@PlaneFlightX Noted. Seems that 1 missile explosionScale still equals to 350mm of explosionScalar, though.
p.s.: pretty sure I confused the two because they have the same particle effects.
Pretty sure we can't set health or fuel to infinity anymore. Arbitrarily large numbers are still okay, though. Glass parts have an actual health of about 1% of the nominal value (aka if you want a glass part to function like a normal part with 300hp you need to set its health to 30000).
Cleaver missiles also make use of the explosionScale attribute; other missiles use the explosionScalar attribute. A missile part with explosionScalar set to "1" is about equivalent to a 350mm cannon part with explosionScalar set to "1".
For gyros, when the autoOrient attribute is set to "true", redefines the "up" direction for the gyro to the "up" direction of the main cockpit. Otherwise the gyro would try to orient the craft to the gyro's own "up" direction.
For cameras, when the autoOrient attribute is set to "true", redefines the "up" direction for the camera to the craft's "positive" direction (up and/or forward), generally useless. not the same as autoCenterCamera, which is a lot more useful.
For CowlFlaps, IIRC when hide is set to "true" it simply hides the entire engine, leaving only the prop and the spinner.
Guns do use activationGroup attributes; all weapons (guns, rockets, bombs, torps, missiles) can use FunkyTree AG (aka the same as InputController AG), but countermeasures can only use integer AG.
On detachers, the detacherMaxUiForce attributed is pretty much how high you can set the detach force/impulse through the UI. Note that the detachForce isn't linear with the UI setting but rather proportional to the square of the UI setting, so setting the detachForce to 50% gets you 25% of the detacherMaxUiForce.
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Soooo... where do I see the updated version again?
On pistons, the preventBreaking attribute means the piston would not detach from the attached object no matter what, whereas disabling it would cause it to drop attached objects when it's too heavy or when the piston encountered too much resistance.
On gauges, the multiplier (not "multiplyer", because that's how the English language rolls) attribute means how many degrees the indicator/gauge face rotates when the input value changes by "1".
@pancelvonat
I'd say most of the weight comes from the jets (sequenced to simulate the firing order of a cross-plane V8 engine), while the pistons and rotators provide some backup acoustics.
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... Hmmmm... Engine-Prop-1 and/or Engine-Prop-2 for acoustics, anyone?
@Ku
Yes, parasitic drag is proportional to the wetted area (IIRC skin friction drag is proportional to the total skin area, while form drag is proportional to the frontal cross-section); however, last time I checked the aerospace industry defines the drag coefficient of an aircraft as the parasitic drag force divided by the wing area, not the wetted area, nor the frontal cross-section.
@Ku
Dimensional Homogeneity FTW!
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Also, pretty sure the reason why you forgot the wetted/reference area was because you were an order of magnitude off with aircraft drag coefficients (which, once again, is not based on the cross-section unlike it is for cars and everyday objects, but rather the wing area.... probably because they're trying to compare it to the amount of lift the plane got). For example, a plane with a drag coef of 0.02 and a wing area of 10m^2 will get you a drag area of exactly 0.2m^2.... which translates to about 200 points of in-game drag.
@SilverStar
Not as if I can even test those either way.... my phone's a potato among potatoes, and my laptop's even worse; incidentally, both came from the bottom of the bargain bin.
Plus, those things look good and realistic and that's all it takes for me to mass-upvote. Personal codes and morals should never be used to judge others with, afterall.
@WritersCrusadersAirCo2
True. IIRC even for IRL railways trains hauling produce and related products are oftentimes slow, heavy trains. So... more like "Strawberry Special" then, I guess?
Smooth surfaces without unnecessary bumps and/or depressions, no flat surfaces pointing into the wind, generally teardrop/cigar-shaped outlines, and cover any non-smooth part with smooth fairings wherever possible.
Just remember the target drag value should be somewhere around 0.02 * [wing area] / 0.0010145 and you should be all set.
area rule?
This.
A transonic aircraft should have a near-constant cross-sectional area excluding the nose and the tail. Or, basically, make sure your wingtips are located where your fuselage is the thinnest, or conversely "tuck in" your fuselage near the wingtips.
For super/hypersonic aircraft, it's "make sure all your parts are tucked behind the shockwave cone created by your nose".
