(Trim * 0.5 * clamp01(1/(IAS/50)))+(Pitch * clamp01(1/(TIAS/(200-TIAS/3.2)))) This one is Trim'n'Pitch input, the TIAS is a variable that is (IAS+TAS)/2.
(Trim * 0.5 * clamp01(1/(IAS/50))) This one is a trim-only input. Increase the IAS number if you feel that your trim is too small.
Greetings. If these intakes are connected to the engine through a rotator/detacher/any other flexible/impermanent connection, then they don't affect that engine at all. Only the intakes that are rigidly and permanently connected to engine(directly or through blocks/fuselages) affect the said engine. I know because i built some thrust vectoring engines and multiple missiles that use ingame turbojets to imitate solid-fuel rocket engines.
If you have problem with cockpits, you can detach cockpit from Snargles F-4E, save it into subassemblies, and stuff that subassembly into your own plane.
Hello. This one had a thrust asymmetry with left engine outputting 1.5 times more thrust than the right one due to their input controllers being at 3(left) and 2(right). I edited both engines to mx out at 2.5.
Names of the music in the description are clickable links, so click them please! Also I'm ready to answer any questions you got about flying this plane.
@PrussianAirWorks Well, for myself I prefer to say its "semi-fictional". It is inspired by real life jet, and emulates IRL Tu-22 engine and some naval guns. Though its missiles are entirely fictional. I once wanted it to participate in @Mikoyanster's recent challenge, but then it got way more parts than I thought it would have(I've naively thought it won't exceed 600 with all the ordnance), plus I got tempted by some custom missiles of my own making. And I made it from that pencil blueprint you see in its docu-fictional history entry.
@biohazardz Well thats the problem. This type of missile needs an individual ingame flight computer to work, and it generally doesn't go well with "pull from subassemblies amd fire" operation.
@Shinygemsbro Come take a look at at how to make some voluntarily sequenced missiles that are impervious to the ingame launch sequencing!
@ChiChiWerx Come take a look at how to rigidly designate a launching sequence!
Hello again. So, i decided to abstain from the challenge, since the temptation of custom missiles and guns was too damn strong, and also i have heavily overingineered that plane so it got 2 times more parts than I wanted to.
@ShinyGemsBro Hehe, i found a solution though its still more complex than my other weaponry. Watch my recent weapon post for explanation. So, i took turbojets for this duty - and since unlike rotators and basic rockets they do not care about detachers, I had to find a way to manually designate their launch sequence, so that the ingame system of doing so wouldn't mess that up.
I accomplish this by adding a secondary missile(R-21 Counter)/bomb(ATGM Counter) to each ordnance unit, so these secondary munitions would act as an ammo counter instead of a actual, primary munition. R-21 has that in the front part of its nosecone, while ATGM has it right behind its nosecone. These "counters" also have their AGs to disable themselves when selected.
So, the actual munitions are only activated in a specific user-designated sequence, one at a time so the game wouldn't dare to launch the other one instead without firing its engine while the one with a working engine just remains attached to a plane. Also these secondary "counting" munitions better be made unlaunchable and undroppable by one and another way.
How about working with Meteor and Hello Meteor? These are two different musicians. The first one can make you combat aircraft music, the second one can make a music for peaceful flying.
https://meteormusic.bandcamp.com/track/smoke-trails
https://hellometeor.bandcamp.com/track/and-returns
It is to be noted that this plane is surprisingly easy to handle and aim. When sinking a USS Tiny for ∞th time, I didn't enable its auto-aim despite playing with a keyboard.
Hey pss, have you considered using a helicopter rotors as a propellers as well as for simulating prop wash on wings and empennage? https://www.simpleplanes.com/a/jNtQFS/Lautern-Skyly-J-2-Teacher
@mikoyanster Would you please clarify the "significant" and "insignificant" rule breach, especially about the guns? Is putting 6 NR-23 guns instead of 4 a "significant breach", even if the plane is sufficiently bulky for that? Is using an N-37 cannons a "significant breach"? If you disqualify for having an N-37, than you basically terminate almost any remotely notable soviet fighter plane of that era from your challenge, same goes for NR-30, unless yer ADEN is also supposed to be the "NR-30". If i utilise a gun that isn't among allowed weaponry, but has realistic specs and was widely used on many fighters of this era, will that be a red ticket? Is altering yer guns to be more inline with their IRL counterparts a "major breach"?
