@CyanWasNotTheImpostor I absolutely despise that deadzone lol. Also the stick isn't precise at all, maybe each axis has 50 values, no more. mouse as joystick is hugely more precise
@Sovetskysoyus what he's saying is that simplelanes doesn't use the entirety of his system, for example, only 4 out of the 8gb ram, yet the frame rate is very low. That the game should only struggle if there wasn't enough ram or enough anything.
I flew it today for the first time, and I gotta say, I love how it flies! It's also very good looking and I love the design, you did an awesome job on this plane, favorited.
Unfortunately it has some pretty bad downsides, the drag is way too high, so you made the engines unrealistically powerful, and the fuel consumption is insane, allowing only very short flights.I wouldn't have gone above 2000 drag points if I were you.
Another little improvement you could do on your next builds is to make the afterburner engage at 100% throttle (Throttle = 1), or make it adjustable (inverselerp(0.95,1,Throttle))
You're probably my favorite builder, all your builds look and perform excellently!
in the dogfight game mode it makes the AI control the plane, in the other game modes it's just levelling.
It would be nice to have altitude hold instead of just levelling,but you can make that yourself
vjoy, but it's a pain to work with
I tried to combine trackir and my hotas but it kept crashing and asking me to restart the pc so I gave up, please let me know if someone has a better solution lol
well, I guess there's more action, but still a bit meh lol
the scenes shouldn't be as long as the destroyers one and again, they need more action (not just shooting at the some ships that are 5km away and crashing into one of them). adapting the scenes to the music is also very important
Worst thing was the poor music choice, imho
you should watch some good cinematics like (this)[https://youtu.be/sEs4wmc0aYw] as inspiration
looks pretty good, but lacks actual action (not just flying around, shooting at nothing, and dropping bombs on the ground). I'd like to see aerial combat, take-offs, landings, ground attacks...
It's looking quite good, but here are a couple of important inaccuracies I noticed:
- You took the leading edge extensions, slats and airbrake (as 2papi2chulo already mentioned) of the legacy hornet
- The small tubes between the vertical stabilizers are a bit too big and too high
A-10 has better avionics and weapon systems than those on the frogfoot, which allow much more accurate strikes. The A-10 is also able of carrying better air-to-air missiles, which allow it to defend itself in certain situations better than the frogfoot.
Interestingly the frogfoot was developed some years later than the warthog.
Sources: DCS World and many other sites and reports I don't remember
made by JamesplanesII
Basically, Flat bottom and semi-symmetric create lift even at 0 degrees AoA, while symmetric needs positive AoA to produce it. Flat bottom creates more drag than s-s, which is more draggy than symmetric. flat bottom has a higher critical AoA than s-s, which has a higher critical AoA than symmetric... and so on
nacaprop can only be used through overload and is the airfoil the props in the game use
@xboxseriesx @BigBigTheMac @POTETOZ
@CyanWasNotTheImpostor I absolutely despise that deadzone lol. Also the stick isn't precise at all, maybe each axis has 50 values, no more. mouse as joystick is hugely more precise
but if you find a good deal (less than 350), get the thrustmaster warthog
saitek X52 or X56, I'm planning on getting the latter when my hotas x stops being useful (although it already sucks lol)
@Sovetskysoyus what he's saying is that simplelanes doesn't use the entirety of his system, for example, only 4 out of the 8gb ram, yet the frame rate is very low. That the game should only struggle if there wasn't enough ram or enough anything.
+2@ChrisPy oh okay
?
@Sovetskysoyus yes, North American F-100D Super Sabre
@FeatherWing that is for inputs that can only be "on or off"
For inputs such as Throttle, Pitch, etc you should use something I haven't thought of yet
@tsampoy @TriStar you're welcome lol
I'd like to see #28, seems fun to fly
floor(smooth(input,1/x))
x is the delay in seconds
@RamboJutter you're welcome, if you would like feedback or FT help for a build feel free to tag me
+1I flew it today for the first time, and I gotta say, I love how it flies! It's also very good looking and I love the design, you did an awesome job on this plane, favorited.
