It looks good but the suspension is absolute trash and doesn’t flex at all. The Unimog's primary feature is its enormous suspension travel and flexibility. This has none
No roll surfaces? So if there’s an engine failure you say: “oh well, I guess that couldnt be avoided. Let’s just die then.” Because you won’t have control lol
@substygram that's because the joining points can stretch and flex but the part itself doesn't. This should be the opposite way around for accurate physics but unfortunately, not every simpleplanes user has a supercomputer capable of finite element analysis continuously at real time speed. It is possible to make realish leaf springs in simpleplanes with lots and lots of structural panels joined together but it doesn't work very well. I like stuff like this which has mechanical properties of leaf springs without looking exactly like a leaf spring
I think I know what you mean. Like sometimes the shock will stretch in the wrong direction and snap? I get that issue with all my rockcrawlers and haven't been able to fix it. It's caused by too much weight/force acting on the shocks in the wrong direction. Less weight hanging off the shocks helps but XML modding weight of wheels, etc has crazy effects. It would be easy to fix if hinges had + and - travel options instead of overall travel
Make things inspired by real life but with your own little touches until you understand aerodynamics enough to make purely original aircraft. And if you make cars, use REAL suspension not just a shock strapped to a wheel
Here's an example of a bare bones F1 created as a test rig for pushrod suspension. Here's an example of a race car that the AI can control very well. I only make functional stuff (mainly suspension) that works very well but doesn't look good. If you want to use anything I've made, go ahead as long as you mention me in the description
Mine does a perfectly reliable 34 seconds with no shaking but it always skips a turn because it aims for the gate after. It doesn't even try to correct itself. Why?
So how do the countermeasures work? They don't seem to do anything against the ice base missiles. How about adding a manual fire option somewhat like the manual fire for missiles on pylons.
PS the damage system is amazing! Keep up the good work!
I encourage independant suspension, but it isnt crucial. If you dont have your own suspension setup, then at least enable suspension on the wheels. Low mass, spoiler, street tires. If you want a drfiter, set the rear tires to have low sideways grip. If you want something to turn at high speeds easily, set front sideways grip to something high but less than the rear. Hope this helps @BaconRoll
Well, flying wings don't work too well on SimplePlanes, but it is possible. Assuming you're on PC and have overload or can xml easily, make the shape of your aircraft out of fuselages, then nudge in wings inside. You'll also need to put in vertical stabilisers. I'm haven't actually been able to get a flying wing to work on simple planes before, so sorry if these tips don't help
Its hard to fly VTOL anything because the game doesn't have the pitch control of a helicopter (swash plates to change the pitch of individual blades as they swing around), which means no directional control from props
An XYZ delta of the target's relative position would be all we need. Once we have that, we can extrapolate relative heading, velocity and distance.
.
But, of course, this may be too complex for many users. Separate built-in functions may be easier, eg: PitchAngleToTarget, RollAngleToTarget, TargetXposition, TargetYposition, TargetZposition, TargetHeading, TargetVelocity, etc
.
As for uses, this goes waaaaay beyond missile guidance and turrets. Think wingman drones, automatic camera crews, autodocking systems for airborne carriers (attach with magnets), target info readouts, and even a tracking system for ground vehicles so we can automatically hover over them with helicopters while controlling some other apparatus (turret, grabber winch, etc)
@Tessemi From my understanding, it seems like we can make a custom autopilot that can perform standard airliner maneuvers with full PID stabilisation but we won't be able to easily stabilise flips and rolls
@WNP78 Yeah, that makes sense. I should really try these things myself a little more lol. Guess I'll have to wait a bit longer to have a PID rate-stabilised aircraft.
It'd be great to have RollRate, PitchRate and YawRate functions that simulate a rate gyro as opposed to a horizon gyro
@Tessemi Angular velocity is defined as "the rate of change of angular position of a rotating body."