Thank you for lifting the weight limit to 19 metric tons, this one makes sense. I also had some more some more critical thoughts about your gun limits and a Simpleplanes AI-vs-AI dogfight as an evaluation method. I'll share this critique and expanded suggestions here.
Greetings! I found that this plane has a longitudinal array of low-power gyroscopes in its spine behind the airbrake. Would you please explain the principles and benefits of this solution instead of using a single, more powerful gyro, gyros on rotators, or not using gyroscopes in the first place? These gyros somehow don't seem to restrict maneurability in any way.
Oh heck, I just checked the specs of these guns you provided, and they don't correspond with their IRL counterparts at all. For example, your 30mm DEFA has almost the same damage as yer M39 with its 2.5 times lighter shell, among other discrepancies.
Would you please allow other models of aircraft machine guns and autocannons as long as they correspond with their real-life counterparts in the same way as your guns do? Your cannon selection lacks two iconic weapons of that era: a .50 cal AN/M3 and a 37mm N-37 cannon, found respectively on an F-86 Sabre and a MiG-15. Allowing the NR-30(soviet answer to that DEFA 30) would be good as well.
Hello there, I've recently tried to solve the same problem, and found a solution when trying to make a launch sequence that's controlled by none but myself. The only downside is that you need atleast two units of ordnance and a detacher per each munition unit. I'll post it soon.
Greetings! Have you considered making something relatively small and simple, perhaps an ATGM with a PLOS guidance such as FGM-172? And since we'll be mostly using it from our aircraft, there's no real need for top-attack trajectory and lofting, and even terrain avoidance can be omitted as well.
The line between a "Missile" and an "Unmanned Aerial Vehicle" is quite blurry. I came to think that this thing may be classified as a rocket-powered air defence drone rather than a missile, since it's reusable.
Author, please don't stop and make more such things. Weird Aircraft Matter! I actually think that ability of making such stuff is one of the main appealing features of this game.
Huh , i think you should've given it a deadline of several months due to multiple reasons. Since the design of a stealthy aircraft requires panelling, the fuselage slicing is much less helpful compared to a normal, non-stealthy creations. And it also requires a fancy internal bays for weaponry and landing gear, and a some funky equations for flight control, thus that kind of airplane can face long delays much like their real-life counterparts, albeit still a bit shorter. As you probably see, all the creations of the participants look rushed. My own Tempest took me a lot of time, and it still lacks some features i'd want to implement.
@BoiExist This construction of mine capitalises on a bug-turned-feature that is enacted by uing a certain arrangement of munitions and a detacher. In the missile's AG there should be -Fireweapons, so those munitions could be dropped in a semi-auto mode. If there's no such thing in the AG, then they all will just drop simultaneously no matter how smoothly you press your fireweapons button.
(Trim * 0.5 * clamp01(1/(IAS/50)))+(Pitch * clamp01(1/(TIAS/(200-TIAS/3.2)))) This one is Trim'n'Pitch input, the TIAS is a variable that is (IAS+TAS)/2.
(Trim * 0.5 * clamp01(1/(IAS/50))) This one is a trim-only input. Increase the IAS number if you feel that your trim is too small.
@alexJgameYTukraine000000 I'll crank up my olde laptop and give you some of my stuff...
Hmm, perhaps you'd need something simpler - an formula that reduces the trim input according to IAS? Auto-trim equations may be quite long and clanky.
Greetings. If these intakes are connected to the engine through a rotator/detacher/any other flexible/impermanent connection, then they don't affect that engine at all. Only the intakes that are rigidly and permanently connected to engine(directly or through blocks/fuselages) affect the said engine. I know because i built some thrust vectoring engines and multiple missiles that use ingame turbojets to imitate solid-fuel rocket engines.
@TheLoadingGorilla Well, there are two stabilisers right behind the outer engines.
Kelly Johnson would approve this.
