And another proposal for when SP2 becomes mature enough: add an Aeroelasticity(or just elasticity) option to wings and fuselages to imitate certain IRL materials and technologies, like flexible wings of B787 and Wright Flyer.
Greetings again! Have you considered to implement a basic option to cut multiple holes/"windows" in the fuselage walls, as well as edit the shape, size, angle, and position of those holes relatively to fuselage? I'm sure that the passenger plane builders will love that, also it will be easier to make access panels(and some other details) on most military aircraft as well. For example, a passenger fuselage with 15 windows on each side would need atleast 32 parts, but such function may reduce that to 2-3parts. And it may give us easier process of making some landing gear doors and even some weapon bays along with even less parts spent on them. Ya know, Kamov Ka-50 and Boeing 737 have one similarity: they retract their landing gear into their hatchless, circular wheel wells.
@jamesPLANESii Nuh, definitely not that one. It had a Su-57-styled livery with blue upperside and white/pale underside at the thumbnail. The quality(and style) was somewhat reminiscent of Dwiangkasaaeronautics's FAL-40 hipster, i. e. quite high, and at first i even thought that two-engined machine was of his making, and i still do not discount the possibility that it was his plane he may have deleted for some reason. And it either didn't have canards at all(using Lerx instead), or had them very close to the wings like those canarded Flankers.
Greetings! How about to add an ability to stop the propeller in a strict desired position, or to return it into a starting angle and stop it in this position, like a real-life Ilyushin Il-2 can do to increase the distance between a prop and a ground.? And yes, folding props and rotors would be good as well.
(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.
Time to steal its CF34s for an A-10...
Now we can play American Truck Simulator when playing Simpleplanes. Xzibit is proud of you!
People say its just a PzH2000, I say its a PzH2000 with a heaped tablespoon of Maus.
@SuperSuperTheSylph Which is fitting, IRL this thing would probably fly with a modified turbojet engine from a Tu-144D.
+1Plane of Vlodiborg Zeliboba.
+1Hmm, the description looks like a typical entry about Soviet 6x6 trucks. Also its name corresponds with certain off-roading game i used to play.
+1"Proportional" as in "Predicted line of sight"? Might be very good choice for some corrected rockets.
It looks aerotransportable.
As they say, "it ain't much, but it's honest work".
Also it reminded me of an International FTTS-UV with a teaspoon of Rheinmetall Gefas.
I like this hybrid of an F-4 Phantom and Su-25 Rook. IRL it would be a potent strike plane.
+1@UnguidedCylinder One of my favourite attackers. So, if an IRL A-10 used GE TF34s, this plane would've used a pair of Rolls-Royce RB.183 Tay engines?
And another proposal for when SP2 becomes mature enough: add an Aeroelasticity(or just elasticity) option to wings and fuselages to imitate certain IRL materials and technologies, like flexible wings of B787 and Wright Flyer.
Greetings again! Have you considered to implement a basic option to cut multiple holes/"windows" in the fuselage walls, as well as edit the shape, size, angle, and position of those holes relatively to fuselage? I'm sure that the passenger plane builders will love that, also it will be easier to make access panels(and some other details) on most military aircraft as well. For example, a passenger fuselage with 15 windows on each side would need atleast 32 parts, but such function may reduce that to 2-3parts. And it may give us easier process of making some landing gear doors and even some weapon bays along with even less parts spent on them. Ya know, Kamov Ka-50 and Boeing 737 have one similarity: they retract their landing gear into their hatchless, circular wheel wells.
+7Count me out of the contest, i've encountered some very specific landing gear problems which i don't know how to solve.
@jamesPLANESii HAHA! I FOUND THAT ONE! ITS
CF-7X DENOUNCER
And it even has upboops from both me and you, alongside some convergent resemblance to HYPERLOOP's King Raptor.
@jamesPLANESii Nuh, definitely not that one. It had a Su-57-styled livery with blue upperside and white/pale underside at the thumbnail. The quality(and style) was somewhat reminiscent of Dwiangkasaaeronautics's FAL-40 hipster, i. e. quite high, and at first i even thought that two-engined machine was of his making, and i still do not discount the possibility that it was his plane he may have deleted for some reason. And it either didn't have canards at all(using Lerx instead), or had them very close to the wings like those canarded Flankers.
Also, do these engines have a changeable ThrottleResponse value in their XMLs?
Greetings! How about to add an ability to stop the propeller in a strict desired position, or to return it into a starting angle and stop it in this position, like a real-life Ilyushin Il-2 can do to increase the distance between a prop and a ground.? And yes, folding props and rotors would be good as well.
+7(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.