It has a flaws: namely the unworking flaps, unrealistic position of centers of mass and lift. Those flaps are really unworking: there's just sliced fuselage blocks, and no surface to simulate the lift increase flaps normally offer. The hidden wings have bjorken position and only a roll input. Here's even more realistic, FIXED VERSION, update pls! The apperance and part efficiency are awesome though.
Greetings! I preventively apologise for possibly irritating question, but is it possible use those boolean writings to provide a fixed launch sequence for multiple units of custom ordnance? If it is, than how can I implement it? I am just asking because I'd like to implement the ordnance that uses small jet engines to realistically imitate the work of solid fuel engines and pyrocartridges, because i can freely modify the thrust of them, while our basic unguided rocket provides the unchangeable thrust of 500kgf. Also, as it seems to me, the launch sequence of ordnance is oftenly erratic, which is why am I asking you.
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.
@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.
@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.
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
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.
@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.
Greetings! Sorry for bothering, but can you make that turret to rotate for only 0.5-5 degrees upwards and 30-45 degrees down? I'd like to make some moderately realistic gun pods and turrets, similar to those steerable gun pods of USSR. Also, I'd like to know what numbers to change for vertical/horizontal parallax dependent on position of a gun relative to cockpit, because those pods may be positioned somewhere under the fuselage, or on the underwing hardpoints as well.
@edensk Hmm... i have the weapons on activation group "all". Or you mean, i should type ammo(“MunitionName”)<x in the activation group of the turbojet? Also, sorry for not publishing the proof in time, I left my laptop with SP on my dacha near Academgorodok, I'll reach for it tomorrow.
@edensk Whoops, seems like ceil(1.75-sum(clamp01(ammo(“MunitionName”)<x))) doesn't work as expected: It just activates the jet engine from the start of the level forever without shutting it down. I'll publish proof build in the unlisted if you'll answer...
I've tried to find such property in the XMl through Notepad++, but seems like it does not exist... So, only way to see the launch sequence is to manually look at the launching order of them, right?
It has a flaws: namely the unworking flaps, unrealistic position of centers of mass and lift. Those flaps are really unworking: there's just sliced fuselage blocks, and no surface to simulate the lift increase flaps normally offer. The hidden wings have bjorken position and only a roll input. Here's even more realistic, FIXED VERSION, update pls! The apperance and part efficiency are awesome though.
Greetings! What variant of PT6 is it?
Greetings! I preventively apologise for possibly irritating question, but is it possible use those boolean writings to provide a fixed launch sequence for multiple units of custom ordnance? If it is, than how can I implement it? I am just asking because I'd like to implement the ordnance that uses small jet engines to realistically imitate the work of solid fuel engines and pyrocartridges, because i can freely modify the thrust of them, while our basic unguided rocket provides the unchangeable thrust of 500kgf. Also, as it seems to me, the launch sequence of ordnance is oftenly erratic, which is why am I asking you.
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.
Huh, 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.
@WNP78
Wut? Why are you banned again? Is there any reason behind it?
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.
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
Burt Rutan would've approved this machine.
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.
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?
@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.
https://www.thedrive.com/the-war-zone/40020/articulated-gun-pods-allowed-soviet-aircraft-to-fire-backwards-downwards-and-even-sideways
https://weaponsystems.net/system/567-SPPU-6
Greetings! Sorry for bothering, but can you make that turret to rotate for only 0.5-5 degrees upwards and 30-45 degrees down? I'd like to make some moderately realistic gun pods and turrets, similar to those steerable gun pods of USSR. Also, I'd like to know what numbers to change for vertical/horizontal parallax dependent on position of a gun relative to cockpit, because those pods may be positioned somewhere under the fuselage, or on the underwing hardpoints as well.
@edensk Hmm... i have the weapons on activation group "all". Or you mean, i should type ammo(“MunitionName”)<x in the activation group of the turbojet? Also, sorry for not publishing the proof in time, I left my laptop with SP on my dacha near Academgorodok, I'll reach for it tomorrow.
@edensk Whoops, seems like ceil(1.75-sum(clamp01(ammo(“MunitionName”)<x))) doesn't work as expected: It just activates the jet engine from the start of the level forever without shutting it down. I'll publish proof build in the unlisted if you'll answer...
@edensk Ah thanks!
Hmm, i think you should've put the flaps on VTOL. I've downloaded it recently, so i gonna do it and post in unlisted, then i'll tag you.
Damn, a 144 simple mustangs merged into one thing... Is there more mobile friendly version? Just, i think 12/24/36 of them will be well enough to me.
I've tried to find such property in the XMl through Notepad++, but seems like it does not exist... So, only way to see the launch sequence is to manually look at the launching order of them, right?
Damn, i wonder why that mighty thing is so unpolular...
Hmm, never heard of this character... Is it from some cartoon?