Blueprints are useful for creating overall shapes and correcting size, but they cannot represent detailed volume and curves. I felt that shape of canopy was awkward before, but I didn't say anything else because I know it's incredibly difficult to modeling the actual early-type AH-1's curved canopy on the SP. It will always be helpful to imagine a wireframe like THIS before making a model.
뭐 식은 잘 짜셨을 것 같고... 거리측정기 구조가 좀 불편하네요... 차라리 VTOL은 포 좌우구동 그대로 두고, 측정기 양쪽 파트가 기본으로 전방(거리 무한대)상태였다가 TRIM통해서 가운데로 모아지도록(점점 근거리로) 하는 구조가 좀더 정밀하게 사용 가능할 듯합니다. 인풋 공식도 거의 그대로 사용 가능할 듯. 실제 스테레오식 거리측정기도 그런 구조로 알고있구요..
@Wakescar the engine input formula is Pitch * ((0.25 + abs(sin(18 * GS)) + (GS / 120)) + clamp(GS - 65, 0, 0.2))
0.25 is base power multiplier while in neutral gear position. this car is just concept design, off-road driving wasn't considered. If you have a problem, try adjusting it.
completely agreed. wing position and loading is very important index to determine flight characteristics, but many builders underrates or ignores it. I've used that method for a long time, it always makes satisfying flight model.
I reminisce about flight model of il-2 or LOMAC series when making mine(because that I'm not real pilot), the method makes it easier to create a feelings similar to these games.
however, sometimes, too 'simulationic' model is very hard to fly with keyboard, unlike flight stick or mouse control. so it would be better consider keyboard players.
needs 2axis, aligned to cockpit, hinge or rotator input (## is range of your rotator) clamp(AngleOfAttack/##, -clamp01(floor(GS/10)), clamp01(floor(GS/10)) clamp(AngleOfSlip/##, -clamp01(floor(GS/10)), clamp01(floor(GS/10))
I should have made it goal in within 20 seconds. I've tested dozens of times but never missed the ring. didn't expected missing penalty. 15 seconds of penalty is too much.
@DaKraken I've learned from books and websites in Korean... You don't have to be a professional or expertise level to making SP car. Everything you need will be available on youtube or wikipedia.
@ChiChiWerx @JohnnyBoythePilot
the main 'wing part' of my build is actually in the tilting wing structure. and that scaled small wing in the nose is just for trim and flap compensation. even without it, changing incidence angle is still effective.
ineffective roll problem is caused by flaperon's high AoA when the flaps in down position, and the variable incidence wing makes it worse. The same issue happened to my build. I solved it using tailerons for aid roll control.
@CRJ900Pilot I didn't want to make my plane fly like a UFO.
Wing area and location is identical to the actual geometry, there are no hidden wings except the tiny ones for the Flap effect*. I thought it is not realistic if I use hidden wings to force the CoL to move back or decrease wing loading. It might be hard to fly it with keyboard or gamepad(or touchscreen), because those input devices aren't delicate as flight stick or mouse. I'm using stick and mouse, so I build and tested it with them.
*SP physics will calculate each surface separately If custom surface is used, so it is not possible to create a lift for the entire wing when using Flap. So I put small wings inside nose for compensate nose down effect caused when Flaps are down.
@PlanesArMyThing right click on steam library - properties - beta
Blueprints are useful for creating overall shapes and correcting size, but they cannot represent detailed volume and curves. I felt that shape of canopy was awkward before, but I didn't say anything else because I know it's incredibly difficult to modeling the actual early-type AH-1's curved canopy on the SP. It will always be helpful to imagine a wireframe like THIS before making a model.
뭐 식은 잘 짜셨을 것 같고... 거리측정기 구조가 좀 불편하네요... 차라리 VTOL은 포 좌우구동 그대로 두고, 측정기 양쪽 파트가 기본으로 전방(거리 무한대)상태였다가 TRIM통해서 가운데로 모아지도록(점점 근거리로) 하는 구조가 좀더 정밀하게 사용 가능할 듯합니다. 인풋 공식도 거의 그대로 사용 가능할 듯. 실제 스테레오식 거리측정기도 그런 구조로 알고있구요..
neat and brilliant work, I like this plane!!!
+1you can add
name
for assign different roles to each missileExample image
@Wakescar the engine input formula is
Pitch * ((0.25 + abs(sin(18 * GS)) + (GS / 120)) + clamp(GS - 65, 0, 0.2))
0.25 is base power multiplier while in neutral gear position. this car is just concept design, off-road driving wasn't considered. If you have a problem, try adjusting it.
impressive design
@horatio drag and detach the red hinge, and save it to subassembly
completely agreed. wing position and loading is very important index to determine flight characteristics, but many builders underrates or ignores it. I've used that method for a long time, it always makes satisfying flight model.
