@Gryphus322
Good job and whoosh... now you can't make plane without PitchRate because it is too good to miss out. :P
Joke aside, RollRate, YawRate and PitchRate are holy trinity and they are the first thing I've learn in building Funky Tree plane, they make so much difference by taking the burden of correcting unwanted movement away from the pilot.
And also, I've been building FT stuff for years, if I'm not get good at it then no one can lol.
I've noticed that you use RollRate and YawRate but no PitchRate?
You missing out big chunk of fly by wire I think.
PitchRate can dampen your unwanted pitch movement so the nose will more or less stay where you left it.
Maybe adding PitchRate in elevator and canards and tvc the way you add RollRate and YawRate.
@Wake8472
Zaine explained almost all of it lol.
If you want to get into it, start with Zaine's plane will be good because the code isn't too complicate.
Or take apart my very old plane.
The thing is the plane must PSM-able first (somewhat unstable like Zaine's explanation about red and blue ball), adding thrust vectoring alone don't guarantee PSM.
@BRNavyPilot
Thanks.
I think you'll need to know general concept such as wing loading and CoM and CoL because that's what make or break the plane.
TVC help in one area only, to control the plane where aerodynamic control surfaces are not effective. (or when you don't want to use any control surfaces.)
You'll need to add Funky Tree code to it because this is about the limit of what codeless plane can do.
Nose weight help stabilize it too, but add little at a time because nose weight can prevent you from PSM altogether.
@GorillaGuerrilla
May be I am lol.
Also, I agree with JoshuaW, control surfaces have limit, so it should be doing the job with complement of tvc so tvc and control surfaces will share the work and both can potentially get smaller and less powerful to produce the same maneuver.
@JoshuaW
I think lift force calculation is perfect for normal flight but it'll not work for high AoA flight because of direction of lift force.
For example, at AoA of 90, I've noticed that your horizontal stabilizers will point itself into the wind to create maximum lift force (I assume that's what you intend) but that lift force will point to the sky the same direction as the nose pointing up which will not affect nose position.
I think you don't need to avoid stalling the control surfaces that much, when it stall (the wing doesn't provide "lift force"(the one that can be read via part variables)) it still have some lift at much higher drag, like paper airplane, just flat surfaces can still lift.
For negative airspeed, I invert my control (tail deflect up to nose down), this method work in paper airplane and it work for the game too, and I think that's why you find my F-22 control surfaces are weird.
The way I've used is I have PID in it, the 'I' function will find the balance point for control surfaces for each command (for example, it'll add more deflection if the target pitch rate was not met) so I just let the computer do the work.
And since you've mentioned it, I'll look around for more lift force calculation for control surfaces so I can optimize the plane better.
Good job on the flight model, I like it a lot.
It's incredibly smooth for how simple the code is. (Just linear equation, no dynamic sensitivity adjustment, no PID wizardry.)
I suggest you to add some angle of slip correction to those rudder, the rudder is smell so I think it's the only way to increase yaw stability without actually make the rudder bigger.
And yes, angle of slip correction will interfere with PSM at high AoA but you can always disable the code when PSM is kicking in.
I hope I'm not confusing you with that lol.
@MrCOPTY
I have some tutorial in my bio but it just super basic concept and you'll need more knowledge to pull it off.
It's a combination of plane knowledge, math and basic programming.
At 5:38, the pilot forgot that yaw existed and he know he f*cked up lol.
But hey, that's quite good flying ngl, flying calmly, no over react, no pilot induced oscillation.
@Khanhlam
That's ok, keep learning.
Another tip, you can just put {RollRate} code in the label part to make it print roll rate, it'll print out that variable so you can have some idea of how the roll rate actually change.
@Khanhlam
So you haven't try the process of elimination?
Or just play around with plane that only have roll code so you can debug easily without pitch interfering with the result.
I have some suggestion for you Z.
I think the original have good rotator connections to move those nozzle, instead of changing the entire thing you can just replace the code inside and it'll behave similarly because the layout is the same. (one for horizontal connect to the other one for vertical)
Seeing little engine moving inside the fixed nozzle bugged me a little bit lol.