If you have problem with cockpits, you can detach cockpit from Snargles F-4E, save it into subassemblies, and stuff that subassembly into your own plane.
My favourite F-4 on this entire site. I remeber how i loaded it with 24 Mk82 bombs and dumped all of them upon a Maywar Convoy. Also METEOR made a music album dedicated to this plane.
Hello. This one had a thrust asymmetry with left engine outputting 1.5 times more thrust than the right one due to their input controllers being at 3(left) and 2(right). I edited both engines to mx out at 2.5.
@SomeSPGuyWhoLikesLore AH-64 does have double tail rotors.
+2@OverlordPrime I'm damn sure that someome was Kelly Johnson himself. It looks like he generally treated a Starfighter like his favourite creation.
+1Names of the music in the description are clickable links, so click them please! Also I'm ready to answer any questions you got about flying this plane.
@PrussianAirWorks Well, for myself I prefer to say its "semi-fictional". It is inspired by real life jet, and emulates IRL Tu-22 engine and some naval guns. Though its missiles are entirely fictional. I once wanted it to participate in @Mikoyanster's recent challenge, but then it got way more parts than I thought it would have(I've naively thought it won't exceed 600 with all the ordnance), plus I got tempted by some custom missiles of my own making. And I made it from that pencil blueprint you see in its docu-fictional history entry.
+1@biohazardz Well thats the problem. This type of missile needs an individual ingame flight computer to work, and it generally doesn't go well with "pull from subassemblies amd fire" operation.
I'm in.
@Shinygemsbro Come take a look at at how to make some voluntarily sequenced missiles that are impervious to the ingame launch sequencing!
@ChiChiWerx Come take a look at how to rigidly designate a launching sequence!
@Whills Come here please, i stole yer cockpit for my overingeneered 1200 part jet!
Hello again. So, i decided to abstain from the challenge, since the temptation of custom missiles and guns was too damn strong, and also i have heavily overingineered that plane so it got 2 times more parts than I wanted to.
+1@ComradeBazookaBall Its published in all its glory.
Вот это едрёное название...
@ShinyGemsBro Hehe, i found a solution though its still more complex than my other weaponry. Watch my recent weapon post for explanation. So, i took turbojets for this duty - and since unlike rotators and basic rockets they do not care about detachers, I had to find a way to manually designate their launch sequence, so that the ingame system of doing so wouldn't mess that up.
I accomplish this by adding a secondary missile(R-21 Counter)/bomb(ATGM Counter) to each ordnance unit, so these secondary munitions would act as an ammo counter instead of a actual, primary munition. R-21 has that in the front part of its nosecone, while ATGM has it right behind its nosecone. These "counters" also have their AGs to disable themselves when selected.
So, the actual munitions are only activated in a specific user-designated sequence, one at a time so the game wouldn't dare to launch the other one instead without firing its engine while the one with a working engine just remains attached to a plane. Also these secondary "counting" munitions better be made unlaunchable and undroppable by one and another way.
As for my finished soviet jet, i still need some time to write its description. Yes, i'm that slow.
Сусемь)
+1@mikoyanster Thanks alot for this comprehensive reply of yours, I'll now think if I should or shouldn't adapt my RD-7 engined MiG to the challenge...
How about working with Meteor and Hello Meteor? These are two different musicians. The first one can make you combat aircraft music, the second one can make a music for peaceful flying.
https://meteormusic.bandcamp.com/track/smoke-trails
https://hellometeor.bandcamp.com/track/and-returns
It is to be noted that this plane is surprisingly easy to handle and aim. When sinking a USS Tiny for ∞th time, I didn't enable its auto-aim despite playing with a keyboard.
You don't need foldable wings or landing hook if the plane is small enough, and has a landing speed of less than 100 km/h.
Ah, forgot to ask - do you imagine it to be powered by the same engines as the Su-25?
Hey pss, have you considered using a helicopter rotors as a propellers as well as for simulating prop wash on wings and empennage? https://www.simpleplanes.com/a/jNtQFS/Lautern-Skyly-J-2-Teacher
Bogdanx would approve this one.
