@IceCraftGaming yeah, every cubic meter of gold weighs more than 40,000 pounds, so multiply that by 8. Also, I never left. Just been on a bit of a hiatus working on a book series that I've written known as "Cosmic Fracture".
A definite improvement over the previous variant that I tested. Details look real nice, and love the cockpit design. Only thing I would recommend, if it can be helped, is to fix the accuracy of the manually guided turret below, and positioning the nose landing gear so that it doesn't look like it's floating. Other than that, really well done.
@SnoWFLakE0s what do you mean for good reason? Is it that difficult to make something even activate if a missile is incoming? Despite the game literally warning your aircraft when a missile is locking on and launched by default?
@ASBE bro, your hologram projectors just keep getting better and better. Would you be able to make a Radar-Warning-Receiver that points out incoming missiles?
I think the only thing missing from this is thrust vectoring with the rear engines, and I say that, because when it supermaneuvers, it doesn't like to stop spinning. In particular, it would be best to add in a pitch rate for both engines, assuming they're attached to hinge rotators. That way, it'll wanna stop spinning out of control when you let go of the stick.
@Zaineman dang, now I'm mad! You're even better at this than I am! Although... How heavy is your aircraft? That might explain why it works so smoothly compared to my Star Raven weighing approximately 30,000 pounds.
@Zaineman lemme explain similarly to how Guyfolk would explain it, but in a more simplified way, if I can.
Supermaneuver does not involve simply pulling 50G+ turns. It involves an aircraft's direction of velocity remaining relatively the same while the aircraft itself faces a different direction, all while remaining as stable as can be. Take a look at my Star Raven, for example. When you activate supermaneuver with it and pull up, it'll cobra maneuver while still moving in the same direction it was originally going in.
I can't fully explain it, so if I were you, I'd look at @GuyFolk 's tutorials on PSM. It'll especially come in handy for overload modding.
@Zaineman I also wanna recommend my auto-aim miniguns on top of the F-44 Star Raven on one of your build collections. It's a simple build, but I'm quite proud of it nonetheless.
@GuyFolk I already have angle of slip in the rudders, though. Why do the rudders only turn left during a cobra when set to negative, but turn right during a cobra when set to positive?
@GuyFolk I've noticed something with the rudders, and angle of attack. When I set angle of attack to negative, and then cobra, the rudders only ever turn to the left. When I set them to positive, the rudders go right instead. How am I supposed to fix that?
@GuyFolk like I said a while ago, I wanted it to do Morgan Pixy things, therefore I wanted it to spin smoothly, yaw-wise. I didn't achieve that, just yet, but I know I'll get there.
Credit to:
@ASBE for the circular radar
@Zaineman for the variables and hud
@Guyfolk for his guidance
@TRD for the aircraft thumbnail
@Leehopard for the square radar
@CaptainFranchfries I believe this is a perfect aircraft for supermaneuvering. However, I would like to fully recommend you watch some tutorials from @GuyFolk . He can teach you everything you need to know about supermaneuvers with overload.
@GuyFolk you say the center of mass has to be in front of the center of lift, and yet you've told me otherwise before. Now I'm confused on what's moreso recommended for supermaneuvers. Not only that, but your Morgan Pixy is one of the most stable aircraft I've ever seen in the game, despite its CoL being well in front of its CoM; same with your Su-57 Felon, even though the CoM is in front of the CoL. That tells me that CoM and CoL positions aren't the issue here.
Assuming I wanted to keep the center of mass and lift in the same spot with the Star Raven, how would I go about tuning the AoA characteristics, if inserting angle-of-attack controls isn't foolproof?
@GuyFolk ohhhh. You mean that the aircraft should be sitting at a certain angle depending on when you stop pulling up? If so, then how would I fix that exactly? Angle of attack controls, like you said before?
@GuyFolk how would I go about fixing the flipping at high speeds? Inserting angle of attack controls?
Also, this isn't a competition, obviously, but if we're taking about jerking around violently at high angle of attacks, both of your Strike Wyverns seem to have that issue moreso than the Star Raven. They don't start off too bad, but in a split second, they accelerate in flip speed to where it's 1 revolution per second.
