Check out my vtol entry. It has a front turrer you can use, which in itself is derived from a few different creations. Not the best for full turret motion but its a start. I recommend plauing with the inputs to get the effect you want. Ill send more links and stuff later
Id imagine it needs funky trees with a sine time sum function so you get an oscillating back and forth motion. Try downloading a walker and looking at the input formulas.
Your planes, sub assemblies, mods, and other important data will be in appdata/locallow/jundroo/simpleplanes. If you dont have access to this file, its under your username in c:/users and you need to have your file explorer set to see hidden files and folders.
oh crap, i didnt expect to steal the show! i agree with the notes tho, forgot to edit the paint and ammo counts, those were probably the easiest to avoid point losses xp. hope you enjoyed the craft still tho.
@Grroro that does seem kinda strange. Normally ft codes transfer onto mobile just fine. Ill do some testing tho. In the meantime maybe try redownloading the plane.
Also the two larger engines dont rotate, in case you were wondering.
Btw could you tell me what your mobile platform is?
@Gestour I use a windows 10 gaming laptop. i dont use too many mods for simpleplanes and i dont think they would conflict with this mod either. lemme try redownloading to see if that'll fix it.
@Gestour havent tested it extensively. but for example when i spawn in, ill see a ton of yak-3's and other times a ton of UAV's, and i havent seen where it'll spawn different planes in the same instance.
not sure if its a known issue or not or if its just my computer but for some reason the mod likes to spawn in the same plane model rather than different planes.
also spawn rate refers to the time in seconds between spawns?
not too experienced with paneling myself, but taking a fuselage part and shrinking its width to zero will yield a triangle part, with which you can edit rise and run to your liking. itll still look a bit blocky but itll fill the gaps.
for the first example, you can use an if statement to check speed and turn it into an input:
GS <= 84 ? 1 : 0
GS refers to ground speed but IAS or TAS also can be applied. 84 is the target speed in meters per second (if youre using MPH or KPH it must be converted to M/S)
<= means less than or equal to
1 is the out put if the previous statement is true, otherwise 0 is outputted. thse two outputs are separated by ":" and the outputs are separated by the inputs using "?". think of ? as "then" and : as "else"
so in the statement, if GS is no more than 84 then 1 is outputted, the rotor is activated. if not, 0 is outputted, the rotor is deactivated.
unfortunately theres not a variable for Lock Status yet, and i think weapon fire input is locked exclusively to the FireGuns/ FireWeapons inputs.
if you need more help i would search and consult the forums as well as take a look here: https://snowflake0s.github.io/funkyguide.html
It seems fine to me. Keep in mind its one of the heavier planes ive seen around, and if my guess is correct its probably an airliner or a transport plane, so its not going to maneuver like a fighter.
if you absolutely need to increase its turning speed, i suggest bigger control surfaces, especially ailerons, and reducing weight.
the Center-o-mass is directly on top of the center of lift. the plane should be slightly nose heavy, where the CoM is in front of the CoL. when all fuel and dead weight is removed the plane ends up fairly well balanced, so i would start from there and add fuel near the CoM.
not bad, it flies once in the air. it needs more air to the engines tho, i recommend bigger intakes. also i recommend a landing wheel for the nose and pulling the wings and wing landing gear a bit so you can get better stability.
it seems very tail heavy. you can add weights to the fuselage cone to offset the weight. i also recommend regular fuselage parts over the hollow ones unless you needed them for aesthetic purposes, as they provide options like adding fuel or weight.
its definitely a nice improvement. it flies pretty well and i was able to take off and land easily enough. im sure with practice and fine tuning your designs will continue to get better.
as far as suggestions, a good thing to keep in mind is that the flight characteristics of the aircraft will change as it burns fuel, especially since your aircraft can carry over its own weight in fuel. while its maybe somewhat sluggish at full capacity, its much snappier once a lot of the fuel is gone. otherwise, all it really needs is some stability improvements and it should be really solid.
Edit: maybe some airbrakes its not a requirement
Heyo. after doing a little bit of snooping around i noticed a few thing:
- there's a lot of dead weight in the back and mid section of the aircraft. this could make the aircraft unstable, especially as it uses fuel and gets lighter.
-after removing most of the dead weight and adding a bit to the nose, it glides alright (it sinks quite a bit) but flips when too much throttle is applied. it might be due to the engine exhausts being angled downward as well as being placed on top of the craft. either one will make the aircraft nose down but both will literally make it flip out.
hope that helps a bit.
