15.6k Ku Comments

  • Yak-9-Parts 7 months ago

    @BadahhMuscleCar001 what do u think

    +4
  • How can i build a Custom Yoke like this one? 6 months ago

    You first need to use a joy stick base to connect the yoke and mess with the rotation axis
    Then, in your custom yoke model, you need to add the "Cylinder Grips" somewhere along the yoke so that you can actually grab the yoke. Unfortunately, you cannot change the shape of the Cylinder Grips so just try your best at integrating it into the Model

    Most importantly There are two properties you need to add to the grips in the overload menu under "Posed Grip", those should be "screenYPositionAxisMap" and "screenXRotationAxisMap" and the values for them should be "0,0,1" and "0,0,-1" respectively. These will actually allow the Cylinder Grips to be grabbed by the player and be moved in the two axis.

    Play around with the overload values/properties of the default yoke and the cylinder grip to see what you need to add and fine tune

    +3
  • [FT AAM] Aim-9M(onster) 3 months ago

    @MrCOPTY 500 lbs TNT equivalent produces 2.5 Mega Calories yes

    Still no sugar though

    +2
  • FA-51 Nemesis 3 months 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
  • Is there a remotely simple way to get a rotator to respond to angle of attack? 5 months ago

    Too easy
    In your pitch control, copy in this
    Pitch-AngleOfAttack/100
    mess around with the number at the end to get your desired result

    +2
  • Why did my last 200 hour plus builds flop? 7 months ago

    Indeed screenshots are a big factor; they don't have to be clickbaity or meme-fied but having a professional one with reshade will take you a long way. You also can add gifs, just only in the description.
    But yes it is what it is; for me as long as one person found my build and understood the amount of effort I put into it, it was worth it at the end. My philosophy is that I don't post for likes/upvotes, I post to practice and challenge my engineering skills.

    +2
  • Live Fire YAIM-54A Phoenix Test | YF-14A Teaser 8 months ago

    POV war thunder lobby when there's F-14s

    +2
  • FT Air-To-Air Missile, SRAAM 10 months ago

    @F8boa i haven’t experienced failure of detonation myself, it may be that the missile just didn’t get close enough to the target to detonate since the proximity fuse is set very close

    And i didn’t make a sub assembly and publish the code since it is quite complex to move the missile around, and i don’t foresee anyone really needing it since not many planes actually used it in real life.

    +2
  • Simple RWR 10 months ago

    @TouhouFan11 lol yes the fifth part is the cockpit which doesn’t count

    And yes feel free to use it.

    +2
  • FT Air-To-Air Missile, HYAM MK.1 1.3 years ago

    @Vulorian I had that idea but I can't find a good enough blue print for it yet.

    +2
  • FT Guided Bomb KGB 3000 MK.1 1.6 years ago

    @OrderlyHippo Well see the games gives you the heading distance and the elevation of the target you have selected, and so that's how I can calculate where the target is without using an in game missile to lock onto it. You can also do it with memory variables by setting priorities to the variables (They are basically activation groups but instead of the value returning to 0 when they are deactivated they freeze thus making them permanently that value until it activates again) but why would you do that when you can just slap a flight computer onto something and find the deviation between where the flight computer is, where your plane is, and where your target is. I can go on more but that's a little bit about how it works. As for the maffs I highly recommend you to learn some that is at least relevant to what you are going to make so that you can be interested and be educated at the same time. I also highly encourage you reverse engineer other people's work not only to see how the maths work but also how they get around the game's limitations, because that's at least half the battle coding in simpleplanes.

    +2
  • [FT BM] Funky Trees Ballistic Missile 22 hours ago

    @IMCI wdym

    +1
  • The Sky Thief 20 days ago

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

    +1
  • Mech_Frame_01 one month 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
  • [FT AAM] Spear MK.1 2 months 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
  • Pagani Utopia 2 months ago

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

    +1
  • FT Guided Bomb KGB 3000 MK.1 2 months 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
  • [PEA] Mil Mi-2URN "Zmija" 3 months 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
  • Retro Pickups Challenge [CLOSED] 3 months ago

    will weapons be allowed to be added...

    +1
  • Is there a remotely simple way to get a rotator to respond to angle of attack? 5 months ago

    @OrangeConnor2 Overload Pitch input

    +1
  • The first ballistic missile that is a fighter 6 months ago

    I can potentially help you out with this

    +1
  • KC 300 MK.2 6 months ago

    Tags
    @F8boa @DatFiat126Fan19 @CaptainBrayden @MobileBuilder21

    +1
  • differential braking help 6 months ago

    Sure
    first you need to go into the variables menu of your wheels and set a variable name for the RPM. I'm gonna use LRPM and RRPM to reference the left and right wheel RPM respectivley
    Your code for the left engine is gonna look something like this
    abs(clamp(Yaw,-1,0))*PID(LRPM,0,1,0,0)
    and right engine
    abs(clamp(Yaw,0,1))*PID(RRPM,0,1,0,0)

    make sure that the engine is turning the wheel the right way and mess with the thrid term in the PID function to either make the braking stronger or shake the wheel less

    +1
  • KC 300 MK.2 Showcase 6 months ago

    @llDeadboyll My next big project is probably going to be a paper on how funky trees missiles work and how to make them.