Look at, say, the F-15. Are the curves over the engines important?
As in...? If you meant the LERX then it's for maneuverability at high AOA.
Are flat surfaces on the sides of an aircraft bad?
I'd say.... not necessarily, but likely to be yes. Granted, I'm a mechie undergrad so my understanding about aerodynamics is still rather limited, but IIRC it's more about the part where flat surfaces don't tend to transition smoothly into and out of other shapes so more chance for influence drag.
@Graingy
Kek.
Also.... SP doesn't really double as wind tunnel simulators so.... Still, follow IRL design principles whenever possible, remember things like streamlining and area rule etc, I guess?
.... and go wild.
@Ku
@Graingy
Bonus point: a streamlined aircraft usually have drag coefficient of around 0.02 at subsonic speeds, which, when multiplied by the wing area of around 20m^2, gives a drag area of about 0.4m^2 for general aviation.... or about 400 in-game drag units.
The Coefficient of drag is indeed proportional to the wetted area of the plane.
Nope. The drag coefficient is, by definition, a unitless coefficient, which should NOT be proportional to an area. The drag area, however, is defined as the wetted/reference area times the drag coefficient, which, for an aircraft, is defined as the wing area instead of the frontal cross-section unlike it was for automobiles. (Source: drag coefficient, drag area, drag equation)
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So... read my calculation again: parasite drag should be proportional to the product of the drag coefficient and the reference area - because the drag coefficient is defined as the ratio between the parasitic drag force and one-half the product between the air density, the square of airspeed, and the reference/wing area.
@Ku
...... hmmmm.... Cd = (2 * Fd) / (rho * v^2 * A), which gives us F = Cd * A * 0.5 * rho * v^2, while the drag area is defined as Cd * A....
Your calculation gave us F=D*0.0010145*0.5*rho*v^2, so..... shouldn't the D here be proportional to the drag area instead?
@GalaxiesDontSlleep
.... no wonder why you tend to describe what would normally be considered "horror" and/or "tragedy" as "Lovecraftian".....
For me most of those are called somewhere between "Tuesday" and "it's more efficient to just [insert a realistic solution] for [insert a plot-specific problem], y'know....".
well, it doesn't mean all of it are X-rated though. You know what I mean
No? I mean, anime characters in and of itself shouldn't be the issue, and if someone actually posted explicit stuff here then of course they deserved whatever the mods have in for them, no?
consider accounts that haven't done anything children
As in......? Pretty sure age have nothing to do with their creativity - or lack thereof - in SP.... Plus, once again, I'm pretty sure the noseart is still PG-13.
@LowQualityRepublic
Less "children" and more "teenagers"; SP is PG-13 by definition.
Also, whatever Juan's doing is a lot tamer than historical WWII aircraft noseart.
Welp, let's just say the original "Mad Mommy Maddie" was struck by flak (pun intended) during a combat mission and the airframe was written off after limping back to base; her surviving crew members then decided to commemorate their old aircraft by naming the replacement "Mad AF Mommy Maddie"....
Removed by Mod. Looks like they can't handle the heat...
I just hope it wasn't my comment that caused the mods' attention.... (in case anyone's wondering the historical nosearts I presented were decidedly NOT PG-13 because there's nothing really PG-13 in WWII).
.... That said, reporting someone else's comment without a good reason might also anger the mods... unless that guy was lying and his comment was taken down for something else, ofc.
@PlaneFlightX Noted. Seems that 1 missile explosionScale still equals to 350mm of explosionScalar, though.
p.s.: pretty sure I confused the two because they have the same particle effects.
@PlaneFlightX
- Pretty sure we can't set
- Cleaver missiles also make use of the
- For gyros, when the
- For cameras, when the
+1healthorfuelto infinity anymore. Arbitrarily large numbers are still okay, though. Glass parts have an actual health of about 1% of the nominal value (aka if you want a glass part to function like a normal part with 300hp you need to set its health to 30000).explosionScaleattribute; other missiles use theexplosionScalarattribute. A missile part withexplosionScalarset to "1" is about equivalent to a 350mm cannon part withexplosionScalarset to "1".autoOrientattribute is set to "true", redefines the "up" direction for the gyro to the "up" direction of the main cockpit. Otherwise the gyro would try to orient the craft to the gyro's own "up" direction.autoOrientattribute is set to "true", redefines the "up" direction for the camera to the craft's "positive" direction (up and/or forward), generally useless. not the same asautoCenterCamera, which is a lot more useful.@PlaneFlightX Thanks!
