@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 :(
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
@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
@Kendog84 That might give you a headache because of how much code it has lol. Start small and try making a plane fly straight
PID(
target
,
current
,
I think this value just multiplies your output value. It scales it all up or down otherwise known as PROPORTION.
,
this value says how much fluctuation can happen until any real adjustments are made basically a "room for error" value called INTEGRAL
,
how quickly over time it adjusts to meet target from current value which has the most effect when your "room for error" has run out called DERIVATIVE
)
PID(0, PitchAngle, 1,1,1) I think would work.
* Changing 0 to be Trim*90 will make it try to pitch the plane up or down up to 90 degrees wherever you move Trim slider.
* If you get a feedback loop and it pitches like nuts, make final DERIVATIVE value, 1, into 0.5 or some smaller amount. Usually it won’t need to be changed much.
* After that, I think you could even change PitchAngle to be PitchAngle+RollAngle and subtract RollAngle on the other wing.
It’s hard to find to a useful PID example so I hope this is good
@Kendog84 I don’t know how to set a desired altitude…but rate just tells you how fast the thing in parentheses changes. So rate(Altitude) tells you how fast a plane is moving up, some positive number, or down, some negative number. Ex: rate(Altitude)<0? 1: 0 turn on if plane is falling otherwise turn off. Or you could make that 0 into Trim * 500 so when Trim goes up to 1, your plane pitches up until it’s at 500 meters. Happy to help!
P.S. Altitude is always measured in meters
Edit: I guess I do know how lol
You should make a flock of these for people to spawn in their games. Imagine a bird strike lol. Scale this down a lot then attach a bunch of them together with freely spinning rotators in every direction with 0 collisions, so they kind of fly in unison. I bet it would get a ton of upvotes
I can make VTOL nice and functional if that’s what you mean by “VTOL engine help.” Basically just transfer stuff from my current build and improving it a lot. I want it to be clean and low part count (or at least have a low part count version like this post).
Man, listen. There’s not a single respectable F-35B with good part count to looks ratio on this site. Lemoose’s build is the best I’ve found but it’s not as clean looking as this one (originally by Emodude) closely followed by this one. The reason so many people fail is because it has a lot of unique qualities like your Blackhawk. I honestly think you can build one under 200 parts that’s as good looking and clean as this post. I might just make a challenge for it to happen…probably won’t get a lot of success though. I've studied the body of this aircraft so much I can tell you exactly how it should be and how to convert the 35A to a 35B variant but I'm bad at building. I just want to program flight controls for the 35B on a plane that doesn't suck.
I've seen literally all of them on this site. These are all the 1/2 decent ones and a lot are dated without the new build tools: you can build better than all these builds if you
HAVE GOOD PART COUNT! I'm done ranting. Thanks for reading
@Darg12e I can’t even use the plane due to part count. Do missiles actually miss you or is it just like normal?
@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!
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
@Kendog84 That sounds hard…
@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 :(
50 upvotes for first?! How???
@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.
@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
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
@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.
@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
@Kendog84 That might give you a headache because of how much code it has lol. Start small and try making a plane fly straight
PID(
target
,
current
,
I think this value just multiplies your output value. It scales it all up or down otherwise known as PROPORTION.
,
this value says how much fluctuation can happen until any real adjustments are made basically a "room for error" value called INTEGRAL
,
how quickly over time it adjusts to meet target from current value which has the most effect when your "room for error" has run out called DERIVATIVE
)
PID(0, PitchAngle, 1,1,1) I think would work.
* Changing 0 to be Trim*90 will make it try to pitch the plane up or down up to 90 degrees wherever you move Trim slider.
* If you get a feedback loop and it pitches like nuts, make final DERIVATIVE value, 1, into 0.5 or some smaller amount. Usually it won’t need to be changed much.
* After that, I think you could even change PitchAngle to be PitchAngle+RollAngle and subtract RollAngle on the other wing.
It’s hard to find to a useful PID example so I hope this is good
@Kendog84 I don’t know how to set a desired altitude…but rate just tells you how fast the thing in parentheses changes. So rate(Altitude) tells you how fast a plane is moving up, some positive number, or down, some negative number. Ex: rate(Altitude)<0? 1: 0 turn on if plane is falling otherwise turn off. Or you could make that 0 into Trim * 500 so when Trim goes up to 1, your plane pitches up until it’s at 500 meters. Happy to help!
P.S. Altitude is always measured in meters
Edit: I guess I do know how lol
If you want to use the camera look for the bomb’s flight you should us PID controllers. Snowflake’s funky trees guide is helpful for that
You should make a flock of these for people to spawn in their games. Imagine a bird strike lol. Scale this down a lot then attach a bunch of them together with freely spinning rotators in every direction with 0 collisions, so they kind of fly in unison. I bet it would get a ton of upvotes
Don’t think I’ve forgotten about programming this build. I’ll make it unlisted and tag you when it’s done (or mostly done)
I love how this is getting so big that fewer and fewer people can actually build on it due to part count lol
Why did you remove your race car post? The Aston Martin F1. I thought it looked amazing. It was in my favorites
WILSOOOON!
FINALLY. A HIGH RES RUNWAY. can you make high res air next?
Top Gun 2 vibes
@CaptainCommunist I'm building that
You removed your Ultra R7 Inspire plane. :( I’d guess this is that plane and ur rebuilding it
Your art is so pretty and hilarious at the same time. I can’t wait to see what funny stuff people come up with
Why did you create this? It’s cool don’t get me wrong
This thing defies physics.
For those interested in this, check out this Focke Wulf - Triebflugel. click me
Yeah, I'll help you with anything on it, if I can. Just tag me on the post
You are good at advertising stuff dude
I can make VTOL nice and functional if that’s what you mean by “VTOL engine help.” Basically just transfer stuff from my current build and improving it a lot. I want it to be clean and low part count (or at least have a low part count version like this post).
Man, listen. There’s not a single respectable F-35B with good part count to looks ratio on this site. Lemoose’s build is the best I’ve found but it’s not as clean looking as this one (originally by Emodude) closely followed by this one. The reason so many people fail is because it has a lot of unique qualities like your Blackhawk. I honestly think you can build one under 200 parts that’s as good looking and clean as this post. I might just make a challenge for it to happen…probably won’t get a lot of success though. I've studied the body of this aircraft so much I can tell you exactly how it should be and how to convert the 35A to a 35B variant but I'm bad at building. I just want to program flight controls for the 35B on a plane that doesn't suck.
I've seen literally all of them on this site. These are all the 1/2 decent ones and a lot are dated without the new build tools:
you
can
build
better
than
all
these
builds
if
you
HAVE GOOD PART COUNT! I'm done ranting. Thanks for reading
BRO THIS IS NUTS
YOU ARE NO MATCH
Why doesn’t setting Mass to 0 work? @V
Imagine if the military actually did this. Robot observation equipment that’s just a robot woman 😂