@WinsWings When adding more buoyancy, make sure that it is balanced/distributed more outboard, as just adding buoyancy in the center makes it roll over (it doesn’t seem to want to take off or fly in that configuration, for some reason).
The most exact way to fix this, would be to go into the xml file of the craft, and set each part and connection to where it should be. Since this craft uses rotated parts attached to eachother, the values would be very long, so impractical. The most practical fix would be, to select the cockpit (and make sure only that cockpit is attached to the craft), move it to a nice, easy to work with number (integers for example), then move the part to which the cockpit is attached (I don’t use fine tuner, only the default menu, set it connected parts mode, and type in the values manually), so that its position relative to the cockpit stays mostly unchanged.
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How this might happen, is that when changing a fuselage shape, the length, rise and run values change the craft position depending on how they are attached (what attach points they use) by how much you change the respective values, and what the rotation of the part is.
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Also important using the practical fix, you can then position parts exactly, and with somewhat round position values, so that if they get shifted, you can put them back in place.
You first need to assign a variable-name to which the engine can write its thrust value. Select the jet engine, open the rotation menu (arrow rotating right), select the topmost option [(x)], and assign the desired variable-name to the thrust output. This variable will then have the thrust of the engine in newtons, unless you overwrite it with something else. Check out some of my VR crafts to see this in action. This craft demonstrates, how you can do it with prop engines (and how you can implement turning on and off each individual engine). This craft does the same with jet engines.
Short answer: not necessarily @Gestour. Long answer: I discovered this bug while changing the wings of this plane. With more bend-y wings, this plane would stall easily at high speeds, putting a lot of tension on the stabiliser spring, which would break. When trying to recover from those stalls I found the variable controlled rudder unresponsive, and all other variable setter controlled gauges/displays would be stuck where they where, when the spring broke (distinct snapping sound). Since the rudder was unresponsive/stuck in position and the top horizontal stabiliser didn’t have a force to return it to neutral, instead aligning with the angle of attack, the stall would be nearly unrecoverable. I then rigged up a tester, to reproduce the bug, which didn’t work. The difference to the linked craft is, that it didn’t have the detacher (maybe the body where the spring is attached to, has to have a second non-rigid joint).
This looks really good and the flight characteristics seem reasonable. Some things to improve are the excessive drag and the wheel-brakes being extremely effective. Regarding that I would suggest lowering the brakeTorque value of all the wheels considerably (probably to single digits) and decreasing the forward traction somewhat.
Overall this is a good replica.
@Zaineman it uses the same HUD that you used in your https://www.simpleplanes.com/a/uX5rr0/Falco-III-New-Cockpit-gadgets . To be honest I didn’t make the HUD myself, @PlanariaLab did https://www.simpleplanes.com/a/0dH9ML/1Parts-HUD , only copy pasted it.
The way the AI flies approaches, seems to use the same method of cutting the throttle a certain distance from the runway. @Chaka It really depends on the plane, where to cut the throttle.
This craft of mine has such bendy wings. Important: you have to get the attachment points correct, make sure you don’t use too many wings, as that will make them floppy, and make the fuselage pieces overlap, have parts collisions disabled, and make every part attached to the wings directly or indirectly the right weight, so that the wings bend under load, but the acceleration of the parts somewhat counteracts the lift of the wings. Positive(?) side effect: your aircraft may experience real wing flutter.
This craft showcases a way how this can be implemented. It isn’t perfect, as the logic operations can be optimised, only one slip value per wheel used and the wheel arrangement changed to a tricycle instead of a tail-dragger. @Chillybaconface
The rate function takes the value in the brackets ‘rate(VALUE)’ each frame, stores it and calculates a rate from those values. This post is my reference for most things funky trees, but it doesn’t contain everything about them. For an example the rate function doesn’t allways work as expected. When you input the AngleOfSip and you do a coordinated turn, the AoS doesn’t change much/ bounces around a certain value, yet the rate function returns a rate in the direction of the turn. Or another example is, that the variable setters seem to get executed before button inputs, and as such you have to build your funky trees and button inputType accordingly.
Further on the cockpit floor:
Depending on how you want to implement it, it might be possible to implement it similarly to the floor on the linked craft.
I would suggest weight-on-wheels ‘sensors’. When you take the rate() of the slip values of wheels, when on the ground they are never 0. And since this plane has multiple wheels, this is going to be very accurate. This simulates somewhat how real planes work.
Beautiful thing. I reached mach 4.5 in it and it could probably go faster. A few years from writing this comment this was one of the first crafts that I downloaded. Having played this game since the release on IOS this craft still brings joy every time I see it fly by in the game. Thank you.
@WinsWings When adding more buoyancy, make sure that it is balanced/distributed more outboard, as just adding buoyancy in the center makes it roll over (it doesn’t seem to want to take off or fly in that configuration, for some reason).
