OR, create a new map. Proper. Nice. Like everyone is suggesting and KEEP the old map as an Easter Egg to go and find. Possibly as an archipelago far far away...
In that case the current tournament might still be possible, though a bit weird to do on a part of the map that takes a while for everyone to find in sandbox...
But you could just create new tournaments too...
But! Do not overcomplicate it! As @jamesPLANESii said, the main advantage that SP has over SR2 is it's easy to use. So I would say keep the same GUI, just improve the rest of the game mechanics.
Though personally, idk why Jundroo didn't merge SP and SR2 when making SR2. It seemed more logical to me...
this can already be manipulated by the partCollisionResponse tag to a certain degree... it just takes time to incorporate it to every part in a design...
Problem for reheat:
floor(Throttle) * clamp(log(TAS / 340, e) + 1, 1, 1.5)
does not through an error but just doesn't work... I checked 5 times...
Think it's the same problem as @SnoWFLakE0s ...
Would be nice to get at least error messages similar to py in the console possible in the next patch... (if not already in the works)
@FlyingThings no probs! I definitely don't know enough yet, but I am friends with an aeronautical engineer (future dr) and am trying to learn as much as possible now about structural integrity and designing something through calculations (the proper way) rather than trial and error...
So I hope I can be helpful and experiment myself. Like that we can share what we learn and succeed in our projects a bit easier!
The general lift equation is cl * 0.5 * rho * v^2 * surface area. cl being the coefficient of lift determined by the aerofoil and rho the air density in Kg/m^3
(cl and surface area interchangeable with cd and frontal area for calculating drag)
also this is for subsonic flow... (wiki)
A good piece of software to get is Xfoils created by MIT students/teachers. It's nice to tinker with aerofoils and find out coefficients of lift and drag for different aerofoils at different aoa's
I can also recommend a vid by the late Samm Sheperd which is my inspiration for my flying wing project...
What approach are you taking to calculate lift, aerofoil, drag, weight, geometry, etc...
Would you feel like documenting your process for us?
What order are you doing things in?
Are you "copying" the fieseler and seeing if it flies or actually designing it yourself to fly well first hand?
A way to modify the spool time of engines is to modify the max input value in the IC.
bigger than 1: slower acceleration but more fuel consumed.
vice versa for less than 1
@Falkenwut fair enough, everyone has different need...
I just wish the devs reworked the wings and weapon system... (and added a few more in flight stats to funky trees)
Don't forget to credit the original builder when you borrow/improve one of their builds.
It's possible to edit your description by clicking the dropdown button next to the download count.
luckily now, most of the modded stuff on this plane can be done stock.
It just adds loads of parts and requires more effort... (less parts than it used to though)
OR, create a new map. Proper. Nice. Like everyone is suggesting and KEEP the old map as an Easter Egg to go and find. Possibly as an archipelago far far away...
In that case the current tournament might still be possible, though a bit weird to do on a part of the map that takes a while for everyone to find in sandbox...
But you could just create new tournaments too...
Though it would make more sense to update SP massively to 2.0 rather than create a stand alone SP2...
+6But! Do not overcomplicate it! As @jamesPLANESii said, the main advantage that SP has over SR2 is it's easy to use. So I would say keep the same GUI, just improve the rest of the game mechanics.
Though personally, idk why Jundroo didn't merge SP and SR2 when making SR2. It seemed more logical to me...
+6this can already be manipulated by the partCollisionResponse tag to a certain degree... it just takes time to incorporate it to every part in a design...
+1I found this piece of software: klik
I'm currently designing my flying wing with it.
You might be interested for future reference...
@Empergyd no problemo!
@nadvgia Thanks!
@SnoWFLakE0s ok, nice. but why do our statements not work? Did you fix yours?
Also how do the min/max attributes in the input controller work? is it like clamp(input, min, max) or lerp(min, max, input) ?
Problem for reheat:
floor(Throttle) * clamp(log(TAS / 340, e) + 1, 1, 1.5)
does not through an error but just doesn't work... I checked 5 times...
Think it's the same problem as @SnoWFLakE0s ...
Would be nice to get at least error messages similar to py in the console possible in the next patch... (if not already in the works)
Yes smaller, BUT, less POWER
@Milo1628xa no problemo!
@FlyingThings One or two spars?
Su 57
+2what will you skin it with?
with cockpit?
YES
Or anything that takes an input should use input controllers...
+2Like that funky trees applies to every input...
@FlyingThings also, what books are you using for reference and learning?
+1@FlyingThings no probs! I definitely don't know enough yet, but I am friends with an aeronautical engineer (future dr) and am trying to learn as much as possible now about structural integrity and designing something through calculations (the proper way) rather than trial and error...
+1So I hope I can be helpful and experiment myself. Like that we can share what we learn and succeed in our projects a bit easier!
The general lift equation is cl * 0.5 * rho * v^2 * surface area. cl being the coefficient of lift determined by the aerofoil and rho the air density in Kg/m^3
+1(cl and surface area interchangeable with cd and frontal area for calculating drag)
also this is for subsonic flow... (wiki)
A good piece of software to get is Xfoils created by MIT students/teachers. It's nice to tinker with aerofoils and find out coefficients of lift and drag for different aerofoils at different aoa's
I can also recommend a vid by the late Samm Sheperd which is my inspiration for my flying wing project...
@Kingflyer1 no problemo guys!
@FlyingThings Nice! Looking forward to it! I also want to design and build my own glider (Horten style), but I'm not independent enough yet...
+1What approach are you taking to calculate lift, aerofoil, drag, weight, geometry, etc...
+1Would you feel like documenting your process for us?
What order are you doing things in?
Are you "copying" the fieseler and seeing if it flies or actually designing it yourself to fly well first hand?
@FENRIRpapapa no ploblomo!
totally relatable
agreed, it would be useful
next mod: HUD
Cool plane, but man that flight model....
+1@Tang0five Ja. Da, Yes, Oui, Doueh.
+1@WarHawk95 eh ben super! Je pourais faire mieux mais G d'autres chats a foueter...
@Tang0five sadly not... that's how the input system works:
max = 2
-> spool time x 2
-> fuel consumption x 2
A way to modify the spool time of engines is to modify the max input value in the IC.
+2bigger than 1: slower acceleration but more fuel consumed.
vice versa for less than 1
@Falkenwut fair enough, everyone has different need...
+3I just wish the devs reworked the wings and weapon system... (and added a few more in flight stats to funky trees)
Don't forget to credit the original builder when you borrow/improve one of their builds.
It's possible to edit your description by clicking the dropdown button next to the download count.
luckily now, most of the modded stuff on this plane can be done stock.
+4It just adds loads of parts and requires more effort... (less parts than it used to though)
wow
@SodiumChloride Thanks!
+1@TheFantasticTyphoon Thanks!
@FranzPeterSiegfried Thank you very much!
@Remote Thanks!
@Armyguy1534 thanks be to you!
@USSR Well thank you very much!
Hehe, nice!
ok, i get it now.
It's not obvious at first but it does have it's uses...
and for the flight data?
Could we also please get the x,y,z angular momentum of the aircraft as inputs?
+1I'd never heqrd of lerp or inverselerp before...
What would be their uses?
@Empergyd no problemo!
YES!
neat!