@Formula350
1. Because "altitude corrected TAS" is just IAS, which we already have.
2. In ISA conditions the speed of sound at sea level is 340.28 m/s which is about 340 m/s.
3. That would give you a meaningless number, as you would be dividing TAS by the reduction in the speed of sound vs altitude.
You're welcome, as always
It's not a bug as True Airspeed doesn't vary with density, which is why you have to factor altitude in.
The FT code for mach number in the ISA is this: TAS/(340-clamp((Altitude*0.003937),0,43))
@Huax The thing is, fuselage inlet size doesn't change anything, only the amount does. With 10 large (square) intakes you will get the exact same power from sea level up to about 60,000 ft. This is because in SP the thrust doesn't start to decrease until you are above a certain altitude (which is set by the amount of inlets)
Post stall maneuvering basically consists in having some degree of control after stall, and the only definition I could find is made by the ace combat community so yeah... I'll go by that.
The hornets can technically do post stall maneuvers. The legacy hornet stalls at 35° AoA, but remains quite controllable up to about 55°.
You don't need TVC to maneuver in a stalled condition, other examples of this are some flankers and the MiG-29.
The raptor is even more capable, as it has pitch TVC and probably differential thrust as well.
@Kangy :
There are many videos of F-22s performing PSMs like the falling leaf, go take a look.
@ZeroWithSlashedO is mostly right, extreme sideslip (thus stalling the tail fin(s) ) is also considered a PSM, though I personally think uncontrollable flat spins aren't. And last but not least, the term "breaking aoa" doesn't exist, it's stalling or exceeding critical aoa
@Evanf111BOOM Not really, you only have to create a vjoy profile, set opentrack's output to "joystick emulation vjoystick", and configure the vjoystick in SP's control settings. There are binds prepared for that.
And cameras will need to have auto-center enabled
head mounted cueing systems, precision guided munitions, custom weapon guidance, active suspension, better fbw, gunsights that work even with camera movement...
So many new possibilities that make this the best update by far
@Blub00The00Builder it's part of the code, yes
@Brayden1981 I haven't played for a year and I doubt I'll do it anytime soon as I simply don't have the patience anymore
+1@Brayden1981 somewhat
@BlackWidowSquadron I don't think you can
@GorillaGuerrilla It actually should, as I was unable to simulate it lol
@BlackWidowSquadron replace floor with ceil
Use less words, most people won't read paragraphs of such size
+3this won't fix it, but you can delete the =true bits to make the code simpler
Frogfoot, the frogger doesn't exist
you have to use rotators and pistons to move the helmet
+1@Formula350
1. Because "altitude corrected TAS" is just IAS, which we already have.
2. In ISA conditions the speed of sound at sea level is 340.28 m/s which is about 340 m/s.
3. That would give you a meaningless number, as you would be dividing TAS by the reduction in the speed of sound vs altitude.
You're welcome, as always
It's not a bug as True Airspeed doesn't vary with density, which is why you have to factor altitude in.
+1The FT code for mach number in the ISA is this:
TAS/(340-clamp((Altitude*0.003937),0,43))
change the activation group of the chute to
smooth(clamp01(ActivateX),1/Y)
where X is the activation group and Y the delay
Nautical system because of flight manuals and IAS, since it's the most useful and relevant speed aside from Mach number.
@Huax The thing is, fuselage inlet size doesn't change anything, only the amount does. With 10 large (square) intakes you will get the exact same power from sea level up to about 60,000 ft. This is because in SP the thrust doesn't start to decrease until you are above a certain altitude (which is set by the amount of inlets)
you can just use IAS instead of trying to figure out the density
you can also copy the link and press Ctrl+L in the designer to download builds, it's much easier
+2@LobsterBisque128 Not 1 year ago...
@GigaEnterprise777 replace floor with ceil
@PlaneFlightX The most typical glide slope is about 3 degrees
no
+1forgot the parentheses lol
@Formula350 Oh I see, edited it so it works like yours
+1L:
+1Roll - (Roll=0 ? clamp01(Yaw)*0.055 : 0)
R:
Roll + (Roll=0 ? clamp01(-Yaw)*0.055 : 0)
definitely a bug, it happens to me too
+1There's literally a slider for vibration damping
+1@dababyduck you can disconnect the non-vtol engines temporarily to see the CoT that matters
imagine pirating a game that's less than 3 bucks during sales
+3the wing bulge isn't so tall on the real thing
@FerretAeronautics The engine will stop working completely
+2You gotta hide a rotator with Trim input somewhere. Set it to floppy so it doesn't bother
+5doesn't
+4Post stall maneuvering basically consists in having some degree of control after stall, and the only definition I could find is made by the ace combat community so yeah... I'll go by that.
+3The hornets can technically do post stall maneuvers. The legacy hornet stalls at 35° AoA, but remains quite controllable up to about 55°.
You don't need TVC to maneuver in a stalled condition, other examples of this are some flankers and the MiG-29.
The raptor is even more capable, as it has pitch TVC and probably differential thrust as well.
@Kangy :
There are many videos of F-22s performing PSMs like the falling leaf, go take a look.
@ZeroWithSlashedO is mostly right, extreme sideslip (thus stalling the tail fin(s) ) is also considered a PSM, though I personally think uncontrollable flat spins aren't. And last but not least, the term "breaking aoa" doesn't exist, it's stalling or exceeding critical aoa
The bank angle and vertical speed are reduced too early when approaching the target heading and altitude, but you did a really good job
+1Amazing work, but the AoA should be inverted
Thrust != power, but good
@Evanf111BOOM Not really, you only have to create a vjoy profile, set opentrack's output to "joystick emulation vjoystick", and configure the vjoystick in SP's control settings. There are binds prepared for that.
And cameras will need to have auto-center enabled
You can use vjoy for that
the burner flame needs some work but the rest looks gorgeous. Will it have an accurate startup procedure?
+1unfortunately, that's how it usually is
@OldBomber press T or tap on the arrow next to the speed...
@DDVC never use mass 0 on props
A-3 skywarrior
head mounted cueing systems, precision guided munitions, custom weapon guidance, active suspension, better fbw, gunsights that work even with camera movement...
+1So many new possibilities that make this the best update by far
and then you guys want mobile friendly builds bruh
+45 days late
+1bye lol
search %appdata%, go to the previous folder, and into localLow
maxAngularVelocity, just set it very high
On PC you can