Edit: if you really want to keep the engine angled you can angle the wings upward at a similar angle so that their angle of attack match the engines. unfortunately i cant find a simple fix so hopefully you can experiment with the design some more.
i think i found one of the main culprits. apparently the two big honking air intakes arent feeding the engine enough air (??FOR WHYYY??). there were some other parts creating extra drag as well. slowly ill iron this out lol.
@Userofplanes thanks, good to know. if its going that slow on another computer in a dive, then it seems the issue is in the design somewhere. ill have to do more testing later.
definitely harder than fighting most jets. ive tried for a few hours to dock and could only get in a few sips of fuel lol. its weird. some times it works and my fuel will increase slowly. other times it doesnt work or it doesnt transfer enough fuel to make too much difference.
nice mod nonetheless.
Damn, these missions look really good, but for some reason i cant make air to ground guardians or interceptors; when i edit it in overload it keeps reverting back to air to air. doesnt do this with any other missile, so i guess im doing everything with infernos for now.
@MemeLordMASTERMEMES yeah. technically it should only have one torpedo. then again that one torpedo is supposed to be over 1500 lbs, rather than 250.
btw thanks for the uppie.
Can confirm, is fast and maneuverable, and nice for a first post. if i could make a recommendation, adding airbrakes and trimming some weight off would make it perform even better.
Heh. Maybe i was a bit harsh on the initial product. That and my heli piloting skills have a ways to go. still, thanks for adding some tweaks to it. i'll try to keep in mind the rotor alignment if i end up doing another helicopter.
@Grroro okay, thanks for the info. Guess it cant hurt to learn c# and unity, since its pretty popular and useful for other stuff.
Check out my vtol entry. It has a front turrer you can use, which in itself is derived from a few different creations. Not the best for full turret motion but its a start. I recommend plauing with the inputs to get the effect you want. Ill send more links and stuff later
Id imagine it needs funky trees with a sine time sum function so you get an oscillating back and forth motion. Try downloading a walker and looking at the input formulas.
@ExiledKristen use the tail rotor or a second heli main rotor with height offset. Lots of trial and error needed for the former.
For reference, the language i know best is... funky trees lol, and needless to say im not the best at that either.
Your planes, sub assemblies, mods, and other important data will be in appdata/locallow/jundroo/simpleplanes. If you dont have access to this file, its under your username in c:/users and you need to have your file explorer set to see hidden files and folders.
Nice! Not sure how to take off tho lol
+1I may or may not submit an aircraft, but im here for the cpu friendly creations lol
@Grroro yeah thats absolutely fine.
oh crap, i didnt expect to steal the show! i agree with the notes tho, forgot to edit the paint and ammo counts, those were probably the easiest to avoid point losses xp. hope you enjoyed the craft still tho.
@Grroro that does seem kinda strange. Normally ft codes transfer onto mobile just fine. Ill do some testing tho. In the meantime maybe try redownloading the plane.
Also the two larger engines dont rotate, in case you were wondering.
Btw could you tell me what your mobile platform is?
@Gestour I use a windows 10 gaming laptop. i dont use too many mods for simpleplanes and i dont think they would conflict with this mod either. lemme try redownloading to see if that'll fix it.
edit: nope. three hopotumons in a row.
@Gestour havent tested it extensively. but for example when i spawn in, ill see a ton of yak-3's and other times a ton of UAV's, and i havent seen where it'll spawn different planes in the same instance.
not sure if its a known issue or not or if its just my computer but for some reason the mod likes to spawn in the same plane model rather than different planes.
also spawn rate refers to the time in seconds between spawns?
also yes the name is borrowed from the feudal lord Oda Nobunaga
@Grroro Thanks! Was hoping it would turn out good, as the engines was the main culprit for the delays tbh.
i got my submission in. hopefully itll be good lol
not too experienced with paneling myself, but taking a fuselage part and shrinking its width to zero will yield a triangle part, with which you can edit rise and run to your liking. itll still look a bit blocky but itll fill the gaps.
+1@Grroro oh, well thanks for the extra time. I think I have a good idea but its just a matter of making sure it'll qualify.
@Grroro dont wanna keep you waiting on me. unfortunately its been busy and i havent been able to figure out a competitive design :p
+1for the first example, you can use an if statement to check speed and turn it into an input:
GS <= 84 ? 1 : 0
GS refers to ground speed but IAS or TAS also can be applied. 84 is the target speed in meters per second (if youre using MPH or KPH it must be converted to M/S)
<= means less than or equal to
1 is the out put if the previous statement is true, otherwise 0 is outputted. thse two outputs are separated by ":" and the outputs are separated by the inputs using "?". think of ? as "then" and : as "else"
so in the statement, if GS is no more than 84 then 1 is outputted, the rotor is activated. if not, 0 is outputted, the rotor is deactivated.
unfortunately theres not a variable for Lock Status yet, and i think weapon fire input is locked exclusively to the FireGuns/ FireWeapons inputs.
if you need more help i would search and consult the forums as well as take a look here: https://snowflake0s.github.io/funkyguide.html
+1no problem. good luck!
