@JohnnyBoythePilot These are the features I would like the most too and I am glad that the SP community is very responsible in general about features and the purpose of the game. And to make it event better the devs have seemed very responsible about it (even though SR2 is ever so slightly higher on the priority, which is fair).
The only 2 things that limits SP to SP1 I think is the map and physics. Change those and the game feel completely new! It is definitely needed for 2.0 but is IMO not enough to justify a completely new game to sell.
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...
@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?
@CDRxavier I know, but, the reason why I need this is to be able to make more complicated V8, V6, and V12 engines which need specific angles to 1 be realistic and 2 run smoother... pity...
There's been some very cool new stuff! I can recommend modded maps for fun flying, like this one
+1@Sovietstrike333 @Tang0five @tsampoy Thank you for making me pass 100!
+1@shipster I saw there were only 15 point left, I couldn't resist XD
+1@WarHawk95 tres! J'ai aussi un projet de Delta type Mirage... Mon banc d'essais pour FT...
+1How about making SP track IR compatible?
+1DCS FTW!
+1@BeryllCorp no problemo!
+1doesn't work for me...
+1le vautour sert encore!
+1@Sadboye12 thanks!
+1@Evenstsrike333 tanky you!
+1Map?
+1very nice! it's good to finally have a quality 152 H
+1@JohnnyBoythePilot These are the features I would like the most too and I am glad that the SP community is very responsible in general about features and the purpose of the game. And to make it event better the devs have seemed very responsible about it (even though SR2 is ever so slightly higher on the priority, which is fair).
+1The only 2 things that limits SP to SP1 I think is the map and physics. Change those and the game feel completely new! It is definitely needed for 2.0 but is IMO not enough to justify a completely new game to sell.
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...
+1@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...
@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?
Cool plane, but man that flight model....
+1@Tang0five Ja. Da, Yes, Oui, Doueh.
+1@SodiumChloride Thanks!
+1Could we also please get the x,y,z angular momentum of the aircraft as inputs?
+1@Evenstsrike333 no problemo!
+1neat!
+1@RicardoAs1515 nice!
+1@villien Thankz!
+1@Marine no problemo!
+1Nice! I might have a build almost ready for something like this!
+1Nice!
+1... uuuuh ...
+1not at all ;)
Much better! well done :D
+1@kerothehero Thanks! ;)
+1@CDRxavier Thanks btw
+1@CDRxavier I know, but, the reason why I need this is to be able to make more complicated V8, V6, and V12 engines which need specific angles to 1 be realistic and 2 run smoother... pity...
+1yeeeehaw!
+1@marcox43 @CDRxavier @KeX0609 any ideas
+1@Sinacraft not quite no...
+1@Axartar Thanks!
+1the supers are a little big no?
+1@ThomasRoderick no plobwemo!
+1@iwannabeelected noo prooblemoo!
+1@WarHawk95 bah ouay! si j'peux pas utiliser discored, on reste sur le site :)
+1Best Su 34 on the site hands down
+1@Sgtk noo pwoobwemoo!
+1@CDRxavier I have stuff to post but I can't get it finished... oh well... :)
+1@CDRxavier Thanks! love how I haven't touched it since XD
+1@Zott no ploblem!
+1@Zott No problemo!
+1