Greetings! How about to implement an opportunity to add a third/fourth flight control sliders along with making the said sliders to "retract" behind the screen? I think there could've been a lot of use for a third slider in many kinds of aircraft. For example, in a combat plane, if the VTOL is for flaps, Trim is for Elevator Trim, then the third slider could be allocated to adjust Roll Trim, control input sensitivity, or even something else, whether miscellaneous or functional.
And add the activation groups for fuel tanks pls... I mean, it's like when the fuel from said tank isn't consumed when it's deactivated.
Also, will it be hard for you to add some sort of "Detached from main aircraft" input/activator? It's like, if this input is implemented in the input/ag of a working part, the game checks whether the working part is connected to the main body that is connected to the main cockpit, then gives an input of 0 or -1 if it's attached, and input of positive 1 when it somehow happens to be detached from the main body whether by pylon/detacher or something else/attached only to the parts that don't have connection to "main body". I am asking for it because I don't want to saturate the 1-8 activation groups or use ammo number-based inputs.
And, at the end, woulf you please add customisable sounds to engines and gatling guns, or atleat replace the sound of an ingame minigun.
Awesome machine. The soviet armored brute with whole load of ordnance. I gonna check it out when I'll reach to my laptop.
P. S. Sorry, but you have a wrong translation from russian. The "front view" is "вид спереди", "rear view" is "вид сзади". Before writing something on russian, you better find'n'ask a russian-speaker, preferably a native one.
So, if you say that your future crafts will be approximately 2800 parts... Seems like those are detailed widebody airliners and/or dcs-grade combat aircraft with full suite of custom ordnance?
@MOPCKOEDNISHE Привет! Увы, недавно мне надо было отдать ноутбук на починку, отчего у меня пропали все поделки вместе с самой игрой. Игру я вернул, моды переустановил, а вот авиация моей постройки исчезла безвозвратно, благо, я выложил несколько образцов на сайт. Может, в будущем что-нибудь сострою/скачаю, да погляжу, исправно там или не очень.
Greetings! Is there a way to tune it for using high-drag unguided ordnance that falls at a much steeper trajectory than a normal low-drag bombs? Will the replacing the IAS with IAS/2 suffice?
Greetings! If your plane takes off too early, than it's very likely that it has too much thrust and/or too low wing loading(I. e. abundace of lift) possibly combined with abundance of drag. Thus I suspect that "acceleration of jet engine"(correct term is "spool-up time") is not your actual problem. IRL aircraft engines can spool up to full power from idle pretty fast after being started, especially if they're not very big. So, I suggest you to increase the plane's weight and combine it with reduction of engine thrust, parts drag, and wing area. Also, i suggest you to use some funky input that increases engine thrust with speed to a certain degree.
@Hedero
Gunnery Sgt. Hartman: Where are you from, anyway?
Pvt. Cowboy: SIR, TEXAS, SIR!
Gunnery Sgt. Hartman: TEXAS? Holy dogshit! Only steers and queers come from texas!! And you don't much look like a steer to me so that kind of narrows it down. Do you suck dick?
Pvt. Cowboy: SIR, NO, SIR!
Gunnery Sgt. Hartman: I BET YOU'RE THE KIND OF GUY WHO'D FUCK A MAN IN THE ASS AND NOT HAVE THE COMMON COURTESY TO GIVE HIM A REACH-AROUND.
P.S. I think it's the best Il-2 there, along with Bogdanx's. Immense balance of part count and details I can't match.
Greetings! I have a question about controlling of it. How do I accelerate this helicopter to the stable forward speed of 250-300 km/h? I tried but failed at doing more than 140-150 km/h. Is there a way of doing so without changing construction?
@MOPCKOEDNISHE Понимаю. Если возможности провести соответствующую доработку мода не предвидится, искренне прошу уведомить об этом. К сожалению, единственная помощь, которую я могу оказать, это выписать пару-тройку глуповатых пожеланий насчет обустройства мода.
I suggest you to allow jet engines for two reasons:
1 - they are very good for simulating propwash of the wings and control surfaces(check newest JamesPLANESii builds)
2 - IRL there is jet-powered ultralights, like jet-powered variant of Cri-Cri ultralight plane...
