@UNBBRGROUN
If you mean the hardwares, sure you can but I don't find it worthy as its body is rather plain and dull;
if you're talking about the software, it need to be precisely calibrated to adapt the plane so I don't think you can easily make it.
The missile jamming function is quite impressive, the camo system does work but the manual switching seems to be a little bugged.
As for the flight, personally I find it kinda hard to fly, the lack of switch between regular/PSM mode make it hard to control, and the PSM stability is not satisfying enough.
Overall, it has some quite interesting features, but the flight is still to be improved.
It flies well with full throttle, but can hardly maintain control with low throttle like 30%, meaning its PSM ability still heavily relies on those vectored nozzles, wings are not doing enough job.
@Ventus What game framerate are you playing at ? I did notice wings acting wierd at a low fps around 40, not sure if that's where the problem comes from.
Well, while everyone being so attracted by PSM, this project was actually created for an enhanced regular maneuverbility at the beginning, and it did achieve a perfect capability for regular flights, with the comand of every bit of lift force possible, almost no other plane at the same wingload range can fly as beautiful as it does.
I wrote this comment just to remind you to pay a little more attention to its regular flight (with AG1 off).
@GorillaGuerrilla
Well, VTC was born in real world for a reason: wings simply lack capability at extreme AoA.
I wouldn't say a PSM plane without VTC is impossible, there's still plenty of room to develop, but I'm almost certain that its upper limit cannot match those with VTC.
With that saying, I'm still looking forward to see your work, good luck with it.
Tails on the other hand, don't seem that important to me, canards have more advantages than tails in general, a pure canard plane is just fine for me.
@GuyFolk Problems with tails and canards at high AoA indeed exist.
The basic logic I follow is mainly about lift force, I messured the lift curve and biuld some aprox math model etc, but the problem comes with it:
at high AoA(like +80), the wing doesn't provide "lift force"(the one that can be read via part variables) anymore, but has great "drag force"(same, the one from part variable) instead.
Ideally I should switch it from "lift" control to "drag" control at high AoA, but I've been just lazy to complete that part, same for situation at negative airspeed, I only tried to prevent the wings from making negative effects, the controling force comes primarily from vtc at these situations.
I tried you latest F-22, it flies awsome, and you managed to combine pitch and roll controls all in the tails, but I'm not sure if those tails are really helping a lot at extreme AoA, their moves are not quite as I expected to be correct.
@Nerfaddict Multiple tiny jet engines as RCS? Not impressive, magic pretending being an areoplane is not really one. And if you've ever unpacked my droplet, you would find out that it uses 10 jet engines to have all 6 degrees of controls, being exactly an RCS thing that can do whatever moves I wish.
Well, I can see my droplet hidden in the belly, with the whole set of variables barely modified.
This is not an ideal way to use those codes, and I think a successorship is needed in this case, which you chose to delete.
However, I'm planning to make a simplified version of the droplet core, to make the technology available for other players.
while you guys are struggling for reducing part count, mine never goes too high.
(Yea I would not adimit the fact that I just gave up detailed shaping works as I have zero ability of it, and my last publicly published plane was about 3 years ago XD )
@PlanariaLab Thanks for answering, I might have the capability to biuld this but I don't think this original idea would ever come up to my mind.
The launch of SPVR didn't motivate me to purchase a VR hardware, but this did!
Looking foward to your further works on this.
Hello, I need some help with VR curation.
I'm planing on a new plane and I intend to make it VR compatible from the beginning, but I don't have any VR headset, can you offer some basic guides and rules?
Mostly dimensional wise, like the distance from camera to display screen, and to control sticks.
Thank you.
@EdamCheese6 just to be clear, that's a suggestion for your catapult problem(if its cause is really ground detecting issue), not a sudden demand coming from nowhere. The replying system can't show the actual replying chain.
@DragoransEscarti Yes I know that, momentum wheel in KSP is just like the gyrocope in SP, magically producing torque from nowhere, no need to care how, but this is something that actually using the game physics to achieve.
@Dpdfuzz Everything free for use and further development, as long as credit written. This might help you ubderstand better, and don't hesitate to ask me if you have any questions.
@USSENTERPRISECV6 yes, this mirrored shell took me huge hours to calculate and adjust, and thank Jundroo for bringing the realtime reflection that makes it possible.
@AWESOMENESS360 It's a symbol ○ (or an "o" might also work) with variable size and alpha value, plus some codes to make these values change over time, plus some more codes to make the frequency change according to speed.
I made a color display demo that can do smooth color and alpha changing, if you are interested.
@OrderlyHippo always glad to help, if you care to understand those codes(very difficult though), variable explanation is in the in-game craft instruction, it might help more or less.
@Simpleplaner656 i would suggest you drag your planes into this as assembly instead, the drone can't be easily grabbed as it has a secondary cockpit inside, plus there are tons of variables that don't go into assemblies.
hey Andrew, some questions and suggestions here, nothing about VR but I couldn't find a proper place to ask. I need feedback to this, from any of you DEVs, please.