+1@mikoyanster Would you please clarify the "significant" and "insignificant" rule breach, especially about the guns? Is putting 6 NR-23 guns instead of 4 a "significant breach", even if the plane is sufficiently bulky for that? Is using an N-37 cannons a "significant breach"? If you disqualify for having an N-37, than you basically terminate almost any remotely notable soviet fighter plane of that era from your challenge, same goes for NR-30, unless yer ADEN is also supposed to be the "NR-30". If i utilise a gun that isn't among allowed weaponry, but has realistic specs and was widely used on many fighters of this era, will that be a red ticket? Is altering yer guns to be more inline with their IRL counterparts a "major breach"?
Thank you for lifting the weight limit to 19 metric tons, this one makes sense. I also had some more some more critical thoughts about your gun limits and a Simpleplanes AI-vs-AI dogfight as an evaluation method. I'll share this critique and expanded suggestions here.
This is what happened when they sent Andrey Tupolev to make a small fighter jet.
@marcox43 Yep, especially the Scorpion and the Super Sabre, they exceed that in their empty weight.
Greetings! I found that this plane has a longitudinal array of low-power gyroscopes in its spine behind the airbrake. Would you please explain the principles and benefits of this solution instead of using a single, more powerful gyro, gyros on rotators, or not using gyroscopes in the first place? These gyros somehow don't seem to restrict maneurability in any way.
Oh heck, I just checked the specs of these guns you provided, and they don't correspond with their IRL counterparts at all. For example, your 30mm DEFA has almost the same damage as yer M39 with its 2.5 times lighter shell, among other discrepancies.
+1Would you please allow other models of aircraft machine guns and autocannons as long as they correspond with their real-life counterparts in the same way as your guns do? Your cannon selection lacks two iconic weapons of that era: a .50 cal AN/M3 and a 37mm N-37 cannon, found respectively on an F-86 Sabre and a MiG-15. Allowing the NR-30(soviet answer to that DEFA 30) would be good as well.
Hello there, I've recently tried to solve the same problem, and found a solution when trying to make a launch sequence that's controlled by none but myself. The only downside is that you need atleast two units of ordnance and a detacher per each munition unit. I'll post it soon.
Greetings! Have you considered making something relatively small and simple, perhaps an ATGM with a PLOS guidance such as FGM-172? And since we'll be mostly using it from our aircraft, there's no real need for top-attack trajectory and lofting, and even terrain avoidance can be omitted as well.
This plane is perfect for those who like their F-16s but still want a much bigger plane. Upvote.
+1The line between a "Missile" and an "Unmanned Aerial Vehicle" is quite blurry. I came to think that this thing may be classified as a rocket-powered air defence drone rather than a missile, since it's reusable.
+1@SleepyKitty It's a J-20 and Su-33 hybrid. Also more people should've seen this one, it's a pity author didn't tagged this creation.
+1Looks like a small and affordable stealth jet that would cost like 1/2 of an F-35.
Now that's what you call a "flying tank".
@SPWithLizzie Who is Serj?
Author, please don't stop and make more such things. Weird Aircraft Matter! I actually think that ability of making such stuff is one of the main appealing features of this game.
+2Hi. Don't you think these missiles are a bit MARASMatic?
Huh , i think you should've given it a deadline of several months due to multiple reasons. Since the design of a stealthy aircraft requires panelling, the fuselage slicing is much less helpful compared to a normal, non-stealthy creations. And it also requires a fancy internal bays for weaponry and landing gear, and a some funky equations for flight control, thus that kind of airplane can face long delays much like their real-life counterparts, albeit still a bit shorter. As you probably see, all the creations of the participants look rushed. My own Tempest took me a lot of time, and it still lacks some features i'd want to implement.
Dear developers, thank you for for this labor of yours! I'll check it all out as soon as possible.
+4@BoiExist This construction of mine capitalises on a bug-turned-feature that is enacted by uing a certain arrangement of munitions and a detacher. In the missile's AG there should be -Fireweapons, so those munitions could be dropped in a semi-auto mode. If there's no such thing in the AG, then they all will just drop simultaneously no matter how smoothly you press your fireweapons button.