdown the code, there is a part that correcting aoa for the plane, disabling that part will allow the plane to stall. Have you watched my tutorial? it'll help a lot in understanding this code.
- lol, can't argue with physic really.
- "So when I pitched the aircraft up and let go of pitch, the rotator would move in the other direction." Yeah, that's the FT doing it's work, it cancel out the excessive pitch movement (and maybe excessive aoa), all it tried to do is keep the rate and aoa to 0, my plane have been doing that since forever.
Just tag me in an unlisted post.
+1Here are my opinion judging from the stat alone.
- Wing loading is a bit low with all added weight so it'll need more force to stall the plane. I just made a quick calculation of wing loading from Wiki, it'll be around 260 when empty and 491 at max takeoff weight.
- Position of CoM and CoL can be tricky, Flanker should have some static stability because it can do and recover from Cobra even without tvc.
- From the code I assume it is from horizontal stabilizer, I think it is not sensitive enough judging by large number that "rate" were divided by so the "correction of rates" will be so little it barely effect flight except for aoa because it is about right.
- I assume AG2 is PSM mode, you can just leave those *Rate/x running and disable only aoa part, only aoa matter in this context.
- It is natural for the plane to not stall at high speed because it require greater force and/or higher aoa to stall (ie. at low speed, 10 deg. aoa will stall the plane while at 500 km/h it will manage 10 deg. aoa just fine), decreasing stability do help but there is always limitation so don't worry too much. Even Ace Combat plane can't so PSM at high speed, that's one of a few things they get right.
- The code should be applied to tvc as well, I think it is twitchy in PSM because your control surface with code won't be effective and the only control you have is non-coded tvc.
This beauty deserves an equally beautiful flight model.
That's all from me.
@Kangy lol
+1@Kangy
+1I don't have any av fuel or magic leaves with me but sleep deprivation will surely do the trick.
@Kangy
+1hmm...
Flying in 4th dimension.
@Kangy
+1lol
I'd say that only the one who know how the code work can use it at it's full potential.
Nice trick on the reflect sight.
+1It behave like irl stuff!!!
Great job.
@Kangy
+1lol
Engine is just one part of the entire system though, yes it might work if the airframe is compatible, might as well rip the entire control surfaces for good measure.
I have some question about the design choice lol.
+1Why Russian style HUD?
Why airbrake activation is tied to g-force?
what are those mysterious rotator inside horizontal stabilizer do? (it's become floppy when I clicked it)
@IceCraftGaming
+1lol that's natural, this stuff takes time.
@Whymakeaname
+1dunno
@VicRattlehead
+1There are 2 parts, code in the label and the actual calculation in the new variable window.
@Victor4LoneSoldier
+1I can't remember the exact model but they called it second stage engine with serrated nozzle.
Carrier shot was beautiful indeed.
+1@LarryTad @CrimsonOnigiri
+1Thanks.
Just a tiny bit more tags list:
+1@Astro12 @Aviator01
Some more tags list:
+1@FabioGalvao5679 @winterro @Beefy
@AndrewGarrison
+1I have some question about VR.
I've made my plane's camera not stationary, it affected by g-force to simulate the g acting upon pilot, the question is will the VR pilot move along with the camera or the camera will be just used for initializing VR pilot position.
@ReinMcDeer
+1Over g alarm?
Pff... what a joke.
There is a g monitor under the hud so I can tell if I'll going to over g myse.........
@Astro12
+1lol
That's a lot of Felon.
At first I thought they are all your plane with difference livery.
@Dracul0Anderson
+1I've seen The Sky Crawler but not the whole movie though.
@Astro12
+1Hmm... I'd say you give yourself score base on the following will be better lol.
- G-limiter make the plane wobble but it's ok, g-limiter is so hard to make it work for a wide range of speed and even I still can't make it fully work.
- Side bays not opening, I assume it's a design choice to save parts.
- It's nice that you get all the FT in variable window so it'll be easier to edit later.
- The main wings airfoil should be flat-bottom or "NACAPROP" if you want less lift because they have better high aoa characteristic, try that now, the difference is night and day!
- The plane CoM could be more backward so it'll be easier to do PSM.
- Tvc could be more sensitive as of now it help just a little in correcting for movement.
- x in PitchRate/x is deg./sec. and it can be easily implement by base on irl values and same goes for other axis, pitch is 20-30, roll is 120-300 depend on the plane (some can easily exceeded 360), yaw is about 20-40.
- In the code you just cut the rate correction after the plane exceed a certain speed which is a nice way to eliminate the high speed wobble but I suggest you to use inverselerp function instead, it gradually increase or decrease those value base on variable (in this case, speed) so it'll be smoother transition for those speed.
That's all.
FT need time to master so keep going!
Make this feature and add that feature eventually you'll have a set of code that work fantastically and only god know how it work lol.
Nice Funky work.
+1@WolfHunter9111
+1It close yet it isn't.
Mine emphasized on asymmetry and some touch of white while Crimson does not.