I have to be brutally honest here. I've tested it, and I don't like how it performs. If you plan on making any new variants of this, here's what I recommend fixing:
Turn radius; even at beyond Mach 1, it fails to pull up at even 10° per second!
Credit to:
@ASBE for the circular radar
@Zaineman for the variables and hud
@Guyfolk for his guidance
@TRD for the aircraft thumbnail
@Leehopard for the square radar
@mahardika I like the turret designs from the game, personally. The one I came up with for my F-44-B1 Star Raven looks really nice, in my humble opinion. But don't just take my word for it.
"Communist detected on American soil! Lethal force engaged!" - Liberty Prime
+2@IceCraftGaming I'm actually on Volume 2 right now. You can look up Volume 1 on Amazon or Barnes & Noble.
+1@IceCraftGaming yeah, every cubic meter of gold weighs more than 40,000 pounds, so multiply that by 8. Also, I never left. Just been on a bit of a hiatus working on a book series that I've written known as "Cosmic Fracture".
+1A definite improvement over the previous variant that I tested. Details look real nice, and love the cockpit design. Only thing I would recommend, if it can be helped, is to fix the accuracy of the manually guided turret below, and positioning the nose landing gear so that it doesn't look like it's floating. Other than that, really well done.
+1Dayum! You carrying a whole 8 cubic meters of gold in that thing?!
+1@SnoWFLakE0s what do you mean for good reason? Is it that difficult to make something even activate if a missile is incoming? Despite the game literally warning your aircraft when a missile is locking on and launched by default?
+2@ASBE I'd be so happy if you could. Nobody on Simpleplanes has ever accomplished a radar designed to highlight incoming missiles.
+2@ASBE bro, your hologram projectors just keep getting better and better. Would you be able to make a Radar-Warning-Receiver that points out incoming missiles?
+4@Lifewald you most certainly did! Nice!
@Zaineman My man managed to pull a GuyFolk! My Star Raven can barely do those maneuvers, especially a perfect flatspin.
Ok, so...
I think the only thing missing from this is thrust vectoring with the rear engines, and I say that, because when it supermaneuvers, it doesn't like to stop spinning. In particular, it would be best to add in a pitch rate for both engines, assuming they're attached to hinge rotators. That way, it'll wanna stop spinning out of control when you let go of the stick.
@Zaineman dang, now I'm mad! You're even better at this than I am! Although... How heavy is your aircraft? That might explain why it works so smoothly compared to my Star Raven weighing approximately 30,000 pounds.
@Zaineman nice work, bro!
@Zaineman lemme explain similarly to how Guyfolk would explain it, but in a more simplified way, if I can.
Supermaneuver does not involve simply pulling 50G+ turns. It involves an aircraft's direction of velocity remaining relatively the same while the aircraft itself faces a different direction, all while remaining as stable as can be. Take a look at my Star Raven, for example. When you activate supermaneuver with it and pull up, it'll cobra maneuver while still moving in the same direction it was originally going in.
I can't fully explain it, so if I were you, I'd look at @GuyFolk 's tutorials on PSM. It'll especially come in handy for overload modding.
@Zaineman That's not really PSM. That's just pulling a boatload of G's.
@Zaineman I also wanna recommend my auto-aim miniguns on top of the F-44 Star Raven on one of your build collections. It's a simple build, but I'm quite proud of it nonetheless.
@IceCraftGaming I don't even think I was going for that look, but I did. Anyway, thanks for the upvote!
+1@GuyFolk so are you saying that I'm not supposed to use angle of attack in the rudders at all?
@GuyFolk I already have angle of slip in the rudders, though. Why do the rudders only turn left during a cobra when set to negative, but turn right during a cobra when set to positive?
@GuyFolk I've noticed something with the rudders, and angle of attack. When I set angle of attack to negative, and then cobra, the rudders only ever turn to the left. When I set them to positive, the rudders go right instead. How am I supposed to fix that?
"Mission: destruction of any and all Red Chinese Communists!" - Liberty Prime
+1@tarikGR thanks!
+1@GuyFolk like I said a while ago, I wanted it to do Morgan Pixy things, therefore I wanted it to spin smoothly, yaw-wise. I didn't achieve that, just yet, but I know I'll get there.
