@Darg12e using a piston to push the main cockpit behind the plane so stealth can be turned on and off messes up the game physics :/ Another way is to detach 1/2 or more parts than are connected to the main cockpit to “damage your aircraft” so ai don't recognize your presence, but that's not very authentic. To fix piston method, I think "diffuseInertiaTensors" needs to be off for the piston
@WNP78 What am I missing? Because if AoA determines when snap roll occurs, inverting the user’s roll input at a fixed AoA should fix the issue of inverted controls and it doesn’t seem to. Here’s evidence. How can I make the plane handle 50 deg AoA like the real one?
@WNP78 I want a pid controller to correct for snap roll and not reduce angle of attack. I want the plane to continue pitching hard. I’m trying to make an F-35 reach the 50 deg AoA limit but I can’t and it’s driving me crazy. click me
Honestly, this could be built a lot better. I probably won’t bother with it. But you could have giant buttons that the plane rolls over to raise and lower the probe very slowly. Then ahead of that, there’s the refuel probe appears. Then after x seconds of pumping fuel (using rate(Fuel) and some time function), the probe moves out of the way and you roll away without having to reverse at any time.
.
Downside is it must be used on smooth ground
@WNP78 But I'd like to know when it happens. I have to know when lift fails and drag increases. I want to know the amount of lift and drag exactly when stall occurs. I believe you're saying this ratio never changes, so don't do senseless calculations to find the angle? How do you find this ratio? Trial and error? Is a wing's stall speed not the way?
@WNP78 “Snap roll!" So, that's what it is. Is it possible to know when a wing has stalled?
.
I found a function online for a wing's stall speed (google "calculate stall speed"), but it requires air density...I don't know if that's a variable that exists in SP. @Huax performed an experiment, click me, and found an approximate formula for air density: pow(2,-Altitude/5296)
I'll probably just use that
Edit: Weight not taken into account. Doesn’t work :(
I’m so confused. My current theory is that the rear wings force the plane to yaw. This yawing of the plane causes more air to hit the vertical stabilizers, which roll the plane.
.
Edit: I tried yawing against the yaw created by rolling and it seems to work. Yawing behaved more like typical roll inputs during high AoA which is neat :P
.
Edit: It's because of SNAP ROLL, "a dynamic roll caused by 1 wing being completely stalled and the other wing being completely un-stalled and driving the roll round."
Build request: AT-802U Sky Warden
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It looks like an easy build and I can’t find a good one on the site with decent part count. To make it truly recon/stealth, you can use the detacher method. Detach 1/2 or more parts than are connected to the main cockpit to “damage your aircraft” so ai do not recognize your presence.
@jamesPLANESii Did you further investigate about wing sweep and lift? I'm trying to see how to make the F-35B handle better at low airspeeds and I read, vortex lift contributes a lot to its high AoA capabilities. I'm not sure which wing construction method to use...I'm actually simulating it's slow flight mode too and wing lift is so weird UGH! I’m referencing a comment made by xiaofootball on your post about wings. Even considering wing construction like this plane’s rear stabilizers where the wing’s hingeDistance is 0 on 2 planes put together as one. Do smaller wings have slower stall speeds?
If lift on rear wing lift is larger than base value of lift authority, (a function of airspeed and lift) give it less authority.
No. If rear wing lift force greater than front engine nozzle force, adjust rear wing based off of pitch rates. This way the plane can’t flip due to unbalanced lift forces. Otherwise, maximize rear wing lift angle and rely on rear engine to add force via angling, not throttling, downwards, so that the sim of rear wing lift and engine’s angled thrust is equal to front engine‘s lift.
This way you maximize lift and speed at all times. Reducing thrust will auto point rear engine down after the plane slows down.
@AlbertanPlaneMaker You are right. A more realistic implementation would be building in the game world, similar to Trailmakers. Then other people could watch and chat with you as you build. It would cause others to have to “refresh” your build every time you move a part which is not good… perhaps build mode only renders things then play mode simulates physics bodies because physics bodies require more time to load in.
@AlbertanPlaneMaker Maybe the extra cockpit’s would require input mapping. For example Throttle2 as a variable and can be used as input for other things.