@MrSilverWolf I heard this method before, and I do admit that it partially mitigates the issue. But, your "re-attach the stuff by hand then nudge back in" is essentially what I normally do. Also, if i move the stuff away to mirror, there's again a hefty probability of a mirrored part/parts failing to connect. And, as you have possibly deduced, I am asking for a radical solution from developers or modders, I.E. overhaul of mirror tools to a more consistent and comfortable state. I suggest you to look at the small blue link in my post if you didn't, whole-half/individual mirror tool just fails to comprehend this kind of manual connection, and I wish the modders or developers to do something with it. But, I got an update several minutes ago, so I gonna look what's there. Tell me if I want too much...
@MintLynx Well, seems like I wrote my post a bit incorrectly... I should've point out that i'm talking about both mirror tools, for both of them tend to suffer those issues when certain conditions are met. My bad.
Greetings, dear developers! Is it possible for you to fix the mirror tool so it could always mirror all the part connections evenly? It fails to do that on a regular basis, especially if tasked to mirror the parts that are interlapping/very close to each other/have many connections/rotated to certain degree at certain axis. This failure oftenly results in undesired drag asymmetry, moving parts malfunction, and parts falling out in flight. Reconnecting the parts manually can be a pain in the butt if there's more than 400-600 parts.
@AndrewGarrison
@PhilipTarpley
@GuyFolk Ah, sorry for being a bit rude and unclear in that comment. I mean, that time i've only used afterburner for initial climbing and acceleration up to 12 km alt and 1300 km/h TAS, then i flew and accelerated without it, at 94% throttle, as intended.
@GuyFolk Understood, and thanks for your answer. I tested it a second time, and successfully acquired supercruise of 1700km/h TAS at 14km, after accelerating the plane with AB. By the way, i'm making an X-44 MANTA with thrust vectoring inputs that are tightly based on your "Mister Blue Revenge" Wyvern. Soon I'll post that in unlisted and tag you. Maybe 14th or 15th, i hope...
Seems like you've forgot about the supercruise capability of mach 1.8 at high altitude. This plane of yours can barely make 750 km/h at 13.2 km with throttle set at 94%. Yes, that was TAS, and not an IAS. Since the IAS was quite low, your Raptor prove itself to be smart and automatically held the flaps down. Your rotator inputs are unsurpassed in easyness of control, but for the engines i suggest you to use something like 《Throttle+((clamp(Altitude/10000, 0, 1.8))*Throttle)》 It is because the game tends to gradually reduce input of engines of the plane with altitude if it's weight is bigger the certain unknown number. You can survey that if you use units mod. Again, game reduces the input, not engine power itself. You can prove it by using units mod which shows fuel consumption. And it does so without any funky things involved. So, one have to counter that with things like one i proposed here.
@Jhovin Read that very big comment of mine there where i respond to ThomasRoderick. There is an explanation. Essentially, there's three variants:
1-use plane with less parts/reduce the number of JASSMs on your plane.
2-If your money are not a concern for you, buy'n'try more powerful computer/smartphone.
3-try to ventilate your room to provide a bit cooler environment for your computer/smartphone,
Also, can ye provide me plane to which you attach my missile? Provide the link here in comments or post in unlisted and tag me.
Greetings! Sorry for possibly stupid quiestion, but why does it have almost four times more drag points than previous version? Is it because drop tanks combined with this big cruise missile and/or intentionally updragged landing gear?
First thing to fix there are the size and weight, which are too damn huge, especilly if you want to use that thing from an aircraft. 5 tons of weight is like an entire F-5 fighter jet, while 7.5 meters of length are even larger than AGM-86 ALCM. Here's the real dimensions of this missile: https://man.fas.org/dod-101/sys/smart/agm-88.htm
@ThomasRoderick Dat was a faulty maintenance - i completely lost all my planes and non-plane vehicles along with a game itself... recovery programs didn't found them. One more reason for me to hate this world. I reinstalled the things and started the game from scratch again.
Greetings! Good aircraft, but how about to make something that controls and maintains it's yaw stability by yaw-axis thrust vectoring only? Of course, i suggest to use some long structural wings to simulate the aerodynamic stabilizing effect of the fuselage and engine nacelles.
