Can we get a bug fix for the connection editor (clicking on the first attachment point automatically selects the part behind it as the second part)? I've always found it more handy than the one built in
set the piston's speed to a very high amount (100-200%), and use the following code to adjust the actual speed: smooth(Input,1/X)
Replace Input with whatever you have as the input, and X with the desired time it takes for the piston to extend/retract fully.
@EternalDarkness that will output a negative number when pitch is 0 or quite small, and pitching up corresponds to negative numbers, meaning that it will make the plane pitch up more and more as speed increases.
A better code would be Pitch/(1+pow(IAS/150,2)), where decreasing 150 increases the stiffening
When hiding wing parts inside fuselage wings, make the wings more or less the same size as the fuselage ones and then scale them down using overload. You made the wings so small that the wing loading was extremely high and there was almost zero pitch authority. Your engine was also very overpowered so i removed most of the drag of the plane and reduced the power. here you go
@V The point is to use the input of the rotator to know the barrel's position, which is very easy. the AG for the cannons would be something like repeat()>0.95
@BeastHunter Get the 128 version, with the starter pack as the default headstrap is terrible. You'll be able to play it either on the headset or with pc, although the performance of the quest 2 isn't the greatest compared to mid range PCs, let alone high end. Bear in mind that you need a facebook account to use the headset
@spefyjerbf SP has very basic wing physics, each airfoil has fixed graphs for Cl and Cd that don't change with anything, not even sweep, ground effect or mach
@ElLocoArgento simplemente escríbelo así ![](https://www.simpleplanes.com/Content/img/logo.png)
(El enlace puede ser cualquiera, mientras que sea una imagen)
The exact stall or maximum lift angles are 13.5, 16.5 and 27.5
And the maximum lift coefficients I found out were 1.38, 1.5, and 1.95 respectively. I used 1.225 Kg/m^3 as density at sea level though, so my results are slightly different
Not sure if suggested already, but adding funky tree variables for head postition would allow the creation of usable gunsights (not ironsights) and headmounted cueing systems for SPVR
@Falkenwut Above ~5 degrees AoA , the engines wouldn't get clean airflow irl because of the LERX blocking it, and the engines would very likely suffer a compressor stall. This is why almost no fighter jets have the air intakes on top of the fuselage and probably one of the reasons this design wasn't successful
Here you have it: Throttle * ((-0.4444*pow(clamp( (TAS/(340-clamp((Altitude*0.003937),0,43))) ,1.5,3.5)-3 ,2)+1) + (0.043895*pow(clamp( (TAS/(340-clamp((Altitude*0.003937),0,43))) ,3.5,8)-8,2)))
And here's the link to the desmos graph, so you can modify it at will
@ChrisPy Not really. I'll create a realistic thrust vs mach curve, where thrust increases gradually up to a certain mach (starting from anywhere between mach 1 and 2 in this case), and then starts to decay
The MP mod will most likely work just fine on pc spvr, but I doubt we'll get ingame mp until 1.13 or so
@One2 not very halal of him
+2Can we get a bug fix for the connection editor (clicking on the first attachment point automatically selects the part behind it as the second part)? I've always found it more handy than the one built in
accurate automatic flaps (leading edge flaps too) logic or no upvote)))
+6set the piston's speed to a very high amount (100-200%), and use the following code to adjust the actual speed:
+1smooth(Input,1/X)
Replace Input with whatever you have as the input, and X with the desired time it takes for the piston to extend/retract fully.
@RamboJutter They changed the lighting engine/system so all the colors and shadings look different
Hollow fuselages already have smoothing, both inside and outside. I'm using the beta too...
+1@RamboJutter you can click on "Funky" and a text editor tab will open
+1That's not how you fly an airplane
@Kahlil31 thanks man
@arata clicky
+1Everything is going to be in the normal SP since spvr doesn't have a designer
@EternalDarkness that will output a negative number when pitch is 0 or quite small, and pitching up corresponds to negative numbers, meaning that it will make the plane pitch up more and more as speed increases.
