@VertolTycoon7588 thx for the advice, however gyroscopes were not implemented in the game when I designed this plane. Feel free to create an improved version.
@AWESOMENESS360 Thanks ! It's definitely the vibe I was looking for; I deliberately didn't look up anything so as to let my imagination do the work, but yeah it comes close :p
@Giggitymerf
I could shift the CoG forward, but then the CoL is too far back. The idea here was to have a CoG roughly in the middle of 4 equally loaded wheels as well as 4 equally loaded wings, so the CoG/CoL location is pretty much determined by that. Such a design is automatically pitch-heavy because of the weight distribution. And because of the 2 set of wings, the pitch control is less stable (hard to explain without schematics).
The pitch surfaces I set just so that you can maneuver confortably but not too sensitive so you don't get into spins too easily. You can fully pull the yoke for a short moment, it will still be stable enough, but if you do so too long then it might lose control. The gyro is just here to recover from that.
If you think about it, most subsonic planes have wings that have a long span but are not very long. In terms of load-spreading this is far from ideal. A long wingspan means a big bending moment on the wing-fuselage connection, and only the middle of the fuselage is well supported. So all the heavy stuff is put in the middle.
In that regard a longer wing with less wingspan would be better. But that would lead to more turbulent airflow on the wings, so less efficiency. Then why not 4 or even 6 smaller wings instead of 2 ?
Now you can spread the weight of your cargo and engines over a longer span. Better for the structure ! But now your pitch inertia get's quite high.
And there is also the unstability effect. You're not just pitching about a songle Col/CoG but it's more like have 2 CoL's and one CoG, and you get higher pitch moment's beyond a certain angle of attack.
TL:DR
The unstability is inherent to the design. The plane behaves just fine if you don't do anything too crazy, the gyro is just here to recover from spins if you do go over the line.
@doge Actually tried again to break it and nothing happened. It used to be a problem during development when the controls were more sensitive, but now it's just fine and you can safely pitch up 10°. But thanks for the tip :)
@F104Deathtrap I wasn't going for stealthy here, I just wanted to get that ominous vibe from a wide flying wing, but thanks for the tip, I hadn't noticed this fact :)
I would pronounce it "Geen-mare" (G as in Gone), but I could be wrong, names can be pronoucned differently depending on the region they come from, sometimes. The squadron's name is Les Cigognes (the Storks).
Really cool replica, nice attention to detail !
@Miniplanes I would say there are several aspects to this.
-Some knowledge of physics and basic flight principles
-Experiment with aesthetic design : build a plane with a simple configuration but take the time to play around with the parts and shapes. You don't have to use a gazillion of them, just make each part count.
-Experiment with physics : see what happens when you move the CoT, CoF and CoG, try out different control modes (canards, flaps, using rotators etc...). It can be frustrating sometimes especially if you're not so at ease with the theory, but can be very instructive.
-Know how the game works : how the parts can be changed, how they attach, how you can nudge them, and some XML modding can't hurt. Again, you just have to try things. Sometimes it just doesn't work, but you can learn from it.
And for these last 3 aspects it can be of rgeat help to reverse-engineer planes from other players. Look at the parts that can be interesting in detail, how the CoT CoF and CoG are located, what design tricks have been used.
@VertolTycoon7588 thx for the advice, however gyroscopes were not implemented in the game when I designed this plane. Feel free to create an improved version.
+1Wow! Impressive work! I'm glad you enjoyed my build as a modding platform :)
@RKOdynamics Sure, go ahead!
@Brendorkus OH cool thanks for notifying me. Too bad he didn't use the main feature, though :p
@Mustang51 @Subnerdica Thanks a lot !
+1@SelectAKey I would defninitely like to see that !
@AWESOMENESS360 Thanks ! It's definitely the vibe I was looking for; I deliberately didn't look up anything so as to let my imagination do the work, but yeah it comes close :p
+1@ChiChiWerx Haha, thanks a lot !
@Giggitymerf
I could shift the CoG forward, but then the CoL is too far back. The idea here was to have a CoG roughly in the middle of 4 equally loaded wheels as well as 4 equally loaded wings, so the CoG/CoL location is pretty much determined by that. Such a design is automatically pitch-heavy because of the weight distribution. And because of the 2 set of wings, the pitch control is less stable (hard to explain without schematics).