hideis set to "true" it simply hides the entire engine, leaving only the prop and the spinner.activationGroupattributes; all weapons (guns, rockets, bombs, torps, missiles) can use FunkyTree AG (aka the same as InputController AG), but countermeasures can only use integer AG.@PlaneFlightX
detacherMaxUiForceattributed is pretty much how high you can set the detach force/impulse through the UI. Note that thedetachForceisn't linear with the UI setting but rather proportional to the square of the UI setting, so setting the detachForce to 50% gets you 25% of the detacherMaxUiForce..
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Soooo... where do I see the updated version again?
@PlaneFlightX
So... a few more documentations:
preventBreakingattribute means the piston would not detach from the attached object no matter what, whereas disabling it would cause it to drop attached objects when it's too heavy or when the piston encountered too much resistance.multiplier(not "multiplyer", because that's how the English language rolls) attribute means how many degrees the indicator/gauge face rotates when the input value changes by "1".@pancelvonat
I'd say most of the weight comes from the jets (sequenced to simulate the firing order of a cross-plane V8 engine), while the pistons and rotators provide some backup acoustics.
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... Hmmmm...
Engine-Prop-1and/orEngine-Prop-2for acoustics, anyone?... and here's me, with a monstrosity like this....
+1
+1FIRST!That cross.... a WWI ambulance?
Quick question: what does "R:TN" stand for?
+1.
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... and which map did you use for the cityscape screenshot?
Good to see ya again, and Merry Christmas!
🎄🎅🎄🎅🎄🎅
@Ku
+1Yes, parasitic drag is proportional to the wetted area (IIRC skin friction drag is proportional to the total skin area, while form drag is proportional to the frontal cross-section); however, last time I checked the aerospace industry defines the drag coefficient of an aircraft as the parasitic drag force divided by the wing area, not the wetted area, nor the frontal cross-section.
@Ku
Dimensional Homogeneity FTW!
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Also, pretty sure the reason why you forgot the wetted/reference area was because you were an order of magnitude off with aircraft drag coefficients (which, once again, is not based on the cross-section unlike it is for cars and everyday objects, but rather the wing area.... probably because they're trying to compare it to the amount of lift the plane got). For example, a plane with a drag coef of 0.02 and a wing area of 10m^2 will get you a drag area of exactly 0.2m^2.... which translates to about 200 points of in-game drag.
@SilverStar
Not as if I can even test those either way.... my phone's a potato among potatoes, and my laptop's even worse; incidentally, both came from the bottom of the bargain bin.
Plus, those things look good and realistic and that's all it takes for me to mass-upvote. Personal codes and morals should never be used to judge others with, afterall.
@SilverStar Because drag force is proportional to the square of the airspeed?
@WritersCrusadersAirCo2
+1True. IIRC even for IRL railways trains hauling produce and related products are oftentimes slow, heavy trains. So... more like "Strawberry Special" then, I guess?
@WritersCrusadersAirCo2
+1Something something DeviantArt? IIRC your first account also had a post or two about her.
Amy strawberry express w h e n
+1@Graingy
Smooth surfaces without unnecessary bumps and/or depressions, no flat surfaces pointing into the wind, generally teardrop/cigar-shaped outlines, and cover any non-smooth part with smooth fairings wherever possible.
+1@Graingy
Just remember the target drag value should be somewhere around
0.02 * [wing area] / 0.0010145and you should be all set.This.
A transonic aircraft should have a near-constant cross-sectional area excluding the nose and the tail. Or, basically, make sure your wingtips are located where your fuselage is the thinnest, or conversely "tuck in" your fuselage near the wingtips.
For super/hypersonic aircraft, it's "make sure all your parts are tucked behind the shockwave cone created by your nose".
As in...? If you meant the LERX then it's for maneuverability at high AOA.
I'd say.... not necessarily, but likely to be yes. Granted, I'm a mechie undergrad so my understanding about aerodynamics is still rather limited, but IIRC it's more about the part where flat surfaces don't tend to transition smoothly into and out of other shapes so more chance for influence drag.