@ThomasRoderick About the rotators, you should just use the Designersuite, and connect the smaller ends of rotators to a smaller upper end of a missile's detacher. Of course, you better do this after you attach something(pylon/small fuselage block) to that detacher, so you can attach the missile in future. When you launch the missile, the detacher disconnects everything that has been connected to it's upper end, thus freeing the rotators to unfold the wings and tail. The good side of it - you don't need ammo-based funky inputs. But there's also downsides: first, the base game doesn't respects that connection, so those connections will be lost if you mirror the missile, so you'll have to connect them again - as you see, I left the rotators to be exposed; second - this know-how might cease to work properly, if the aircraft has too much parts for your device: for my old and frail laptop the limit is somewhere near 600 parts, for you this limit will be higher. In case of that bug, the missile launches correctly, but detacher "forgets" to "free" the rotators, otherwise it's still fine to use. Also, the small rotators seem to be a bit more reliable for that compared to a hinges. Here's the original solution @ChrisPy What about the gyro - i borrowed that from this cruise missile, and here's the purpose of it: when turning, the fuselage of the missile begins to rotate around the missile itself from overloads, as missile steers itself to the target. Also, it makes the missile a bit more comfortable to use at lower launch speeds. Also, i strongly disagree with you about warhead sizes, but my laptop is at maintenance now, so I'll adress that later with some proofs.
@ThomasRoderick Greetings! Would you like to check my AGM-158 JASSM replica, if you don't mind? I'm asking for some constructive critique of it. Missile itself
@RicardoAs1515
@ThomasRoderick, thank him for his tutorial about auto-lock missiles.
https://www.simpleplanes.com/Forums/View/1264990/Auto-lock-missiles-and-how-to-make-them
@DwiAngkasaAeronautics thanks for missile gyroscope.
Maybe call it "Я ненавижу самого себя?"
+2Greetings! How about to implement an opportunity to add a third/fourth flight control sliders along with making the said sliders to "retract" behind the screen? I think there could've been a lot of use for a third slider in many kinds of aircraft. For example, in a combat plane, if the VTOL is for flaps, Trim is for Elevator Trim, then the third slider could be allocated to adjust Roll Trim, control input sensitivity, or even something else, whether miscellaneous or functional.
+6And add the activation groups for fuel tanks pls... I mean, it's like when the fuel from said tank isn't consumed when it's deactivated.
Also, will it be hard for you to add some sort of "Detached from main aircraft" input/activator? It's like, if this input is implemented in the input/ag of a working part, the game checks whether the working part is connected to the main body that is connected to the main cockpit, then gives an input of 0 or -1 if it's attached, and input of positive 1 when it somehow happens to be detached from the main body whether by pylon/detacher or something else/attached only to the parts that don't have connection to "main body". I am asking for it because I don't want to saturate the 1-8 activation groups or use ammo number-based inputs.
And, at the end, woulf you please add customisable sounds to engines and gatling guns, or atleat replace the sound of an ingame minigun.
Awesome machine. The soviet armored brute with whole load of ordnance. I gonna check it out when I'll reach to my laptop.
+1P. S. Sorry, but you have a wrong translation from russian. The "front view" is "вид спереди", "rear view" is "вид сзади". Before writing something on russian, you better find'n'ask a russian-speaker, preferably a native one.
So, if you say that your future crafts will be approximately 2800 parts... Seems like those are detailed widebody airliners and/or dcs-grade combat aircraft with full suite of custom ordnance?
@CNOceanLin The Tracks2 mod is SUPERIOR fot it offers a proper tank tracks. Better go try the game at PC or laptop.
@MOPCKOEDNISHE Привет! Увы, недавно мне надо было отдать ноутбук на починку, отчего у меня пропали все поделки вместе с самой игрой. Игру я вернул, моды переустановил, а вот авиация моей постройки исчезла безвозвратно, благо, я выложил несколько образцов на сайт. Может, в будущем что-нибудь сострою/скачаю, да погляжу, исправно там или не очень.
Greetings! Is there a way to tune it for using high-drag unguided ordnance that falls at a much steeper trajectory than a normal low-drag bombs? Will the replacing the IAS with IAS/2 suffice?
I am pretty sure you'll win the challenge.
Greetings! If your plane takes off too early, than it's very likely that it has too much thrust and/or too low wing loading(I. e. abundace of lift) possibly combined with abundance of drag. Thus I suspect that "acceleration of jet engine"(correct term is "spool-up time") is not your actual problem. IRL aircraft engines can spool up to full power from idle pretty fast after being started, especially if they're not very big. So, I suggest you to increase the plane's weight and combine it with reduction of engine thrust, parts drag, and wing area. Also, i suggest you to use some funky input that increases engine thrust with speed to a certain degree.
@Hedero
Gunnery Sgt. Hartman: Where are you from, anyway?