    +1
  • KC 300 MK.2 Showcase 6 months ago

    @MobileBuilder21 no lol, I’ve always made planes, they were just never much good is all

    More missiles coming soon

    +1
  • FT Air-To-Air Missile, HYAM MK.1 7 months ago

    @UseGooglePlay yes everything is made by myself. Contact me on discord @kuatta4 and we can talk more about it there

    +1
  • Quick question: About helicopter control preference 7 months ago

    You can also simply turn off main rotor torque, that will solve the issue of the heli sliding left and right while static

    +1
  • FT SAM, MIM-104 Patriot Pac-2 7 months ago

    @ArshiyaKing dm me on discord @kuatta4

    +1
  • OEM R-27ER 7 months ago

    Learn some physics and funky trees; you've got some real potential here.

    +1
  • Complex Activation Group Question 8 months ago

    repeat(sum(clamp01(Activate1)),13)<3&Activate1?1:0

    This will make it so that for the first 3 seconds Activate 1 is activated it will output 1 (turns whatever you want on) and it will stop activating for 10 seconds and then repeat the process. Catch is that the activation group needs to be pressed down for it to recharge

    +1
  • FT SAM, MIM-104 Patriot Pac-2 8 months ago

    @GuardianAerospace lol

    +1
  • FT SAM, MIM-104 Patriot Pac-2 8 months ago

    @DatTrainAndCarGuy19 @Mousewithamachinegun122 @Randomplayer tag

    +1
  • [AI-MSL] Patsen AShM 8 months ago

    @MonarchiiwithastolenMG Lol good luck. It's not that I don't have the technical know-how to make it, but I simply don't have time to make it right now, plus I never considered my builds to be aesthetically coherent or pleasing; perhaps someone else would do a better job at it.

    +1
  • [AI-MSL] Patsen AShM 8 months ago

    @MonarchiiwithastolenMG Honestly if they can just fly around the map in big circles at high altitude at high speed, I'd be happy.
    And yes a Hera or an Iskander or something would be amazing

    +1
  • Airbus A300B2-202 Eastern Airlines 9 months ago

    Is it just me or are the flaps not working?

    +1
  • S 125 Neva (Anti Flare with funky tree system) 9 months ago

    Interesting excecution

    +1
  • FT Air-To-Air Missile, SRAAM 10 months ago

    @Tanglednebula19 What do you mean by that

    +1
  • FT Air-To-Air Missile, Aim-7M 11 months ago

    @SuperSuperTheSylph This problem is fixed from my Aim-9 P missiles and beyond where i came up with a better fuse code that would actually reliably self destruct the missile after it misses. This missile is not popular enough for me to re-release it with a new code just yet.

    +1
  • FT Air-To-Air Missile, Aim-7M 11 months ago

    @SuperSuperTheSylph Yes i am aware of this unfortunate problem xd

    +1
  • FT SAM, RIM-7 M 11 months ago

    @F8boa ofc it is possible, and yes you’d have to first disconnect all of the flight computers from the missile, save the launcher, then put it on ur own build, reconnect all the flight computers, and copy in the variables; not to mention this is over 600 parts by itself.

    +1
  • FT SAM, RIM-7 M 11 months ago

    @OkaNieba It essentially is XD

    +1
  • McDonnell Douglas F-4J Phantom II VF-301 11 months ago

    @RicardoACE BTW would you mind if I steal this Aim9 model and make it into an actual FT guided missile?

    +1
  • McDonnell Douglas F-4J Phantom II VF-301 11 months ago

    It seems the Aim9-H was planned to be a funky trees guided missile, what happened to it?

    Also nice to see my RWR on a build

    +1
  • Simple RWR 11 months ago

    @AshdenpawTG22 Yes; all ships move at 8 m/s if undisturbed.

    +1
  • Simple RWR 11 months ago

    @TheCommentaryGuy I normally use magnets but yes i can in the future

    +1
  • Simple RWR 11 months ago

    @Yish42 Trigonometry and Label magic

    +1
  • FT Air-To-Air Missile, Aim-7M one year ago

    @F8boa i am 90% sure I already know how to achieve what ur telling me with funky trees alone, however i am just busy with other projects right now but the idea is now on my radar and I will give it a shot one day.

    +1
  • FT Air-To-Air Missile, Aim-7M one year ago

    @F8boa if the default missile is directly attached to the missile shell and is then separated from the main flight computer/cockpit, then the flight properties would completely depend on the default missiles flight properties and would then be completely independent of the little engine, fins, drag, etc, which would then defeat the entire point of FT missiles.

    +1
  • FT Air-To-Air Missile, Aim-7M one year ago

    @F8boa The problem with that is that the AI will fire at the first chance they get without properly lining up the missile, waiting for the target to be in range, and etc. However, with proper activation parameters to the missile, it is not impossible to program the AI to only be allowed to fire the missile when it is determined that the missile can hit its target.

    I may investigate in this concept and release AI versions of these planes. However these missiles would be virtually impossible to dodge since they are usually highly maneuverable and impervious to countermeasures.

    +1
  • FT Air-To-Air Missile, Aim9-P one year ago

    @MagmaBlaster69 I believe if you just select the weapon by taping on it's name in the menu, even though it will say it's unavailable, it should still select it and you would then be able to fire it.

    +1