It seems fine to me. Keep in mind its one of the heavier planes ive seen around, and if my guess is correct its probably an airliner or a transport plane, so its not going to maneuver like a fighter.
if you absolutely need to increase its turning speed, i suggest bigger control surfaces, especially ailerons, and reducing weight.
when the fuel is removed the CoM is directly above the CoL. also there doesnt seem to be any functioning rudder/ vertical stabilizers
the Center-o-mass is directly on top of the center of lift. the plane should be slightly nose heavy, where the CoM is in front of the CoL. when all fuel and dead weight is removed the plane ends up fairly well balanced, so i would start from there and add fuel near the CoM.
time to up my part counts somehow lol
seems pretty nice, just some minor things like putting the wing landing gear further back and attaching pylons to the wing tips would help.
+1niiice. wont spoil the end but the last mission got some ace combat vibes. makes me nostalgic
not bad, it flies once in the air. it needs more air to the engines tho, i recommend bigger intakes. also i recommend a landing wheel for the nose and pulling the wings and wing landing gear a bit so you can get better stability.
+1it seems very tail heavy. you can add weights to the fuselage cone to offset the weight. i also recommend regular fuselage parts over the hollow ones unless you needed them for aesthetic purposes, as they provide options like adding fuel or weight.
i fixed it. i think lol
its definitely a nice improvement. it flies pretty well and i was able to take off and land easily enough. im sure with practice and fine tuning your designs will continue to get better.
as far as suggestions, a good thing to keep in mind is that the flight characteristics of the aircraft will change as it burns fuel, especially since your aircraft can carry over its own weight in fuel. while its maybe somewhat sluggish at full capacity, its much snappier once a lot of the fuel is gone. otherwise, all it really needs is some stability improvements and it should be really solid.
Edit: maybe some airbrakes its not a requirement
Sweet. I'll take a look soon
@tucan sure thing!
Heyo. after doing a little bit of snooping around i noticed a few thing:
- there's a lot of dead weight in the back and mid section of the aircraft. this could make the aircraft unstable, especially as it uses fuel and gets lighter.
-after removing most of the dead weight and adding a bit to the nose, it glides alright (it sinks quite a bit) but flips when too much throttle is applied. it might be due to the engine exhausts being angled downward as well as being placed on top of the craft. either one will make the aircraft nose down but both will literally make it flip out.
hope that helps a bit.
Edit: if you really want to keep the engine angled you can angle the wings upward at a similar angle so that their angle of attack match the engines. unfortunately i cant find a simple fix so hopefully you can experiment with the design some more.
i think i found one of the main culprits. apparently the two big honking air intakes arent feeding the engine enough air (??FOR WHYYY??). there were some other parts creating extra drag as well. slowly ill iron this out lol.
@Userofplanes thanks, good to know. if its going that slow on another computer in a dive, then it seems the issue is in the design somewhere. ill have to do more testing later.
@Userofplanes if thats miles per hour true air speed then yup. in fact on my end usually goes even slower. about 680 at 35000 feet.
definitely harder than fighting most jets. ive tried for a few hours to dock and could only get in a few sips of fuel lol. its weird. some times it works and my fuel will increase slowly. other times it doesnt work or it doesnt transfer enough fuel to make too much difference.
+2nice mod nonetheless.
@hpgbproductions i mustve been sleepy that day lol. thanks
Damn, these missions look really good, but for some reason i cant make air to ground guardians or interceptors; when i edit it in overload it keeps reverting back to air to air. doesnt do this with any other missile, so i guess im doing everything with infernos for now.
bruh
@MemeLordMASTERMEMES yeah. technically it should only have one torpedo. then again that one torpedo is supposed to be over 1500 lbs, rather than 250.
btw thanks for the uppie.
Huh. guess it has its perks. btw what was the inspiration for this plane?
@Everyonelovereal it does, kinda sorta xp
This definitely put both my flight and building skills to the test. Sweet mission pack.
Can confirm, is fast and maneuverable, and nice for a first post. if i could make a recommendation, adding airbrakes and trimming some weight off would make it perform even better.
Heh. Maybe i was a bit harsh on the initial product. That and my heli piloting skills have a ways to go. still, thanks for adding some tweaks to it. i'll try to keep in mind the rotor alignment if i end up doing another helicopter.
is this dont ask dont tell?
oh my gah! the best part is its actually a very effective missile. if you can get it attached to the craft.