Pvt. Cowboy: SIR, TEXAS, SIR!
Gunnery Sgt. Hartman: TEXAS? Holy dogshit! Only steers and queers come from texas!! And you don't much look like a steer to me so that kind of narrows it down. Do you suck dick?
Pvt. Cowboy: SIR, NO, SIR!
Gunnery Sgt. Hartman: I BET YOU'RE THE KIND OF GUY WHO'D FUCK A MAN IN THE ASS AND NOT HAVE THE COMMON COURTESY TO GIVE HIM A REACH-AROUND.
P.S. I think it's the best Il-2 there, along with Bogdanx's. Immense balance of part count and details I can't match.
Greetings! Add the "Attack" tag please.
Greetings! I have a question about controlling of it. How do I accelerate this helicopter to the stable forward speed of 250-300 km/h? I tried but failed at doing more than 140-150 km/h. Is there a way of doing so without changing construction?
+1Huh, bootleg Comanche...
Tags?
@ppp00000yugdu Not even this, for I am inexperienced and uninterested with those. Sorry if i disappoint you.
Why no tags? Fighter, France, Interceptor, Jet, etc
@ppp00000yugdu Sorry, but no. I am making a BAe Tempest with custom ordnance for it, and I feel overally uninterested in making watercraft.
Мирный советский трактор...
@MOPCKOEDNISHE Понимаю. Если возможности провести соответствующую доработку мода не предвидится, искренне прошу уведомить об этом. К сожалению, единственная помощь, которую я могу оказать, это выписать пару-тройку глуповатых пожеланий насчет обустройства мода.
Здравствуйте. Нет ли возможности сообщить, когда ожидать обновления для мода Turret Control?
I suggest you to allow jet engines for two reasons:
1 - they are very good for simulating propwash of the wings and control surfaces(check newest JamesPLANESii builds)
2 - IRL there is jet-powered ultralights, like jet-powered variant of Cri-Cri ultralight plane...
@MrSilverWolf I heard this method before, and I do admit that it partially mitigates the issue. But, your "re-attach the stuff by hand then nudge back in" is essentially what I normally do. Also, if i move the stuff away to mirror, there's again a hefty probability of a mirrored part/parts failing to connect. And, as you have possibly deduced, I am asking for a radical solution from developers or modders, I.E. overhaul of mirror tools to a more consistent and comfortable state. I suggest you to look at the small blue link in my post if you didn't, whole-half/individual mirror tool just fails to comprehend this kind of manual connection, and I wish the modders or developers to do something with it. But, I got an update several minutes ago, so I gonna look what's there. Tell me if I want too much...
@MintLynx Well, seems like I wrote my post a bit incorrectly... I should've point out that i'm talking about both mirror tools, for both of them tend to suffer those issues when certain conditions are met. My bad.
@Gestour So, only test'n'reconnect manually? So be it, good thing I constantly use designersuite.
@MrSilverWolf "Individual" mirroring tool suffers those issues as well.
Why didn't you name it after a flower, like the rest of cold war/modern soviet/russian artillery?
+1@WNP78
Wut? Why are you banned again? Is there any reason behind it?
Greetings, dear developers! Is it possible for you to fix the mirror tool so it could always mirror all the part connections evenly? It fails to do that on a regular basis, especially if tasked to mirror the parts that are interlapping/very close to each other/have many connections/rotated to certain degree at certain axis. This failure oftenly results in undesired drag asymmetry, moving parts malfunction, and parts falling out in flight. Reconnecting the parts manually can be a pain in the butt if there's more than 400-600 parts.
+3@AndrewGarrison
@PhilipTarpley
This thing is two times bigger than IRL bomb.
Gud work, but why no "Attack" tag?
So, what are the changes?
@GuyFolk So, I tagged you. Have you received the notification for that plane?
@GuyFolk Ah, sorry for being a bit rude and unclear in that comment. I mean, that time i've only used afterburner for initial climbing and acceleration up to 12 km alt and 1300 km/h TAS, then i flew and accelerated without it, at 94% throttle, as intended.
@GuyFolk Understood, and thanks for your answer. I tested it a second time, and successfully acquired supercruise of 1700km/h TAS at 14km, after accelerating the plane with AB. By the way, i'm making an X-44 MANTA with thrust vectoring inputs that are tightly based on your "Mister Blue Revenge" Wyvern. Soon I'll post that in unlisted and tag you. Maybe 14th or 15th, i hope...