Unfortunately it has some pretty bad downsides, the drag is way too high, so you made the engines unrealistically powerful, and the fuel consumption is insane, allowing only very short flights.I wouldn't have gone above 2000 drag points if I were you.
Another little improvement you could do on your next builds is to make the afterburner engage at 100% throttle (Throttle = 1), or make it adjustable (inverselerp(0.95,1,Throttle))
You're probably my favorite builder, all your builds look and perform excellently!
@tsampoy thx!
@tsampoy same! The lighting was pretty much perfect
@Default4 some day next week
@JaeBeansS Thanks!
+1@SovietBun indeed lol, thx
@F104Deathtrap thanks! you'll only have to wait a few more days :)
Wing loading is too low, making the stall speed too low as well
@JeffChandler 2 french liveries already made, I'll do the danish one soon, doesn't seem difficult
@X4JB I know
@DonaldAs2121 nice cockpit
+1@NexusGaming ah, okay, but wonky? it works perfectly fine for me
Warhawk_95 also made a nice list with the most important locations
@NexusGaming we do, Longitude and Latitude
The aesthetic rudder is inverted
+3hot
+1in the dogfight game mode it makes the AI control the plane, in the other game modes it's just levelling.
It would be nice to have altitude hold instead of just levelling,but you can make that yourself
vjoy, but it's a pain to work with
I tried to combine trackir and my hotas but it kept crashing and asking me to restart the pc so I gave up, please let me know if someone has a better solution lol
dang, this is cool
a
very useful
floor(smooth(clamp01(GearDown),1/x))
x is the delay in seconds, use -GearDown to make it close/open when gear is down, I don't remember
@DonaldAs2121 yoooo
looks very good, although the afterburner might need some work
+2well, I guess there's more action, but still a bit meh lol
the scenes shouldn't be as long as the destroyers one and again, they need more action (not just shooting at the some ships that are 5km away and crashing into one of them). adapting the scenes to the music is also very important
Worst thing was the poor music choice, imho
you should watch some good cinematics like (this)[https://youtu.be/sEs4wmc0aYw] as inspiration
looks pretty good, but lacks actual action (not just flying around, shooting at nothing, and dropping bombs on the ground). I'd like to see aerial combat, take-offs, landings, ground attacks...
+3finally
+1disclaimer:
flight model is very bad as I made it a year ago and didn't have the chance of revamping it
It's looking quite good, but here are a couple of important inaccuracies I noticed:
- You took the leading edge extensions, slats and airbrake (as 2papi2chulo already mentioned) of the legacy hornet
- The small tubes between the vertical stabilizers are a bit too big and too high
here's a comparison which will you help a lot
+3looking forward to the release!
you're welcome!
clamp(input, min, max)
is your best friendA-10 has better avionics and weapon systems than those on the frogfoot, which allow much more accurate strikes. The A-10 is also able of carrying better air-to-air missiles, which allow it to defend itself in certain situations better than the frogfoot.
Interestingly the frogfoot was developed some years later than the warthog.
Sources: DCS World and many other sites and reports I don't remember
@iPilot nope
@iPilot with anything that supports FT
+1clamp(x,a,b)
+1x is input, a is minimum value, b is maximum.
if the rotator is set to 180, 1 is 180 degrees
put this in activationGroup:
TargetDistance < x
x is the max range in meters
made by JamesplanesII
+1Basically, Flat bottom and semi-symmetric create lift even at 0 degrees AoA, while symmetric needs positive AoA to produce it. Flat bottom creates more drag than s-s, which is more draggy than symmetric. flat bottom has a higher critical AoA than s-s, which has a higher critical AoA than symmetric... and so on
nacaprop can only be used through overload and is the airfoil the props in the game use
very nice
Make them function with airspeed and angle of attack, they were spring loaded, not actuated by anything
+2