I reminisce about flight model of il-2 or LOMAC series when making mine(because that I'm not real pilot), the method makes it easier to create a feelings similar to these games.
however, sometimes, too 'simulationic' model is very hard to fly with keyboard, unlike flight stick or mouse control. so it would be better consider keyboard players.
+5@Pulkit yes
+2@Mustangflyer okay
@SnoWFLakE0s 범위로 묶는 아이디어 좋네요... 저는 대충 정리해보니 각 세그먼트가 켜져있어야 되는 숫자가 더 많길래 그냥 항상 켜져있게 하고 특정 숫자일 때만 꺼지는 식으로 압축했어요. 자기전에 갑자기 생각나서 급하게 만든거라 코드가 좀 더러움ㅋㅋ;;
@DeathStalker627 in case of...
Rotator + Absolute heading(bearing) display = possible
Rotator + Relative(to hull) heading display = possible
Free Spin w/ Gyro + Absolute heading display = possible
Free Spin w/ Gyro + Relative heading display = impossible
how to takeoff?
+3this build, didn't released because... now there's cannon part in 1.9
maybe it's possible by using missiles
+4I've never knew that the cannon can be used for Anti-Air
+1beautiful
+3clamp(PitchAngle * PitchAngle * PitchAngle / #, -1, 1)
#
for proper natural number to fit your planemuch less flapping
Looks like we need a PID controller...
+2or just use
floor
to ignore decimal Input value and give damper multiplier@DeathStalker627
Like this? it doesn't need 1.9, was possible before 1.9
Air-to-ground
Sample here
+1delta(x)
@CruzerBlade yes
+1@CruzerBlade
it's just tiny hollow fuselage and fuselage part colored green
@CruzerBlade @Yeetflightgamer
Transparent sample, fixed wobbling on ground
needs 2axis, aligned to cockpit, hinge or rotator input (## is range of your rotator)
+4clamp(AngleOfAttack/##, -clamp01(floor(GS/10)), clamp01(floor(GS/10))
clamp(AngleOfSlip/##, -clamp01(floor(GS/10)), clamp01(floor(GS/10))
@Dllama4 ReShade 1.1.0 with SweetFX 2.0 and custom setting.
Can I make successor and upload it?
@11qazxc nope. you can watch the video x0.25 speed.
big flying wing thing
push pull heavy fighter
I should have made it goal in within 20 seconds. I've tested dozens of times but never missed the ring. didn't expected missing penalty. 15 seconds of penalty is too much.
how to cancel it? tried to redirect to itself but can't
@DaKraken I've learned from books and websites in Korean... You don't have to be a professional or expertise level to making SP car. Everything you need will be available on youtube or wikipedia.
+1@DaKraken When I was in university, I participated in design at club for Formula-SAE competitions. That's when I studied.
+2@benjiboyy06 markdown
simply masterpiece
@Aarons123 adjust distance between colliders.
it needs tenacity, I tried hundreds times.
@Aarons123 keep detach force weakened and decrease the mass of projectile
@KYsan2728 turret or gun? it's hard to explain because I can't speak english well, but I can provide sample.
Turret
Gun fundamentals
Gun
Gun w/recoil
@Aarons123 just use it, don't have to give credit. it's very old trick.
@MTakach a Woodpecker
@asteroidbook345 Each model has very different characteristics. It would be fun to fly it and figure out the difference.
this deserves 100+
+1@xXRaindropXx Flightmodel-Flutter
@Tessemi it's from a bird, 'common swift' in english.
finally
+1@ChiChiWerx @JohnnyBoythePilot
the main 'wing part' of my build is actually in the tilting wing structure. and that scaled small wing in the nose is just for trim and flap compensation. even without it, changing incidence angle is still effective.
ineffective roll problem is caused by flaperon's high AoA when the flaps in down position, and the variable incidence wing makes it worse. The same issue happened to my build. I solved it using tailerons for aid roll control.
+2https://www.simpleplanes.com/a/7uGccK/
+2its performance is quite unrealistic but the design is cool and having good proportion.
+1@CRJ900Pilot sure use it
@EliteArsenals24
https://en.wikipedia.org/wiki/Filibuster#Etymology
https://www.simpleplanes.com/a/3ujs73/250
@CRJ900Pilot I didn't want to make my plane fly like a UFO.
Wing area and location is identical to the actual geometry, there are no hidden wings except the tiny ones for the Flap effect*. I thought it is not realistic if I use hidden wings to force the CoL to move back or decrease wing loading. It might be hard to fly it with keyboard or gamepad(or touchscreen), because those input devices aren't delicate as flight stick or mouse. I'm using stick and mouse, so I build and tested it with them.
*SP physics will calculate each surface separately If custom surface is used, so it is not possible to create a lift for the entire wing when using Flap. So I put small wings inside nose for compensate nose down effect caused when Flaps are down.
+4