@F104Deathtrap You got most of it pretty wrong. Yes, to have a realistic acceleration mass should be realistic, but low drag (500-2000 drag points) and realistic engine power is more important, imo. And in real life, most afterburners add around 20-35% more thrust, not 70...
So basically, to answer your question, make sure the mass is accurate or realistic, reduce the drag (calculateDrag = false in Overload), and set the engine power to whatever you think is good enough (if it's a replica make it accurate though) @brians1209
You have to use the dev console.
You activate it like this and open it by pressing with three fingers.
Once it's open you can run the command DebugExpression round(-AngleOfAttack*100)/100 to see your AoA. (this specific code is to show up to two decimal places)
You can just do DebugExpresion -AngleOfAttack if you want to se the entire number.
For altitude above terrain use DebugExpression AltitudeAgl, for example
(GS > 0.1)*(-AngleOfAttack > a)*(AltitudeAgl > b) a is the AoA at which the stall occurs b is the altitude in meters above terrain at which the aircraft no longer touches the ground (you can try with 2)
Altitude warning:
(AltitudeAgl > a)*(AltitudeAgl < b)*(rate(AltitudeAgl) > 1) a is the altitude above terrain in meters at which the aircraft no longer touches the ground (you can try with 2) b is the altitude above terrain in meters below which the warning will work 1 is the climbrate in m/s above which the warning won't work (to make it not work during take-off)
For LandingGear Doors like on WW2 aircraft: floor(smooth(clamp01(LandingGear) , X))
X is the delay you want the LG door to wait, 0.5 will be 2 sec delay.
clamp(x , min, max) basically limits the x.
If you have clamp(Pitch , -0.5, 0.7), the value it will output won't be lower than -0.5 or higher than 0.7 clamp01(x) is the abbreviation for clamp(x , 0, 1)
smooth(x , rate) goes from 0 to x at a specific rate. The rate is the "units" per second. smooth(1, 0.5) will go from 0 to 1 at the rate of 0.5 per second, so it will take 2 seconds to get there.
Oops, didn't see the first part.
+1(Throttle - 0.9)*10is the input you want for the afterburner's engine@F104Deathtrap You got most of it pretty wrong. Yes, to have a realistic acceleration mass should be realistic, but low drag (500-2000 drag points) and realistic engine power is more important, imo. And in real life, most afterburners add around 20-35% more thrust, not 70...
So basically, to answer your question, make sure the mass is accurate or realistic, reduce the drag (calculateDrag = false in Overload), and set the engine power to whatever you think is good enough (if it's a replica make it accurate though) @brians1209
Use the following code as the input for the elevators:
clamp(Pitch/(1+ IAS/300), -1, 1)
Modify the "300" to adjust how much the elevator's range changes
+3yeah, it's a bit too short
You should use a blueprint
anything but more forums, please
+1here, scroll down a bit
clamp(Activate1 = 1 ? Pitch : smooth(Pitch, x) , -1, 1)
+3Congrats, and nice Mustang!
+1
+4(GS > 0.1)*(round(-AngleOfAttack) > 7)*(AltitudeAgl > 1.91)for stall
gtg now
If you published it unlisted and tagged me there it would be nice
+1Of course
no risks
oh, strange. I can do it for you if you want to though
You have to use the dev console.
+1You activate it like this and open it by pressing with three fingers.
Once it's open you can run the command
DebugExpression round(-AngleOfAttack*100)/100to see your AoA. (this specific code is to show up to two decimal places)You can just do
DebugExpresion -AngleOfAttackif you want to se the entire number.For altitude above terrain use
DebugExpression AltitudeAgl, for exampleStall warning:
(GS > 0.1)*(-AngleOfAttack > a)*(AltitudeAgl > b)a is the AoA at which the stall occurs
b is the altitude in meters above terrain at which the aircraft no longer touches the ground (you can try with 2)
Altitude warning:
+6(AltitudeAgl > a)*(AltitudeAgl < b)*(rate(AltitudeAgl) > 1)a is the altitude above terrain in meters at which the aircraft no longer touches the ground (you can try with 2)
b is the altitude above terrain in meters below which the warning will work
1 is the climbrate in m/s above which the warning won't work (to make it not work during take-off)
You can't
+1I wouldn't if I were you
@Bman01 When I made it I didn't feel like putting it in, idk lol
with overload
hmmmmmmm, don't give me ideas, I already have +4 projects going on lol
rate(Altitude) would basically be climb rate
oof
@asteroidbook345 Degrees, and don't flatter me lol
@asteroidbook345 That would indeed work. You might want to clamp it though, in case you somehow spin in the air
Dive bomber, I guess.
It's a delay, so a lower number means it will be faster.
autoDispenseDelay
+4zwei
AngleOfSlip > 90
+1The ternary selection is unnecessary.
woah
@mikoyanster Nice :)
Sad funky trees noises...
Nice tutorial though
or:
floor(smooth(input, 1/time-in-seconds))
You should use clamp01(-AngleOfAttack < 20) instead
Now do it without slowmo
+1@TrislandianAlliance That only applies to mobile users, which is not the case.
It has always woked for me, idk what you two are talking about... @TheReturningHound
Cute X-31
You can do it with the Designer Suite mod
Be aware that
SelectedWeapondoesn't work on mobile.You're welcome, I'm glad it works
+1I don't think you can use images from that place, I tried accessing it but said it was removed.
(I assume this is the image...)
For LandingGear Doors like on WW2 aircraft:
+2floor(smooth(clamp01(LandingGear) , X))X is the delay you want the LG door to wait, 0.5 will be 2 sec delay.
@Bird10 lol
Nice
+1Use structural wings and enable control surfaces on them if you need so, or select the wings, go to overload, and change their
partTypetoWing-2It's horribly slow for me too
+2clamp(x , min, max)basically limits the x.If you have
clamp(Pitch , -0.5, 0.7), the value it will output won't be lower than -0.5 or higher than 0.7clamp01(x)is the abbreviation forclamp(x , 0, 1)
+15smooth(x , rate)goes from 0 to x at a specific rate. Therateis the "units" per second.smooth(1, 0.5)will go from 0 to 1 at the rate of 0.5 per second, so it will take 2 seconds to get there.The windscreen looks pretty weird but the rest is nice
So cute, lol
+1Set the tai rotor to heading hold