@Embedd @Cobra63 @Hunterthemuncher @arcticfox123 @PaperPlaneHasDream @MrGreen @Milo1628xa @HorizonHitingxt @MCapple @notJester1944 @GrizzlitnCFSP @Adamask @IceCraftGaming @Tsurki @donkski @Sergio666 @MissHikari
+1@tarikGR here's my entry for your 5th gen fighter challenge!
+3Credit to:
@ASBE for the circular radar
@Zaineman for the variables and hud
@Guyfolk for his guidance
@TRD for the aircraft thumbnail
@Leehopard for the square radar
@CaptainFranchfries you actually got Andrew Garrison to like your jet, bro. Congrats!
+1@CaptainFranchfries no problem, but don't thank me. Thank Guyfolk for making them in the first place.
+1It's finally time for my Star Raven to shine.
+4@CaptainFranchfries I believe this is a perfect aircraft for supermaneuvering. However, I would like to fully recommend you watch some tutorials from @GuyFolk . He can teach you everything you need to know about supermaneuvers with overload.
+1@Zaineman dang, sorry that happened to you, bro. Hope you feel better.
@WNP78 may I request that you put in a way for things to activate when there's an incoming missile?
+1@GuyFolk ok, I'll see what I can do when I have a chance. Thank you again for your guidance.
"Communist detected on American soil! Lethal force engaged!" - Liberty Prime, and also me in the F-44-B2 Star Raven.
+1@GuyFolk you say the center of mass has to be in front of the center of lift, and yet you've told me otherwise before. Now I'm confused on what's moreso recommended for supermaneuvers. Not only that, but your Morgan Pixy is one of the most stable aircraft I've ever seen in the game, despite its CoL being well in front of its CoM; same with your Su-57 Felon, even though the CoM is in front of the CoL. That tells me that CoM and CoL positions aren't the issue here.
Assuming I wanted to keep the center of mass and lift in the same spot with the Star Raven, how would I go about tuning the AoA characteristics, if inserting angle-of-attack controls isn't foolproof?
@GuyFolk ohhhh. You mean that the aircraft should be sitting at a certain angle depending on when you stop pulling up? If so, then how would I fix that exactly? Angle of attack controls, like you said before?
@GuyFolk how would I go about fixing the flipping at high speeds? Inserting angle of attack controls?
Also, this isn't a competition, obviously, but if we're taking about jerking around violently at high angle of attacks, both of your Strike Wyverns seem to have that issue moreso than the Star Raven. They don't start off too bad, but in a split second, they accelerate in flip speed to where it's 1 revolution per second.
@xxwwxavier1 no problem.
+1@ASBE seriously, can you make a downsized version of this?
+2I have to be brutally honest here. I've tested it, and I don't like how it performs. If you plan on making any new variants of this, here's what I recommend fixing:
Turn radius; even at beyond Mach 1, it fails to pull up at even 10° per second!
Air-to-ground missile doesn't work.
Air-to-air missile barely turns at all.
Engine power feels way too unrealistic.
+1@Embedd @Cobra63 @Hunterthemuncher @arcticfox123 @PaperPlaneHasDream @MrGreen @Milo1628xa @HorizonHitingxt @MCapple @notJester1944 @GrizzlitnCFSP @Adamask @IceCraftGaming @Tsurki @donkski @Sergio666
@ASBE would you mind making one that's half the size, at least? I wanna use it in my Star Raven so badly!
+1Credit to:
+1@ASBE for the circular radar
@Zaineman for the variables and hud
@Guyfolk for his guidance
@TRD for the aircraft thumbnail
@Leehopard for the square radar
HOW DO YOU DO THAT?!
+1@Zaineman thanks. Glad to know I made an impact, lol.
@GuyFolk I did not, but I think it works a helluva lot better now that I tuned the other stuff with angle of slip.
+1@GuyFolk just fixed it for the next variant! All I gotta do is wait for TRD to do the pics, and I'll have it posted.
Love the hud of this! I might even use it myself!
+1@mahardika I like the turret designs from the game, personally. The one I came up with for my F-44-B1 Star Raven looks really nice, in my humble opinion. But don't just take my word for it.
+1@GuyFolk I think I understand what you mean now. I'll see what I can do with the next variant.