Seems like you've forgot about the supercruise capability of mach 1.8 at high altitude. This plane of yours can barely make 750 km/h at 13.2 km with throttle set at 94%. Yes, that was TAS, and not an IAS. Since the IAS was quite low, your Raptor prove itself to be smart and automatically held the flaps down. Your rotator inputs are unsurpassed in easyness of control, but for the engines i suggest you to use something like 《Throttle+((clamp(Altitude/10000, 0, 1.8))*Throttle)》 It is because the game tends to gradually reduce input of engines of the plane with altitude if it's weight is bigger the certain unknown number. You can survey that if you use units mod. Again, game reduces the input, not engine power itself. You can prove it by using units mod which shows fuel consumption. And it does so without any funky things involved. So, one have to counter that with things like one i proposed here.
@Jhovin Read that very big comment of mine there where i respond to ThomasRoderick. There is an explanation. Essentially, there's three variants:
+21-use plane with less parts/reduce the number of JASSMs on your plane.
2-If your money are not a concern for you, buy'n'try more powerful computer/smartphone.
3-try to ventilate your room to provide a bit cooler environment for your computer/smartphone,
Also, can ye provide me plane to which you attach my missile? Provide the link here in comments or post in unlisted and tag me.
Greetings! Sorry for possibly stupid quiestion, but why does it have almost four times more drag points than previous version? Is it because drop tanks combined with this big cruise missile and/or intentionally updragged landing gear?
+2First thing to fix there are the size and weight, which are too damn huge, especilly if you want to use that thing from an aircraft. 5 tons of weight is like an entire F-5 fighter jet, while 7.5 meters of length are even larger than AGM-86 ALCM. Here's the real dimensions of this missile: https://man.fas.org/dod-101/sys/smart/agm-88.htm
Burt Rutan would've approved this machine.
@ThomasRoderick Dat was a faulty maintenance - i completely lost all my planes and non-plane vehicles along with a game itself... recovery programs didn't found them. One more reason for me to hate this world. I reinstalled the things and started the game from scratch again.
+1That's a very good replica of F-4 Phantom.
+1Greetings! Good aircraft, but how about to make something that controls and maintains it's yaw stability by yaw-axis thrust vectoring only? Of course, i suggest to use some long structural wings to simulate the aerodynamic stabilizing effect of the fuselage and engine nacelles.
Greetings! Big size is good, but how about making them to have realistic weights of several hundred or even thousand metric tons?
What distance i have to travel there to generate another airport?
@ThomasRoderick About the rotators, you should just use the Designersuite, and connect the smaller ends of rotators to a smaller upper end of a missile's detacher. Of course, you better do this after you attach something(pylon/small fuselage block) to that detacher, so you can attach the missile in future. When you launch the missile, the detacher disconnects everything that has been connected to it's upper end, thus freeing the rotators to unfold the wings and tail. The good side of it - you don't need ammo-based funky inputs. But there's also downsides: first, the base game doesn't respects that connection, so those connections will be lost if you mirror the missile, so you'll have to connect them again - as you see, I left the rotators to be exposed; second - this know-how might cease to work properly, if the aircraft has too much parts for your device: for my old and frail laptop the limit is somewhere near 600 parts, for you this limit will be higher. In case of that bug, the missile launches correctly, but detacher "forgets" to "free" the rotators, otherwise it's still fine to use. Also, the small rotators seem to be a bit more reliable for that compared to a hinges. Here's the original solution @ChrisPy What about the gyro - i borrowed that from this cruise missile, and here's the purpose of it: when turning, the fuselage of the missile begins to rotate around the missile itself from overloads, as missile steers itself to the target. Also, it makes the missile a bit more comfortable to use at lower launch speeds. Also, i strongly disagree with you about warhead sizes, but my laptop is at maintenance now, so I'll adress that later with some proofs.
+3@ThomasRoderick Greetings! Would you like to check my AGM-158 JASSM replica, if you don't mind? I'm asking for some constructive critique of it.
+3Missile itself
@Korsamnang Yep, i've deleted the second one.
+1@Korsamnang You had doubled comments.
@RicardoAs1515
@ThomasRoderick, thank him for his tutorial about auto-lock missiles.
https://www.simpleplanes.com/Forums/View/1264990/Auto-lock-missiles-and-how-to-make-them
@DwiAngkasaAeronautics thanks for missile gyroscope.