Questions:
1. When using PID function, like PID(t,c,p,i,d), if I set the i to zero, does the game still do the sum calculation anyway? If yes, does this make huge waste of performence ?
2. For guns and cannons, how does AI judge the time to fire? In other words, how should I make AI fire guns? I made an autoaim that can aim the gun and the main cockpit perfectly, but AI just refuse to fire.
3. Does the FT variable system have a limit of the amount of variables? Or does huge amount of variables(like 100) cause great lag?
Suggestion
1. Weapons like guns and cannons need FT input support! Not the activation group, but the trigger! I'm so tired that AI wouldn't fire any FT weapons.
2. Secondary cockpit needs more output variables, especially AltitudeAGL, which would enable much more possibility.
That's all, I know you are busy with VR right now, but please give me a feedback to this, thank you.
damn i've been filling myself with smart ideas today but I now decide to take this challenge! If we loose the ability to be stupid, what good of being clever?
@Random04 That's easy but AI wouldn't fire the guns, AI doesn't use any FT weapon except for missiles. I can make a main cockpit version without the car, would be a lot simpler.
@Ilikeacecombat if you're talking about those AutoPitch and AutoRoll, no, they are variables I created, which need quite some codes to calculate, go check the custom variables window and have a look
非常好飞机,使我大山雀艰难👍
+5very good missile, makes my turret fly.
+8@LunarEclipseSP Your mental state seems quite worrying, go see a doctor if possible.
+5@Iambetterthanyou All glory to variables, and no, variables are indispensable to complex codes like these
@UNBBRGROUN
+4If you mean the hardwares, sure you can but I don't find it worthy as its body is rather plain and dull;
if you're talking about the software, it need to be precisely calibrated to adapt the plane so I don't think you can easily make it.
The missile jamming function is quite impressive, the camo system does work but the manual switching seems to be a little bugged.
+2As for the flight, personally I find it kinda hard to fly, the lack of switch between regular/PSM mode make it hard to control, and the PSM stability is not satisfying enough.
Overall, it has some quite interesting features, but the flight is still to be improved.
It flies well with full throttle, but can hardly maintain control with low throttle like 30%, meaning its PSM ability still heavily relies on those vectored nozzles, wings are not doing enough job.
+1@Ventus What game framerate are you playing at ? I did notice wings acting wierd at a low fps around 40, not sure if that's where the problem comes from.
+1@GorillaGuerrilla try the latest updat, wings do much better now even at extreme AOA, should be close to what you talked of.
+2@GuyFolk I managed to write some different behaviors for canard and tail at high AOA, should fly better now.
+2Latest updated on 3/Dec/2022, multiple changes were made.
@SuperSuperTheSylph reducing your throttle should make it milder, throttle like 30% should be soft enough
+2Well, while everyone being so attracted by PSM, this project was actually created for an enhanced regular maneuverbility at the beginning, and it did achieve a perfect capability for regular flights, with the comand of every bit of lift force possible, almost no other plane at the same wingload range can fly as beautiful as it does.
I wrote this comment just to remind you to pay a little more attention to its regular flight (with AG1 off).
@GorillaGuerrilla
Well, VTC was born in real world for a reason: wings simply lack capability at extreme AoA.
I wouldn't say a PSM plane without VTC is impossible, there's still plenty of room to develop, but I'm almost certain that its upper limit cannot match those with VTC.
With that saying, I'm still looking forward to see your work, good luck with it.
Tails on the other hand, don't seem that important to me, canards have more advantages than tails in general, a pure canard plane is just fine for me.
+2@GuyFolk Problems with tails and canards at high AoA indeed exist.
+2The basic logic I follow is mainly about lift force, I messured the lift curve and biuld some aprox math model etc, but the problem comes with it:
at high AoA(like +80), the wing doesn't provide "lift force"(the one that can be read via part variables) anymore, but has great "drag force"(same, the one from part variable) instead.
Ideally I should switch it from "lift" control to "drag" control at high AoA, but I've been just lazy to complete that part, same for situation at negative airspeed, I only tried to prevent the wings from making negative effects, the controling force comes primarily from vtc at these situations.
I tried you latest F-22, it flies awsome, and you managed to combine pitch and roll controls all in the tails, but I'm not sure if those tails are really helping a lot at extreme AoA, their moves are not quite as I expected to be correct.
@Nerfaddict Multiple tiny jet engines as RCS? Not impressive, magic pretending being an areoplane is not really one. And if you've ever unpacked my droplet, you would find out that it uses 10 jet engines to have all 6 degrees of controls, being exactly an RCS thing that can do whatever moves I wish.
+1@Ownedpilot worry not, yours is so detailed and cool, mine is just a hardware body for the programm, the plane itself can hardly be called an F-15.
+1@GlowingBrick 那你很棒棒哦
+1What ? ? ?
+12This deserves an upvote even that I haven't tried it.
Just wondering why Gestour is still not a member of Jundroo.
Well, I can see my droplet hidden in the belly, with the whole set of variables barely modified.