And also play with engine xml for a bit, find exhaustScale and other nearby, they responsible for jet flame coming out of the tail pipe, that's where you can go absolutely crazy with it lol.
I think you missed a few things while renaming those missiles.
There are rotator that swing the 9X out, you need to change that too.
And in the lower middle screen, you changed it but didn't get them all, missiles displayed only 3 out of 6.
If you don't want to read all the code, I suggest you to copy all the code to text editor and use find/replace function to replace Interceptor and Guardian to the name of your choice.
@Khanhlam
+1That's where I draw a line, no realistic ab lol.
I want some eye-candy too.
@Zaineman
+1It somewhat resemble real aircraft.
@ShinyGemsBro
+1lol
It's fat, it's cute but also kills.
So battle penguin it is.
@LuminoxBiotechCompany
+1The thing is I'm not that active on Discord, mostly just afk or not even logged in at all lol.
@SkyJayTheFirst
+1idk if I'll be available by then.
@LuminoxBiotechCompany
+1Thanks.
So do you mind if I post links to the plane that use those HUD with full functionality here?
@LuminoxBiotechCompany
+1Can you credit me in the description too?
I'm the one who modified 1 part HUD and 4 of them can be found in my builds.
Have you try differential thrust?
+1That could work beautifully with this plane.
You can just take engines from my Raptor if you don't have time.
Any chance that you going to make some movie with this build?
+1That'd be so awesome.
Fly nicely, no major bug or anything.
+1Good job.
You nailed the first step!!
@IAlsoBuildPlane
+1It's so shiny.
@Gryphus322
+1Good job and whoosh... now you can't make plane without PitchRate because it is too good to miss out. :P
Joke aside, RollRate, YawRate and PitchRate are holy trinity and they are the first thing I've learn in building Funky Tree plane, they make so much difference by taking the burden of correcting unwanted movement away from the pilot.
And also, I've been building FT stuff for years, if I'm not get good at it then no one can lol.
100k already?
+1That's fast.
I've noticed that you use RollRate and YawRate but no PitchRate?
+1You missing out big chunk of fly by wire I think.
PitchRate can dampen your unwanted pitch movement so the nose will more or less stay where you left it.
Maybe adding PitchRate in elevator and canards and tvc the way you add RollRate and YawRate.
@Wake8472
+1Zaine explained almost all of it lol.
If you want to get into it, start with Zaine's plane will be good because the code isn't too complicate.
Or take apart my very old plane.
The thing is the plane must PSM-able first (somewhat unstable like Zaine's explanation about red and blue ball), adding thrust vectoring alone don't guarantee PSM.
@BRNavyPilot
+1Thanks.
I think you'll need to know general concept such as wing loading and CoM and CoL because that's what make or break the plane.
TVC help in one area only, to control the plane where aerodynamic control surfaces are not effective. (or when you don't want to use any control surfaces.)
@ACEVIPER9710
+1Thanks.
And I think that movie you described might be doable if somehow I were to make 4th gen jets.
Fly nicely.
+1And I think this need some polish, there are so many features and it'll require too much time to polish all of them I guess.
@DenizLion
+1Thank you.
My tutorial in my bio will have some code that you can follow.
+1You'll need to add Funky Tree code to it because this is about the limit of what codeless plane can do.
+1Nose weight help stabilize it too, but add little at a time because nose weight can prevent you from PSM altogether.
@Khanhlam
+1Interesting.
@Khanhlam
+1How about rush B with guns.
@FirstFish83828
+1🎉🎉🎉
@Zaineman
+1Thanks again.
@JoshuaW
+1It definitely fly way better, I like it even more.
@GorillaGuerrilla
+1May be I am lol.
Also, I agree with JoshuaW, control surfaces have limit, so it should be doing the job with complement of tvc so tvc and control surfaces will share the work and both can potentially get smaller and less powerful to produce the same maneuver.