+1@Graingy
Kek.
Also.... SP doesn't really double as wind tunnel simulators so.... Still, follow IRL design principles whenever possible, remember things like streamlining and area rule etc, I guess?
.... and go wild.
@Ku
@Graingy
Bonus point: a streamlined aircraft usually have drag coefficient of around 0.02 at subsonic speeds, which, when multiplied by the wing area of around 20m^2, gives a drag area of about 0.4m^2 for general aviation.... or about 400 in-game drag units.
@Ku
Nope. The drag coefficient is, by definition, a unitless coefficient, which should NOT be proportional to an area. The drag area, however, is defined as the wetted/reference area times the drag coefficient, which, for an aircraft, is defined as the wing area instead of the frontal cross-section unlike it was for automobiles.
(Source: drag coefficient, drag area, drag equation)
.
So... read my calculation again: parasite drag should be proportional to the product of the drag coefficient and the reference area - because the drag coefficient is defined as the ratio between the parasitic drag force and one-half the product between the air density, the square of airspeed, and the reference/wing area.
DISCIPLINE ENFORCED BY AIRCRAFT
+2@Ku
...... hmmmm....
Cd = (2 * Fd) / (rho * v^2 * A), which gives usF = Cd * A * 0.5 * rho * v^2, while the drag area is defined asCd * A....Your calculation gave us
F=D*0.0010145*0.5*rho*v^2, so..... shouldn't the D here be proportional to the drag area instead?++DISCIPLINE ENFORCED BY TANK++
+1Quick question though: how does the depth charge work?
+1ZOGGIN' BOOTIFUL, BOSS!
+1@MajorFreischmidt Thanks!
Armored Core?
+1@GalaxiesDontSlleep
+1.... no wonder why you tend to describe what would normally be considered "horror" and/or "tragedy" as "Lovecraftian".....
For me most of those are called somewhere between "Tuesday" and "it's more efficient to just [insert a realistic solution] for [insert a plot-specific problem], y'know....".
WITNESSED ! ! !
+1Keep up the good work my pal! 🤗
@WritersCrusadersAirCo2
No? I mean, anime characters in and of itself shouldn't be the issue, and if someone actually posted explicit stuff here then of course they deserved whatever the mods have in for them, no?
@LowQualityRepublic
As in......? Pretty sure age have nothing to do with their creativity - or lack thereof - in SP.... Plus, once again, I'm pretty sure the noseart is still PG-13.
@WritersCrusadersAirCo2
as in.... ?
@USAMustang
+1.... how come are those X-rated? No full nudity, no intimate parts, no substance abuse nor strong language either.
@LowQualityRepublic
+3Less "children" and more "teenagers"; SP is PG-13 by definition.
Also, whatever Juan's doing is a lot tamer than historical WWII aircraft noseart.
NO STEP ON SNEK !
+1Welp, let's just say the original "Mad Mommy Maddie" was struck by flak (pun intended) during a combat mission and the airframe was written off after limping back to base; her surviving crew members then decided to commemorate their old aircraft by naming the replacement "Mad AF Mommy Maddie"....
+4I'Z HERE FOIST ! ! WAAAAAAAGGGHHH ! ! !
j u g - o ' - j u i c e W H E R E
Ah, the greatest, handsomest mix between the P-51 and the Me-262. Great job!
+1.... thanks for the idea! Now let's see if I can turn my own tractor props into jets....
.... and here I thought something named "archer" would have rockets and/or missiles as standard loadout...
.... and here I thought it was because it revolutionized air combat and brought forth the jet age.....
+1@WritersCrusadersAirCo2
I just hope it wasn't my comment that caused the mods' attention.... (in case anyone's wondering the historical nosearts I presented were decidedly NOT PG-13 because there's nothing really PG-13 in WWII).
+1.... That said, reporting someone else's comment without a good reason might also anger the mods... unless that guy was lying and his comment was taken down for something else, ofc.
@Graingy Yeah. Bonus point for a turbojet is nought but a ramjet with a compressor powered by its own exhaust gasses.
+1@Karroc9522 ... and what are you guys intercepting again? Flying battleships?