That's what rate(PitchAngle) means. PitchAngle (or RollAngle, etc) is your 'angular position' and rate measures how that changes over time.
And yes, the units are degrees per second
@Tessemi I wouldn't say PitchAngle and RollAngle are fixed. As the aircraft rotates, its PitchAngle, RollAngle, etc will change. By measuring the rate at which this angle changes with rate(PitchAngle) you should obtain the angular velocity.
But again, I haven't tested this yet
Good idea that's unlikely to be implemented. To get a similar look, you could try attaching a spring with disabled collisions to the sliding shaft of a piston. If you want to be really fancy, add a hidden rotator to the spring. This should replicate the look pretty closely if you resize everything appropriately
Well, it worked out eventually didn’t it? You’ll get there because everyone started with no knowledge of XML at all @rbiemer
+1On PC, there is an autopilot feature that makes aircraft fly completely level and cars drive straight
+1If you give it a prop engine and XML mod the chord to be a massive number, it should work while underwater @rbiemer
+1Goats are like mushrooms if you shoot a duck I’m scared of toasters
+1You’ve gotten 3 different answers here lol. I’m fairly certain @CruzerBlade is correct
+1It looks good but the suspension is absolute trash and doesn’t flex at all. The Unimog's primary feature is its enormous suspension travel and flexibility. This has none
+1You're after my own heart with this build
+1No roll surfaces? So if there’s an engine failure you say: “oh well, I guess that couldnt be avoided. Let’s just die then.” Because you won’t have control lol
+1@Hypakiller123 Oh yeah, I totally forgot I made this. I have made SOOO many cars since this thing
+1@substygram that's because the joining points can stretch and flex but the part itself doesn't. This should be the opposite way around for accurate physics but unfortunately, not every simpleplanes user has a supercomputer capable of finite element analysis continuously at real time speed. It is possible to make realish leaf springs in simpleplanes with lots and lots of structural panels joined together but it doesn't work very well. I like stuff like this which has mechanical properties of leaf springs without looking exactly like a leaf spring
+1This gives me a feeling of deja vu. I've made a few similarish things. Not many people go for decent UTV/ATV chassis because they're 'slow and boring'
+1Getting close to platinum! I reckon a Hilux body on this would get you there
+1I think I know what you mean. Like sometimes the shock will stretch in the wrong direction and snap? I get that issue with all my rockcrawlers and haven't been able to fix it. It's caused by too much weight/force acting on the shocks in the wrong direction. Less weight hanging off the shocks helps but XML modding weight of wheels, etc has crazy effects. It would be easy to fix if hinges had + and - travel options instead of overall travel
+1Make things inspired by real life but with your own little touches until you understand aerodynamics enough to make purely original aircraft. And if you make cars, use REAL suspension not just a shock strapped to a wheel
+1I build the chassis and then I don't build a body lol. There's plenty of examples of this in my profile
+1Here's an example of a bare bones F1 created as a test rig for pushrod suspension. Here's an example of a race car that the AI can control very well. I only make functional stuff (mainly suspension) that works very well but doesn't look good. If you want to use anything I've made, go ahead as long as you mention me in the description
+1It's like my baja buggy but better. I like it!
+1What?! No dropper post or adjustable suspension? Lol, Looks awesome!
+1Looked up videos or guides for how to find it yet? They are spread far apart @andrewp123
+1Mine does a perfectly reliable 34 seconds with no shaking but it always skips a turn because it aims for the gate after. It doesn't even try to correct itself. Why?
+1@AndrewGarrison @NathanMikeska @HellFireKoder @WeeBabySeamus @PhilipTarpley
+1So how do the countermeasures work? They don't seem to do anything against the ice base missiles. How about adding a manual fire option somewhat like the manual fire for missiles on pylons.
+1PS the damage system is amazing! Keep up the good work!