+1A better code would be
Pitch/(1+pow(IAS/150,2))
, where decreasing 150 increases the stiffeningWhen hiding wing parts inside fuselage wings, make the wings more or less the same size as the fuselage ones and then scale them down using overload. You made the wings so small that the wing loading was extremely high and there was almost zero pitch authority. Your engine was also very overpowered so i removed most of the drag of the plane and reduced the power. here you go
+1use structural wings, they have a setting in overload that allows you to add control surfaces to them
+2this is very poggers
@V The point is to use the input of the rotator to know the barrel's position, which is very easy. the AG for the cannons would be something like repeat()>0.95
I made one but the prop either didn't produce enough thrust or it would make the entire aircraft shake due to unstable rpms
+1that's neat
@jamesPLANESii you might wanna rephrase that lol
+1157.7.214.47 and 60.205.216.2 usually work
floor(smooth(clamp01(Activate1),1/X))
Cambia el 1 de Activate1 al activation group que activa el primer pistón y X al tiempo que tarda en activarse
@BeastHunter Get the 128 version, with the starter pack as the default headstrap is terrible. You'll be able to play it either on the headset or with pc, although the performance of the quest 2 isn't the greatest compared to mid range PCs, let alone high end. Bear in mind that you need a facebook account to use the headset
+1That's clearly the tunnel under fort zancudo
+1@spefyjerbf SP has very basic wing physics, each airfoil has fixed graphs for Cl and Cd that don't change with anything, not even sweep, ground effect or mach
On pc you can download builds easily by copying the link and pressing Ctrl + L in the designer
@ElLocoArgento todo sin espacios
@ElLocoArgento Creo que necesitas más puntos, prueba otra vez dentro de unos minutos
@ElLocoArgento simplemente escríbelo así
+1![](https://www.simpleplanes.com/Content/img/logo.png)
(El enlace puede ser cualquiera, mientras que sea una imagen)
The exact stall or maximum lift angles are 13.5, 16.5 and 27.5
+4And the maximum lift coefficients I found out were 1.38, 1.5, and 1.95 respectively. I used 1.225 Kg/m^3 as density at sea level though, so my results are slightly different
@Aviationfilms109 sure, you can find my tag in my bio. I was planning on cleaning my builds folder this month so good timing
![](enlace)
el enlace/link tiene que acabar en .jpg .png u otro formato de imagen
only for pc
+1Not sure if suggested already, but adding funky tree variables for head postition would allow the creation of usable gunsights (not ironsights) and headmounted cueing systems for SPVR
+4@Falkenwut Above ~5 degrees AoA , the engines wouldn't get clean airflow irl because of the LERX blocking it, and the engines would very likely suffer a compressor stall. This is why almost no fighter jets have the air intakes on top of the fuselage and probably one of the reasons this design wasn't successful
+1compressor stall simulator
there isn't any beta currently, try switching to stable
Blog post on the MFD part next week or so? lol
@ReturningShu just play sp then
+1I loved this game
what's the point of making spvr compatible with non-vr users? it literally has no more content than the regular SP
+6now adjust the length, rise or run and you're back to 10
@LieutenantSOT I already added a 0.5s delay, it's the 2
+1@LieutenantSOT floor(smooth(clamp01(GS>A & GS<B),2))*Pitch
+1@LieutenantSOT can you explain it with words? I don't get what you mean
@DwiAngkasaAeronautics If you go to the desmos link I posted earlier you'll see. The altitude thing is part of the mach code
@LieutenantSOT
+2Throttle * ((-13.717*pow(clamp( (TAS/(340-clamp((Altitude*0.003937),0,43))) ,.65,1)-.92 ,2)+1) + (0.9122*pow(clamp( (TAS/(340-clamp((Altitude*0.003937),0,43))) ,1,2)-2,2)))
You're welcome! @RamboJutter
@LieutenantSOT tell me the starting mach and the maximum thrust mach and I'll give you the code directly
Here you have it:
Throttle * ((-0.4444*pow(clamp( (TAS/(340-clamp((Altitude*0.003937),0,43))) ,1.5,3.5)-3 ,2)+1) + (0.043895*pow(clamp( (TAS/(340-clamp((Altitude*0.003937),0,43))) ,3.5,8)-8,2)))
And here's the link to the desmos graph, so you can modify it at will
@ChrisPy Not really. I'll create a realistic thrust vs mach curve, where thrust increases gradually up to a certain mach (starting from anywhere between mach 1 and 2 in this case), and then starts to decay
I can give you a much more realistic code in a day or two, but this is what you asked for:
Throttle*clamp01(TAS>514.44)