20.3k Ku Comments

  • [FT AAM] Magic 2 11 months ago

    @Unitedareospace21 Yes. Reach out to me on discord @kuatta4

  • [FT AAM] Magic 2 11 months ago

    @Unitedareospace21 What specifically would you like help on?

  • [FT AAM] Magic 2 11 months ago

    @waylaymythz someone already beat me to it. I think someone made an ultimate countermeasure to all missiles in game and it was posted like a month ago. It works well against my missiles to and I recommend u checking it out.

    +1
  • [FT AAM] Magic 2 11 months ago

    @UltravioletBlood a lot of trial and error. Make sure both the bomb and the fuselage section you intend for it to smash into have collision enabled, and it's just a matter of finding how far the bomb needs to be from the fuselage, how fast/far the piston needs to extend to squeeze the bomb to make it blow up, etc.

    +1
  • [FT AAM] Magic 2 11 months ago

    @MosquitowithaMachineGun Weather mod by MisterT. You can use one of the lower cloud settings in combination with Simpleplane's default sky box.

    +3
  • Funky Trees Missile - KADM MK.4 one year ago

    @llDeadboyll It depends but generally, there's always a way around it. Although it is always better to take the extra time to cover all of your bases.
    If it is a conventional plane then an autopilot can totally ignore angle of attack/slip values. If it is something PSM capable (intentional or not) then you definitely need to take care of AOA and make sure you don't stall yourself when you don't want to.

  • Funky Trees Missile - KADM MK.4 one year ago

    @llDeadboyll Assuming you are asking me if it is possible to make a missile autopilot without taking into account of Angle Of Attack and Angle Of Slip; Yes, I do it without those values all the time, especially for multi-firing or aircraft mounted missiles since a flight computer that's not set as the primary cockpit does not return values of angle of attack/slip and calculating them is a hassle and adds more variables that you have to transfer and more points for failure/inconsistency.

  • Simple RWR one year ago

    @KmanSP Surface to Air Missile

  • [PEA] Mil Mi-8TV one year ago

    @Monarchii Where is it?

  • Drag Coefficient 1.1 years ago

    @ThomasRoderick no this finding is indeed based on wetted area of an object, because i tested this with only fuselage blocks. In addition, wings do not change the drag value the game displays to you. This is pure parasite drag. The total parasite drag must be found and added up with the wing profile drag and induced drag, then be non-dimensionalised by dividing it with dynamic pressure and wing area, giving you the overall drag coefficient of the aircraft.

    +1
  • Drag Coefficient 1.1 years ago

    @XEPOH It in fact, to some degree, does; it’s how physics work.

    What kind of satisfactory result r u looking for?

    +1
  • Drag Coefficient 1.1 years ago

    Looking back I also realized that the game seems to already take into account the wetted area of objects when it spits you the drag value, since in all my testing, even with different geometries, the value of 0.0010145 was consistent.
    Thus the in game drag value is not the drag coefficient, rather the Drag coefficient times wetted area. The proper drag force experienced by your aircraft can still be calculated with the original equation in post.

  • Drag Coefficient 1.1 years ago

    @ThomasRoderick mk i thought abt it a little more
    You are right in that the Drag is proportional to wetted area. Then the parasite drag force felt by the whole aircraft equation should be
    ‘D=ACd0.5rhov^2’
    You are also right in the Cd is indeed dimensionless, so units on both side of the question must cancel out. The only way that would happen is if the equation is arranged as above (Force cancels Force, remember that the right side of the equation is basically dynamic pressure times area = force)

  • [FT BM] Funky Trees Ballistic Missile 1.1 years ago

    @Ashdenpaw1 This was a known problem, as stated in the description.