Its under the ice base at sea level in a cave @EpicPigster1
+1I encourage independant suspension, but it isnt crucial. If you dont have your own suspension setup, then at least enable suspension on the wheels. Low mass, spoiler, street tires. If you want a drfiter, set the rear tires to have low sideways grip. If you want something to turn at high speeds easily, set front sideways grip to something high but less than the rear. Hope this helps @BaconRoll
+1Absolutely. Engines should make more of a tearing v8 noise as you raise the horsepower
+1You could give it to a friend, set it up on another computer for LAN multiplayer or give it to me so I can do all the above myself @SajabAerospace
+1Well, flying wings don't work too well on SimplePlanes, but it is possible. Assuming you're on PC and have overload or can xml easily, make the shape of your aircraft out of fuselages, then nudge in wings inside. You'll also need to put in vertical stabilisers. I'm haven't actually been able to get a flying wing to work on simple planes before, so sorry if these tips don't help
+1Thanks @XjayIndustrys
+1Thanks @helilover03
+1Thanks, ive uploaded an offroad version too @EliteIndustries1
+1Thanks @bluecomet
+1Thanks @Wakescar
+1Thanks @Shatslanger. You sent me up 4000 points : )
+1@TakicraftCorporation sure thing
+1Don't ask me, all I know is that it requires xml modding deeper than the overload mod goes @5stars
+1So that's how suspension was made back in the dark ages... So much easier now
+1Its hard to fly VTOL anything because the game doesn't have the pitch control of a helicopter (swash plates to change the pitch of individual blades as they swing around), which means no directional control from props
+1nuke mod by Gestour
+1Umm... So this is your entry to your own tournament? What are the rotators for?
+1@mikoyanster lol. I'm terrible at these
@SnoWFLakE0s absolutely has to be relative to your own position, I agree
An XYZ delta of the target's relative position would be all we need. Once we have that, we can extrapolate relative heading, velocity and distance.
.
But, of course, this may be too complex for many users. Separate built-in functions may be easier, eg: PitchAngleToTarget, RollAngleToTarget, TargetXposition, TargetYposition, TargetZposition, TargetHeading, TargetVelocity, etc
.
As for uses, this goes waaaaay beyond missile guidance and turrets. Think wingman drones, automatic camera crews, autodocking systems for airborne carriers (attach with magnets), target info readouts, and even a tracking system for ground vehicles so we can automatically hover over them with helicopters while controlling some other apparatus (turret, grabber winch, etc)
@Tessemi From my understanding, it seems like we can make a custom autopilot that can perform standard airliner maneuvers with full PID stabilisation but we won't be able to easily stabilise flips and rolls
@WNP78 Yeah, that makes sense. I should really try these things myself a little more lol. Guess I'll have to wait a bit longer to have a PID rate-stabilised aircraft.
It'd be great to have RollRate, PitchRate and YawRate functions that simulate a rate gyro as opposed to a horizon gyro
@Tessemi Angular velocity is defined as "the rate of change of angular position of a rotating body."
That's what rate(PitchAngle) means. PitchAngle (or RollAngle, etc) is your 'angular position' and rate measures how that changes over time.
And yes, the units are degrees per second
@Tessemi I wouldn't say PitchAngle and RollAngle are fixed. As the aircraft rotates, its PitchAngle, RollAngle, etc will change. By measuring the rate at which this angle changes with rate(PitchAngle) you should obtain the angular velocity.
But again, I haven't tested this yet
Good idea that's unlikely to be implemented. To get a similar look, you could try attaching a spring with disabled collisions to the sliding shaft of a piston. If you want to be really fancy, add a hidden rotator to the spring. This should replicate the look pretty closely if you resize everything appropriately
@Tessemi I understand that would be expressed by rate(PitchAngle) and rate(RollAngle) but I haven't tested it yet
I've been waiting so long for PID control. Now the question is whether or not I'll put in the effort to tune it properly :\
@Trijets Oops, forgot to mention: AG1 to open gun hatches