@AlexRol05 well the variables HeadPi, AltPi, and RatePi are for the respectable autopilot functions. Just copy those variables into a new plane and then add the pitch ones into the elevator inputs and the heading ones into the aileron inputs.
If you're wondering how the code works, I basically just made a system which makes the aircraft wings level. So if it senses it is banking to the left, it'll add right aileron and if it is pitching down, it will pull up. Then say, to make it roll left 60° I will just subtract 60 from the RollAngle, making the aircraft think it is rolled 60 degrees right and it will correct for that.
So to make it hold a heading you just have to have that artificial error be put in by FT expressions, like clamp(deltaangle(Heading, Trim * 180), -60, 60). So it will take the difference between your Heading and Trim * 180. Then I'm just clamping it to between negative and positive 60, so even if the heading is off by 80° it will onlyy roll 60.
@hpgbproductions thank you so much! Thats a lot of info, I will definitely read it bacm and see what I can make tomorrow. Right now I'm trying to make an automatic approach for the USS Beast haha its very consuming and the geometry is hard
Btw this plane is super cool I love the cockpit cam
@klm747klm747 yep, I’m sure you noticed but by the time you get control back, there is a heavy pitch up input in. So just reducing the strength would also pitch the nose down. However I could also add a value which gradually adds to pitch as the actually controlled part fades out.
@klm747klm747 yeah, I noticed that problem on my phone but not on my tablet. The issue is just that because both glide slope and localizer are vector-based, they will get more sensitive the closer you get to the runway. I think I could solve this by taking out some of the P gain as you approach the runway.
Could you explain how you did the labels on the main panel please? I'm pretty advanced with ft and I'm doing a lot of reading into formatting for the new labels but idk how you're doing all that.
@FoxtrotCharlieCharlieX yeah, I created a plane with a glide slope and localizer code you had to follow manually. He said he hoped IFR wasn’t that hard or he was screwed for his lessons starting in a week
My favorite part is how it perfectly gets centerline every time, it's so satisfying. Even better than the in-game approach locations do it.
(Sorry for the awful flare at the end I'm a bad pilot)
Let me know if you guys have any issues with this. Tips / Pointers:
Make sure you don't forget to do the final flare manually! Control is all you past the threshold
Throttle at 10% far out and decrease to 2-3% when landing
I press ag1 for heading hold just before the auto-glidepath turns off so I can focus on pitch
It's been tested and tweaked on high physics
@MrCOPTY if you want to use just give me credit please, but tag me if you use it, I'd like to see this system in action. You may need to tweak some values based on how sporty you want the aircraft to act.
@klm747klm747 @PlaneFlightX yeah, it's not perfect and I sure as hell wouldn't trust myself with this IRL. But I can somehow consistently fly this thing in from pretty far out and somehow find the runway
I would recommend spawnkng in the air, and then flying out from the airport. Then line yourself up approximately in orbit view(making sure you are close to a 3° glideslope) and then go into the cockpit. Fly the ILS glidepath into the runway and you'll break out of the fog just in time!
If the glideslope is too shallow for you or the cloud ceiling is too low, I can show you the values to edit.
Im not going to read all the comments to see if someone already asked this, and it's irrelevant to me anyways because I play on mobile but whatever. I think you should make those little control panels that go above every passenger seat. If you don't know what I mean, they have:
Aimable fans
Aimable lights
Call attendant button
No smoking light
Seatbelt sign
Obviously you wouldnt make the light and fan moveable but on a real plane you can aim them wherever you want
@Deandash yeah, the 4 or 5 degrees you see here is not exactly realistic to real life haha. SP physics makes air behave more like water, very hard to squeeze and shape. Essentially the wing just goes whatever direction it's pointing, which means higher AoAs are really difficult to hit without a super unstable plane like GuyFolk makes. So IRL it would be landing at much higher AoA than here.
Also landing at low AoA is super dangerous because the speed is way higher than it needs to be. So yeah sorry to poop on your design so much but in all honesty, it's cool and I like it, but it just probably wouldn't be a thing. Also because like engine maintenance and stuff it would be better below the wing.
The fuselage shape is so cool! I am definitely trying that
Also how the bottom is all the same height is cool but I'm referring to the engine/inlet/cockpit shapes.
Lol the front canards' wake would probably create a massive vacuum in front of the jets when at a high angle of attack(takeoff and landing), so one would stall out, you would lose power, causing a huge drop in airspeed. The pilots would be putting in quite a bit of yaw to counter the asymmetrical thrust, meaning they might try to use aileron in the final approach. Unfortunately, this will stall the wing and send them into a spin.
Everybody dies
@AlexRol05 well the variables
+1HeadPi
,AltPi
, andRatePi
are for the respectable autopilot functions. Just copy those variables into a new plane and then add the pitch ones into the elevator inputs and the heading ones into the aileron inputs.If you're wondering how the code works, I basically just made a system which makes the aircraft wings level. So if it senses it is banking to the left, it'll add right aileron and if it is pitching down, it will pull up. Then say, to make it roll left 60° I will just subtract 60 from the RollAngle, making the aircraft think it is rolled 60 degrees right and it will correct for that.
So to make it hold a heading you just have to have that artificial error be put in by FT expressions, like
clamp(deltaangle(Heading, Trim * 180), -60, 60)
. So it will take the difference between yourHeading
andTrim * 180
. Then I'm just clamping it to between negative and positive 60, so even if the heading is off by 80° it will onlyy roll 60.@hpgbproductions thank you so much! Thats a lot of info, I will definitely read it bacm and see what I can make tomorrow. Right now I'm trying to make an automatic approach for the USS Beast haha its very consuming and the geometry is hard
Btw this plane is super cool I love the cockpit cam
@ReturnOfJeffChandler you have to adjust the p and d gains for every craft. Plus maybe some constants if it is improperly balanced
@klm747klm747 yep, I’m sure you noticed but by the time you get control back, there is a heavy pitch up input in. So just reducing the strength would also pitch the nose down. However I could also add a value which gradually adds to pitch as the actually controlled part fades out.