    +1
  • Drag Coefficient 1.1 years ago

    @ThomasRoderick The Coefficient of drag is indeed proportional to the wetted area of the plane. D in my equation is the drag Force felt by the airplane, which increases with airspeed

  • Drag Coefficient 1.1 years ago

    @Graingy
    1. Drag coefficient is a non-dimensionalized coefficient to measure and compare drag. Aka it is independent of speed/altitude and thus u can directly compare this value between planes and designs
    2. To my knowledge air density is modeled using an ideal standard day scenario and yes it decreases as u get higher in altitude
    3. Yes air density affects jet engine performance heavily in simpleplanes. However I am not sure about how it affects prop engines.
    4. Yes u would multiply the drag scale of the wing.
    5. I don’t know what kind of scale would be realistic for the wing just yet cause i haven’t tested that. In addition drag produced by the wing IRL is heavily dependent on it’s shape and may differ wildly even at the same surface area.
    6. Yes u can search it up in reference to an existing aircraft. You would want to search up Parasite drag coefficient and the symbol you should be looking for is Cd0. Then use the formula/relations above to find the in game drag value u should be shooting for.

  • [FT BM] Funky Trees Ballistic Missile 1.1 years ago

    Ladies and Gentlemen, I am very aware of the difficulties of using the targeting computer on mobile, specifically that the knobs are really hard to grab hold of. I do not have a solution for this other than to recommend you to play it on PC. This will be accounted for for my next project. I apologize for the inconvenience.

    I sincerely appreciate all of your support despite the technical difficulties.

  • [FT BM] Funky Trees Ballistic Missile 1.1 years ago

    @llDeadboyll I suppose it was from a lack of understanding of how Ballistic missiles work and my general bias against anything to do with space at the time. I’ve since read some technical books and grew an interest in Ballistic Missiles, so I started to learn how they work and I started to tinker… and here we are 3 months later

  • [FT BM] Funky Trees Ballistic Missile 1.1 years ago

    @VRCaPable no

  • [FT BM] Funky Trees Ballistic Missile 1.1 years ago

    @Freedomfans can you guys not just drag the knob left and right? That's how you do it on PC

  • [FT BM] Funky Trees Ballistic Missile 1.1 years ago

    @Petropavlovsk101 As far as I know it works anywhere

  • [FT BM] Funky Trees Ballistic Missile 1.1 years ago

    @IMCI wdym

    +1
  • [FT BM] Funky Trees Ballistic Missile 1.1 years ago

    @LTHank Drag the knob left and right

  • [FT BM] Funky Trees Ballistic Missile 1.1 years ago

    @MizeaO It may be more accurate if you set the Altitude to 0, but again I promised no type of precision accuracy to strike ships.

  • Simple RWR 1.1 years ago

    @XiaoPiao141 I never mentioned that it can detect missiles so no

    +2
  • The Sky Thief 1.2 years ago

    @KSB24 I would like to apply for membership of the Anti-Gyroscope Association (AGA) as the deputy chairmen on account of my creations

    +2
  • [AI Heli] Mi-2 1.2 years ago

    @llDeadboyll my discord is kuatta4

  • FT Guided Bomb KGB 3000 MK.1 1.2 years ago

    @Sableric Absolutly, I'd love to help and teach what I've learned. Dm me on Discord kuatta4

  • Mech_Frame_01 1.2 years ago

    @Monarchii I started to make Viper, the mech from Titanfall 2, but I'm not sure if I am willing to finish the frame by myself, as I am more interested in the funky trees and making it fly than anything

    +1
  • F-16C 'Fighting Falcon' 1.2 years ago

    Hi @kismit, I love the funky trees implementations on this build and I think we may have a great collaboration opportunity with my funky trees weapon skills. I'd be happy to provide you with my weapons or build them for you to use on future versions of this plane. Let me know what you think!

  • Mech_Frame_01 1.2 years ago

    Hey @Monarchii , would you be interested in helping me finish a mech project, since you clearly know how to build a mech better than myself?

  • Mil-Mi8 carrier landing 1.2 years ago

    T

  • [AI Heli] Mi-2 1.3 years ago

    @llDeadboyll mayhapes. There will certainly be tweaks that needs to be made but i see no reason why it should not work if u implement it properly. If u want me to help u further message me on discord.