@Kendog84 Are you sure that detacher workaround won’t work? Maybe you are talking about something else. My old build, click me, uses Act7 to “damage itself” but if you add a missile somewhere it still works after Act7. The detacher method tells Simple Planes your aircraft is “damaged” when the number of parts being released is greater than or equal to the number of parts on the plane it’s detaching from
@Kendog84 If a plane is critically damaged, it can’t be targeted by ai. Like when you shoot down a plane and you can’t select it as a target anymore. Because you can’t select the target, the game doesn’t give you any target coordinates to work with. I don’t know how ai would fire anything at it
@rexzion YEEEEEEAS THIS IS EXACTLY WHAT IVE BEEN LOOKING FOR
@Kendog84 Very cool concept. I was heavily considering building something like this, but deemed the whole thing too complex and time consuming. Maybe, implementing rexion’s system will convince me otherwise
@WolfHunter9111 Yes. They could use the game’s built in weather system and add on to it. Heck, my biggest desire is for the wind to change dynamically like the weather!!!
@Kennneth Sour dough bread’s logic is based off building planes at the game’s default size. The game has become too complex for regular gamers tbh. And the scale tool is hard to use on complex builds that don’t work nicely with the tool
How are you making airplanes so fast?
+1@GorillaGuerrilla See this plane click me
+1@Darg12e using a piston to push the main cockpit behind the plane so stealth can be turned on and off messes up the game physics :/ Another way is to detach 1/2 or more parts than are connected to the main cockpit to “damage your aircraft” so ai don't recognize your presence, but that's not very authentic. To fix piston method, I think "diffuseInertiaTensors" needs to be off for the piston
+1@Darg12e Please tell me how! Or share your plane’s link
It’s so funny that the military uses a farm tractor for elite stealth operations.
Color scheme looks great!
save4later
@Darg12e I can’t even use the plane due to part count. Do missiles actually miss you or is it just like normal?
This build is low key hilarious
+1@WNP78 What am I missing? Because if AoA determines when snap roll occurs, inverting the user’s roll input at a fixed AoA should fix the issue of inverted controls and it doesn’t seem to. Here’s evidence. How can I make the plane handle 50 deg AoA like the real one?
😍
@WNP78 I want a pid controller to correct for snap roll and not reduce angle of attack. I want the plane to continue pitching hard. I’m trying to make an F-35 reach the 50 deg AoA limit but I can’t and it’s driving me crazy. click me
@Zaineman Understandable lol
@Zaineman Hey Z why do you use the “headings” format to type when we can zoom in to make larger text? Merry Christmas!
Fingers? No, no. Wingers.
+2That's some next gen camouflage!
+1OH, PLEASE MAKE A SKY WARDEN VERSION!
+4Honestly, this could be built a lot better. I probably won’t bother with it. But you could have giant buttons that the plane rolls over to raise and lower the probe very slowly. Then ahead of that, there’s the refuel probe appears. Then after x seconds of pumping fuel (using rate(Fuel) and some time function), the probe moves out of the way and you roll away without having to reverse at any time.
.
Downside is it must be used on smooth ground
@Kendog84 That sounds hard…
Build the F-35B lift system without gyroscopes
+2@WNP78 But I'd like to know when it happens. I have to know when lift fails and drag increases. I want to know the amount of lift and drag exactly when stall occurs. I believe you're saying this ratio never changes, so don't do senseless calculations to find the angle? How do you find this ratio? Trial and error? Is a wing's stall speed not the way?
@WNP78 “Snap roll!" So, that's what it is. Is it possible to know when a wing has stalled?
.
I found a function online for a wing's stall speed (google "calculate stall speed"), but it requires air density...I don't know if that's a variable that exists in SP. @Huax performed an experiment, click me, and found an approximate formula for air density:
pow(2,-Altitude/5296)
I'll probably just use that
Edit: Weight not taken into account. Doesn’t work :(
I’m so confused. My current theory is that the rear wings force the plane to yaw. This yawing of the plane causes more air to hit the vertical stabilizers, which roll the plane.
+1.
Edit: I tried yawing against the yaw created by rolling and it seems to work. Yawing behaved more like typical roll inputs during high AoA which is neat :P
.
Edit: It's because of SNAP ROLL, "a dynamic roll caused by 1 wing being completely stalled and the other wing being completely un-stalled and driving the roll round."
Drag points really affect acceleration.
+1Build request: AT-802U Sky Warden
+1.