@klm747klm747 yeah, I noticed that problem on my phone but not on my tablet. The issue is just that because both glide slope and localizer are vector-based, they will get more sensitive the closer you get to the runway. I think I could solve this by taking out some of the P gain as you approach the runway.
+1@klm747klm747 you might find this one interesting…
+1Could you explain how you did the labels on the main panel please? I'm pretty advanced with ft and I'm doing a lot of reading into formatting for the new labels but idk how you're doing all that.
+1@FoxtrotCharlieCharlieX yeah, I created a plane with a glide slope and localizer code you had to follow manually. He said he hoped IFR wasn’t that hard or he was screwed for his lessons starting in a week
+1@rexzion holy shit I actually laughed when I saw that
+1@ReturnOfJeffChandler yeah yeah
+1@Kangy oh thanks lol — I’ve never really gotten into the discord community but hopefully that gets the word out I think this is super cool too
+2Try it here!
My favorite part is how it perfectly gets centerline every time, it's so satisfying. Even better than the in-game approach locations do it.
(Sorry for the awful flare at the end I'm a bad pilot)
@ReturnOfJeffChandler yesss
+1@Reworkable oh thanks!
+1Let me know if you guys have any issues with this. Tips / Pointers:
Make sure you don't forget to do the final flare manually! Control is all you past the threshold
Throttle at 10% far out and decrease to 2-3% when landing
I press ag1 for heading hold just before the auto-glidepath turns off so I can focus on pitch
It's been tested and tweaked on high physics
Here is a demonstration video but it's really not that difficult.
@OrderlyHippo uhm the glideslope and localizer values would be correct but the plane would not fly
@MrCOPTY if you want to use just give me credit please, but tag me if you use it, I'd like to see this system in action. You may need to tweak some values based on how sporty you want the aircraft to act.
@MrCOPTY yeah just give me credit please
+1Hmm
@OrderlyHippo thanks
@klm747klm747 @PlaneFlightX yeah, it's not perfect and I sure as hell wouldn't trust myself with this IRL. But I can somehow consistently fly this thing in from pretty far out and somehow find the runway
+1I would recommend spawnkng in the air, and then flying out from the airport. Then line yourself up approximately in orbit view(making sure you are close to a 3° glideslope) and then go into the cockpit. Fly the ILS glidepath into the runway and you'll break out of the fog just in time!
If the glideslope is too shallow for you or the cloud ceiling is too low, I can show you the values to edit.
@PlaneFlightX haha I just made my own ILS instead. You should try this thing, it's really fun.
+1Can I use this on my plane -- well, project
Im not going to read all the comments to see if someone already asked this, and it's irrelevant to me anyways because I play on mobile but whatever. I think you should make those little control panels that go above every passenger seat. If you don't know what I mean, they have:
+1Aimable fans
Aimable lights
Call attendant button
No smoking light
Seatbelt sign
Obviously you wouldnt make the light and fan moveable but on a real plane you can aim them wherever you want
@SimonGlaser ok I'll make a prototype and test this out. Thanks for the challenge!
+1Ha lol I actually haven't really looked into label FT at all. I want to say you just put curly brackets {} around the code.
@ReinMcDeer sí
@realSavageMan yeah seeing a 747 was really cool
@TheFlightGuySP ok thanks
Cool livery ig
@1114117483 yeah lol what should I do next? Idk what to build
@1114117483 wdym?
Ich schwimme im die/der/das schwimmwagen! (I'm learning German on duolingo)
+3Here's my entry, Mercedes Zetros 2020
+1@Hannyboy yeah what a coincidence but I'll enter, sure
@Hannyboy no lol idek tha existed!
@Deandash yeah, the 4 or 5 degrees you see here is not exactly realistic to real life haha. SP physics makes air behave more like water, very hard to squeeze and shape. Essentially the wing just goes whatever direction it's pointing, which means higher AoAs are really difficult to hit without a super unstable plane like GuyFolk makes. So IRL it would be landing at much higher AoA than here.
+1Also landing at low AoA is super dangerous because the speed is way higher than it needs to be. So yeah sorry to poop on your design so much but in all honesty, it's cool and I like it, but it just probably wouldn't be a thing. Also because like engine maintenance and stuff it would be better below the wing.
The fuselage shape is so cool!
I am definitely trying that
Also how the bottom is all the same height is cool but I'm referring to the engine/inlet/cockpit shapes.
Cool concept though.
Lol the front canards' wake would probably create a massive vacuum in front of the jets when at a high angle of attack(takeoff and landing), so one would stall out, you would lose power, causing a huge drop in airspeed. The pilots would be putting in quite a bit of yaw to counter the asymmetrical thrust, meaning they might try to use aileron in the final approach. Unfortunately, this will stall the wing and send them into a spin.
Everybody dies
Welcome to the DA118-208:
Stall out both engines every time you try to take off or land!
Lol when you click the face the smile gets wider
+5@Darkspoul Ultralight is my name, I love them too. That is probably because it is most realistic that I would have an ultralight over other planes.
+2@Diloph aww man I didn't see it coming
+1@Diloph WhO's sUGma
+1@jamesPLANESii ok thanks for the feedback.
+1@jamesPLANESii it would be great if you gave some STOL advice here
+2@OrderlyHippo yeah lol this one is a challenge
@jamesPLANESii yeah there's a lot of flaws with it. Mostly the speed thing which, yeah, annoys me too. Thanks for the feedback!