+1The most exact way to fix this, would be to go into the xml file of the craft, and set each part and connection to where it should be. Since this craft uses rotated parts attached to eachother, the values would be very long, so impractical. The most practical fix would be, to select the cockpit (and make sure only that cockpit is attached to the craft), move it to a nice, easy to work with number (integers for example), then move the part to which the cockpit is attached (I don’t use fine tuner, only the default menu, set it connected parts mode, and type in the values manually), so that its position relative to the cockpit stays mostly unchanged.
-
How this might happen, is that when changing a fuselage shape, the length, rise and run values change the craft position depending on how they are attached (what attach points they use) by how much you change the respective values, and what the rotation of the part is.
-
+1Also important using the practical fix, you can then position parts exactly, and with somewhat round position values, so that if they get shifted, you can put them back in place.
You first need to assign a variable-name to which the engine can write its thrust value. Select the jet engine, open the rotation menu (arrow rotating right), select the topmost option [(x)], and assign the desired variable-name to the thrust output. This variable will then have the thrust of the engine in newtons, unless you overwrite it with something else. Check out some of my VR crafts to see this in action. This craft demonstrates, how you can do it with prop engines (and how you can implement turning on and off each individual engine). This craft does the same with jet engines.
+1Short answer: not necessarily @Gestour. Long answer: I discovered this bug while changing the wings of this plane. With more bend-y wings, this plane would stall easily at high speeds, putting a lot of tension on the stabiliser spring, which would break. When trying to recover from those stalls I found the variable controlled rudder unresponsive, and all other variable setter controlled gauges/displays would be stuck where they where, when the spring broke (distinct snapping sound). Since the rudder was unresponsive/stuck in position and the top horizontal stabiliser didn’t have a force to return it to neutral, instead aligning with the angle of attack, the stall would be nearly unrecoverable. I then rigged up a tester, to reproduce the bug, which didn’t work. The difference to the linked craft is, that it didn’t have the detacher (maybe the body where the spring is attached to, has to have a second non-rigid joint).
+1Will Maywar ever be added to the mobile version?
+1This looks really good and the flight characteristics seem reasonable. Some things to improve are the excessive drag and the wheel-brakes being extremely effective. Regarding that I would suggest lowering the brakeTorque value of all the wheels considerably (probably to single digits) and decreasing the forward traction somewhat.
Overall this is a good replica.
@Zaineman it uses the same HUD that you used in your https://www.simpleplanes.com/a/uX5rr0/Falco-III-New-Cockpit-gadgets . To be honest I didn’t make the HUD myself, @PlanariaLab did https://www.simpleplanes.com/a/0dH9ML/1Parts-HUD , only copy pasted it.
The way the AI flies approaches, seems to use the same method of cutting the throttle a certain distance from the runway. @Chaka It really depends on the plane, where to cut the throttle.
This craft of mine has such bendy wings. Important: you have to get the attachment points correct, make sure you don’t use too many wings, as that will make them floppy, and make the fuselage pieces overlap, have parts collisions disabled, and make every part attached to the wings directly or indirectly the right weight, so that the wings bend under load, but the acceleration of the parts somewhat counteracts the lift of the wings. Positive(?) side effect: your aircraft may experience real wing flutter.
This is my implementation of some of my ideas. @Chillybaconface
This craft showcases a way how this can be implemented. It isn’t perfect, as the logic operations can be optimised, only one slip value per wheel used and the wheel arrangement changed to a tricycle instead of a tail-dragger. @Chillybaconface
The rate function takes the value in the brackets ‘rate(VALUE)’ each frame, stores it and calculates a rate from those values. This post is my reference for most things funky trees, but it doesn’t contain everything about them. For an example the rate function doesn’t allways work as expected. When you input the AngleOfSip and you do a coordinated turn, the AoS doesn’t change much/ bounces around a certain value, yet the rate function returns a rate in the direction of the turn. Or another example is, that the variable setters seem to get executed before button inputs, and as such you have to build your funky trees and button inputType accordingly.
Further on the cockpit floor:
Depending on how you want to implement it, it might be possible to implement it similarly to the floor on the linked craft.
I would suggest weight-on-wheels ‘sensors’. When you take the rate() of the slip values of wheels, when on the ground they are never 0. And since this plane has multiple wheels, this is going to be very accurate. This simulates somewhat how real planes work.
The new version should fix this. @AndrewGarrison @V
Yeah, I was wondering about that. Will do it.@AndrewGarrison
Maybe jundroo could even add Maywar to the mobile version, since modern mobile devices have become much better than low end PC’s from 5+ years ago.
Beautiful thing. I reached mach 4.5 in it and it could probably go faster. A few years from writing this comment this was one of the first crafts that I downloaded. Having played this game since the release on IOS this craft still brings joy every time I see it fly by in the game. Thank you.