It looks like an easy build and I can’t find a good one on the site with decent part count. To make it truly recon/stealth, you can use the detacher method. Detach 1/2 or more parts than are connected to the main cockpit to “damage your aircraft” so ai do not recognize your presence.
Are drag points important when building, or do they contribute to realistic performance??? This has 298 dp's and seems very realistic...
+1@FarrowTECH It automatically flies to some coordinates and circles them :P
+150 upvotes for first?! How???
@jamesPLANESii Did you further investigate about wing sweep and lift? I'm trying to see how to make the F-35B handle better at low airspeeds and I read, vortex lift contributes a lot to its high AoA capabilities. I'm not sure which wing construction method to use...I'm actually simulating it's slow flight mode too and wing lift is so weird UGH! I’m referencing a comment made by xiaofootball on your post about wings. Even considering wing construction like this plane’s rear stabilizers where the wing’s hingeDistance is 0 on 2 planes put together as one. Do smaller wings have slower stall speeds?
+1@DatRoadTrainGuy19 I am only silver because I wanted to unlock the “update XML” feature lol. I think I might be a physics nerd…
If lift on rear wing lift is larger than base value of lift authority, (a function of airspeed and lift) give it less authority.
No. If rear wing lift force greater than front engine nozzle force, adjust rear wing based off of pitch rates. This way the plane can’t flip due to unbalanced lift forces. Otherwise, maximize rear wing lift angle and rely on rear engine to add force via angling, not throttling, downwards, so that the sim of rear wing lift and engine’s angled thrust is equal to front engine‘s lift.
This way you maximize lift and speed at all times. Reducing thrust will auto point rear engine down after the plane slows down.
@Zaineman Let's pretend I did.
Gnarly plane dude. Those spikes really enhance the flight model.
Burnout from building to much is so common in this game because the build process is so tedious
@ollielebananiaCFSP lol yeah that’s such a stupid simple solution
@AlbertanPlaneMaker You are right. A more realistic implementation would be building in the game world, similar to Trailmakers. Then other people could watch and chat with you as you build. It would cause others to have to “refresh” your build every time you move a part which is not good… perhaps build mode only renders things then play mode simulates physics bodies because physics bodies require more time to load in.
@AlbertanPlaneMaker Maybe the extra cockpit’s would require input mapping. For example Throttle2 as a variable and can be used as input for other things.
@MrCOPTY Why not?
+1@Kendog84 Are you sure that detacher workaround won’t work? Maybe you are talking about something else. My old build, click me, uses Act7 to “damage itself” but if you add a missile somewhere it still works after Act7. The detacher method tells Simple Planes your aircraft is “damaged” when the number of parts being released is greater than or equal to the number of parts on the plane it’s detaching from
@Kendog84 If a plane is critically damaged, it can’t be targeted by ai. Like when you shoot down a plane and you can’t select it as a target anymore. Because you can’t select the target, the game doesn’t give you any target coordinates to work with. I don’t know how ai would fire anything at it
@PlaneFlightX Cool thanks for the reply!
+2@rexzion YEEEEEEAS THIS IS EXACTLY WHAT IVE BEEN LOOKING FOR
+2@Kendog84 Very cool concept. I was heavily considering building something like this, but deemed the whole thing too complex and time consuming. Maybe, implementing rexion’s system will convince me otherwise
Is your waypoint system used to control autopilot? And can the code be re-used in vanilla SP? So much effort for 1 thing…
@Kendog84 I explained PID so incorrectly. Sorry lol just fixed it
@Lavilla yeah xml modding is against the challenge rules
+1@NOLONGERDEADNORALIVE Oh noooo! Did the mod say who they think you stole it from? Then u can ask that person to tell the mod it's original
@Suica You can scale a gun’s bullet size to be HUGE and its travel speed real slow. So you spam shoot and the missile blows up before it hits you.
@WolfHunter9111 Yes. They could use the game’s built in weather system and add on to it. Heck, my biggest desire is for the wind to change dynamically like the weather!!!
+2@Lake Yeah and AI can see through the clouds lol. Are planes able to lock on through clouds in the real world???
+2@Kennneth Sour dough bread’s logic is based off building planes at the game’s default size. The game has become too complex for regular gamers tbh. And the scale tool is hard to use on complex builds that don’t work nicely with the tool