+1This is not an ideal way to use those codes, and I think a successorship is needed in this case, which you chose to delete.
However, I'm planning to make a simplified version of the droplet core, to make the technology available for other players.
@Yellowsheepi
+2Just avoid holding it in that way.
quote from Steve Jobs
while you guys are struggling for reducing part count, mine never goes too high.
(Yea I would not adimit the fact that I just gave up detailed shaping works as I have zero ability of it, and my last publicly published plane was about 3 years ago XD )
@PlanariaLab Thanks for answering, I might have the capability to biuld this but I don't think this original idea would ever come up to my mind.
+3The launch of SPVR didn't motivate me to purchase a VR hardware, but this did!
Looking foward to your further works on this.
damn that's so cool, is it a secondary cockpit or a control base that you grab?
Hello, I need some help with VR curation.
+2I'm planing on a new plane and I intend to make it VR compatible from the beginning, but I don't have any VR headset, can you offer some basic guides and rules?
Mostly dimensional wise, like the distance from camera to display screen, and to control sticks.
Thank you.
@EdamCheese6 just to be clear, that's a suggestion for your catapult problem(if its cause is really ground detecting issue), not a sudden demand coming from nowhere. The replying system can't show the actual replying chain.
+3@EdamCheese6 make a ground sensor on the landing gear, by using a shock spring and its extension value to detect if touches ground.
+1@DragoransEscarti Yes I know that, momentum wheel in KSP is just like the gyrocope in SP, magically producing torque from nowhere, no need to care how, but this is something that actually using the game physics to achieve.
@Dpdfuzz Everything free for use and further development, as long as credit written.
This might help you ubderstand better, and don't hesitate to ask me if you have any questions.
@USSENTERPRISECV6 yes, this mirrored shell took me huge hours to calculate and adjust, and thank Jundroo for bringing the realtime reflection that makes it possible.
+3@Mobileplayer1029 It's damaged by bombs or missiles carried by your target plane, try someone else without missiles and bombs.
+1@AWESOMENESS360 It's a symbol ○ (or an "o" might also work) with variable size and alpha value, plus some codes to make these values change over time, plus some more codes to make the frequency change according to speed.
+1I made a color display demo that can do smooth color and alpha changing, if you are interested.
@bluecomet yeah that was a great fun, your flight was so smooth !
+2The video took me quite some efforts to make, and it's absolutely worth watching.
@AndrewGarrison @PhilipTarpley @WNP78
+4Guys, my first droplet was a story so long ago, hope this new one can still wow you
@OrderlyHippo always glad to help, if you care to understand those codes(very difficult though), variable explanation is in the in-game craft instruction, it might help more or less.
+1@OrderlyHippo The button with a (x) on the right bottom of editor screen, that is the custom variable menu, all my codes are there.
@Bellcat I have trouble using youtube, it's banned in my country
Made this video, youtube version uploading.
+3Video here
well, installed SPVR and discovered it can not be played without VR headset, sad.
What a surprise, welcome back! If you need any FT support don't forget to ask me, I've got some really interesting works eith FT codes.
@Simpleplaner656 i would suggest you drag your planes into this as assembly instead, the drone can't be easily grabbed as it has a secondary cockpit inside, plus there are tons of variables that don't go into assemblies.
+1@gingerbreadman free to use for anything you like, crediting is nice enough
+1hey Andrew, some questions and suggestions here, nothing about VR but I couldn't find a proper place to ask. I need feedback to this, from any of you DEVs, please.
Questions:
1. When using PID function, like PID(t,c,p,i,d), if I set the i to zero, does the game still do the sum calculation anyway? If yes, does this make huge waste of performence ?
2. For guns and cannons, how does AI judge the time to fire? In other words, how should I make AI fire guns? I made an autoaim that can aim the gun and the main cockpit perfectly, but AI just refuse to fire.
3. Does the FT variable system have a limit of the amount of variables? Or does huge amount of variables(like 100) cause great lag?
Suggestion
1. Weapons like guns and cannons need FT input support! Not the activation group, but the trigger! I'm so tired that AI wouldn't fire any FT weapons.
2. Secondary cockpit needs more output variables, especially AltitudeAGL, which would enable much more possibility.
That's all, I know you are busy with VR right now, but please give me a feedback to this, thank you.
+4well, if you think it cool, an upvote would be a great support to me, thank you.
damn i've been filling myself with smart ideas today but I now decide to take this challenge! If we loose the ability to be stupid, what good of being clever?
+2@Random04 That's easy but AI wouldn't fire the guns, AI doesn't use any FT weapon except for missiles. I can make a main cockpit version without the car, would be a lot simpler.
XML updated at 14:14 DEC 17th GMT
In order to fix some bugs
Please make sure the save name is Automated Floating Cannon v1.04
@Ilikeacecombat if you're talking about those AutoPitch and AutoRoll, no, they are variables I created, which need quite some codes to calculate, go check the custom variables window and have a look
+1@NangongMaimai 副座舱读坐标,弹射器+0秒引爆的火箭弹做引信
+1