  • [FT SAM] RIM-116 Rolling-Airframe Missile 1.3 years ago

    @Lee77100 very much so. Try it out yourself!

  • [FT SAM] RIM-116 Rolling-Airframe Missile 1.3 years ago

    @Ashdenpaw1 Not to my knowledge. The RIM-116 had to use rolling motion because of it's 1D passive radio wave seeker, used alongside it's IR seeker to better negate the effect of the sea deflecting IR signals. That said, this type of seeker probably does not provide too much benefits in an Air-To-Air use and thus rolling the missile is not required.

  • [FT SAM] RIM-116 Rolling-Airframe Missile 1.3 years ago

    @Ashdenpaw1 In game this thing is able to target anything that can be targeted
    IRL these are more like missile interceptors or point defense weapons

  • [FT SAM] RIM-116 Rolling-Airframe Missile 1.3 years ago

    @localf15enjoyer yes but does it roll and track by FT?
    Rolling-Airframe Missile isn’t an exclusive name to the RIM-116, but a type of missile flight control and that is what i am claiming to have achieved first.

  • [FT SAM] RIM-116 Rolling-Airframe Missile 1.3 years ago

    @overlord5453 @TheMouse @Marulk @Graingy @Boeing727200F

  • [ Misc. ] Reaction Image. 1.3 years ago

    As per my last email

  • [FT AAM] Spear MK.1 1.3 years ago

    @CorporalWojak you get them from the variables menu

    And it depends. If you are only using 1 missile you are going to copy past in every variable that ends with SP1 AND TLAT TLONG and TALT!!!

    If you are using both missiles then copy in everything

    +1
  • [FT AAM] Spear MK.1 1.3 years ago

    @CorporalWojak Yes, but it's a little more complicated than drag and drop...

    1. go inside the missile and find the flight computer, detach it and save it as sub-assembly

    2. take the missile with the pylon and save it as sub-assembly

    3. go to your new plane and attach the missile where u want

    4. attach the corresponding flight computer to the missile, preferably inside and aligned with the center of the missile.

    5. Copy in all of the variables from this plane

    If you did these steps your missile should in theory work. It's a little bit of a process and kinda hard to explain without going into why you need to do each steps

  • [AI Heli] Mi-2 1.4 years ago

    @Monarchii

  • Pagani Utopia 1.4 years ago

    @windshifter1 I would appreciate if you share the preset file with me! Find me on discord @kuatta4

  • Pagani Utopia 1.4 years ago

    Excellent screenshots! May I ask what reshade settings you use for these photos?

    +1
  • FT Guided Bomb KGB 3000 MK.1 1.4 years ago

    @snaffi it rly is not that hard as an aerospace engineering student, but perhaps more difficult for people who do not have the proper background. And no there is not currently a guide on how to make such things; however i am considering creating one in the future.

    +1
  • [FT AAM] Aim-9M(onster) 1.4 years ago

    @MrCOPTY 500 lbs TNT equivalent produces 2.5 Mega Calories yes

    Still no sugar though

    +3
  • [PEA] Mil Mi-2URN "Zmija" 1.4 years ago

    hi @Monarchii, ik you have already mentioned that it's free to use above but I would like to let you know that I would like to modify this heli into an ai target. If you have an objection to this please let me know. Otherwise, it is a very well handling helicopter and I think it will make a very good basis for an ai program.

    +1
  • FA-51 Nemesis 1.4 years ago

    @Otana Hey remember when you asked me to finish the flight model of this thing? I finished it a while ago and you never got back to me on discord...

    +2
  • Simple RWR 1.4 years ago

    @Zillyguy2 yes it does; it is displayed as a SAM ping

  • Retro Pickups Challenge [CLOSED] 1.4 years ago

    will weapons be allowed to be added...

    +1