@JoshuaW
+1I think lift force calculation is perfect for normal flight but it'll not work for high AoA flight because of direction of lift force.
For example, at AoA of 90, I've noticed that your horizontal stabilizers will point itself into the wind to create maximum lift force (I assume that's what you intend) but that lift force will point to the sky the same direction as the nose pointing up which will not affect nose position.
I think you don't need to avoid stalling the control surfaces that much, when it stall (the wing doesn't provide "lift force"(the one that can be read via part variables)) it still have some lift at much higher drag, like paper airplane, just flat surfaces can still lift.
For negative airspeed, I invert my control (tail deflect up to nose down), this method work in paper airplane and it work for the game too, and I think that's why you find my F-22 control surfaces are weird.
The way I've used is I have PID in it, the 'I' function will find the balance point for control surfaces for each command (for example, it'll add more deflection if the target pitch rate was not met) so I just let the computer do the work.
And since you've mentioned it, I'll look around for more lift force calculation for control surfaces so I can optimize the plane better.
@Khanhlam
+1I use many of PSM capable jet, mostly mine but other builder's plane is fun to use too.
@Khanhlam
+1What do you mean by testing it?
I just fight with it in dogfight menu.
@Khanhlam
+1lol
I just ran out of idea for AI so I didn't make anymore of them.
@TheFlightGuySP
+1np!
Good job on the flight model, I like it a lot.
+1It's incredibly smooth for how simple the code is. (Just linear equation, no dynamic sensitivity adjustment, no PID wizardry.)
I suggest you to add some angle of slip correction to those rudder, the rudder is smell so I think it's the only way to increase yaw stability without actually make the rudder bigger.
And yes, angle of slip correction will interfere with PSM at high AoA but you can always disable the code when PSM is kicking in.
I hope I'm not confusing you with that lol.
@MrCOPTY
+1I have some tutorial in my bio but it just super basic concept and you'll need more knowledge to pull it off.
It's a combination of plane knowledge, math and basic programming.
At 5:38, the pilot forgot that yaw existed and he know he f*cked up lol.
+1But hey, that's quite good flying ngl, flying calmly, no over react, no pilot induced oscillation.
@Khanhlam
+1That's ok, keep learning.
Another tip, you can just put
{RollRate}
code in the label part to make it print roll rate, it'll print out that variable so you can have some idea of how the roll rate actually change.@Khanhlam
+1So you haven't try the process of elimination?
Or just play around with plane that only have roll code so you can debug easily without pitch interfering with the result.
Why no funky in roll?
+1I saw you already use the roll rate code in your previous build.
I have some suggestion for you Z.
+1I think the original have good rotator connections to move those nozzle, instead of changing the entire thing you can just replace the code inside and it'll behave similarly because the layout is the same. (one for horizontal connect to the other one for vertical)
Seeing little engine moving inside the fixed nozzle bugged me a little bit lol.
And also play with engine xml for a bit, find exhaustScale and other nearby, they responsible for jet flame coming out of the tail pipe, that's where you can go absolutely crazy with it lol.
@MrCOPTY @WinsWings
+1Thanks.
@Blueshift
+1I appreciate your design, it show that this plane was made to be fun for other player to fly and not just for showing your skill.
@Soulless_Reaper
+1lol
@Soulless_Reaper
+1Not going to spoil it lol.
@WinsWings
+1Thanks!!
@Khanhlam
+1This is more or less block plane lol.
@Khanhlam
+1Perhaps I build the suspension for high physic, that's why it's act weird in low physic.
Also yes, I watched the whole lecture.
Yaw tvc doesn't work, check connections.
+1@lysmalli
+1Why not?
@MrCOPTY
+1Happy flying!!
I think you missed a few things while renaming those missiles.
+1There are rotator that swing the 9X out, you need to change that too.
And in the lower middle screen, you changed it but didn't get them all, missiles displayed only 3 out of 6.
If you don't want to read all the code, I suggest you to copy all the code to text editor and use find/replace function to replace Interceptor and Guardian to the name of your choice.