The pitch surfaces I set just so that you can maneuver confortably but not too sensitive so you don't get into spins too easily. You can fully pull the yoke for a short moment, it will still be stable enough, but if you do so too long then it might lose control. The gyro is just here to recover from that.
If you think about it, most subsonic planes have wings that have a long span but are not very long. In terms of load-spreading this is far from ideal. A long wingspan means a big bending moment on the wing-fuselage connection, and only the middle of the fuselage is well supported. So all the heavy stuff is put in the middle.
In that regard a longer wing with less wingspan would be better. But that would lead to more turbulent airflow on the wings, so less efficiency. Then why not 4 or even 6 smaller wings instead of 2 ?
Now you can spread the weight of your cargo and engines over a longer span. Better for the structure ! But now your pitch inertia get's quite high.
And there is also the unstability effect. You're not just pitching about a songle Col/CoG but it's more like have 2 CoL's and one CoG, and you get higher pitch moment's beyond a certain angle of attack.
TL:DR
The unstability is inherent to the design. The plane behaves just fine if you don't do anything too crazy, the gyro is just here to recover from spins if you do go over the line.
@GontarMotors Thanks for your appreciation !
Hehe thanks ! Glad you guys appreciate it !
@Delphinos Well thanks a lot, kind sir !
Glad you like it :D
Can't figure if it's ugly or pretty. But I love the way it behaves. One thing though, when I use the brakes/reverse thrust, it goes into crazy spins.
@BaconEggs Thanks :)
@MasterShi sure as long as it's credited as successor. How can it be better it's already perfect :D
@MasterShi glad you like it :)
@ThePrototype yeah it's actually not far off from a Yak-15. But I still like that guy's twist on it :)
kind of crazy, kind of awesome, I love it !
Thanks for your nice words :D
@doge Actually tried again to break it and nothing happened. It used to be a problem during development when the controls were more sensitive, but now it's just fine and you can safely pitch up 10°. But thanks for the tip :)
I'm upvoting cause it looks cool but my PC can't handle it XD
+1Thanks !
@F104Deathtrap I wasn't going for stealthy here, I just wanted to get that ominous vibe from a wide flying wing, but thanks for the tip, I hadn't noticed this fact :)
who me ? naaah :D
Really nice build, cool details, and very stable flight !
+1Thanks !
Awesome ! Love the detail on the engines and the cockpit view !
Thanks !! Much appreciated !
Cool cockpit features !
@LEOPARDtec Thanks !!
Thanks ! They're actually the starting point of this design, and I consider re-using them at some point
Cool looks and nice controls !
@RodWan nah it's not fun if someone already did it nicely. But don't worry I have plenty of other ideas ;)
I have been emaning to do the N-1 and even started on it but I will never be close to your result. Well done !
AMAZING ! They should add a Mass Effect tag :p
Thanks :)
I love it !
Thanks a lot !
Amazing imitation of a helicopter's mechanism !
@Rcb1235 Thanks :)
Good job, man !
Wow ! I think this is the best handling chopper I've seen on this game so far !
I would pronounce it "Geen-mare" (G as in Gone), but I could be wrong, names can be pronoucned differently depending on the region they come from, sometimes. The squadron's name is Les Cigognes (the Storks).
Really cool replica, nice attention to detail !
Dat detail on the landing gear :o
@Amiller822 Technically this is still a colony ship I guess
@Miniplanes I would say there are several aspects to this.
-Some knowledge of physics and basic flight principles
-Experiment with aesthetic design : build a plane with a simple configuration but take the time to play around with the parts and shapes. You don't have to use a gazillion of them, just make each part count.
-Experiment with physics : see what happens when you move the CoT, CoF and CoG, try out different control modes (canards, flaps, using rotators etc...). It can be frustrating sometimes especially if you're not so at ease with the theory, but can be very instructive.
-Know how the game works : how the parts can be changed, how they attach, how you can nudge them, and some XML modding can't hurt. Again, you just have to try things. Sometimes it just doesn't work, but you can learn from it.
And for these last 3 aspects it can be of rgeat help to reverse-engineer planes from other players. Look at the parts that can be interesting in detail, how the CoT CoF and CoG are located, what design tricks have been used.
I hope this helps you !
@AtomicFerret007 Thanks a lot, man !
@JMicah4 Sure ! Don't forget to credit me and be sure to send me a link when it's up !
Whoa thanks guys ! Much appreciated !