kind of, it has pitch augmentation which maintains both 1G and 0 pitchrate, not strictly one or the other. It also has a G-limiter and autopilot, aside from auto-throttle or AoA hold for landings. It has full fly-by-wire, basically, all the control surfaces are controlled by the FCS computer.
All the hornets and super hornets have this
@ChiChiWerx
I feel bad about you having to type all that due to a misunderstanding, and Formula350 already explained what we were talking about (an xml attribute for the wing part which you can find in overload, not the FT variable), and I agree with the huge importance of angle of attack (I've also used its FT variable countless times, even created realistic, functional wings out of engines and FT taking AoA and multiple other parameters into account).
However, as far as I know very few aircraft (those with very thin, uncambered and sharp airfoils, and not including the ones with high incidence angles or with flaps extended, as flaps reduce the stall angle considerably) stall in that AoA range (10-13)
1. clamp(Pitch+Roll,-1,1) you will have to use - instead of + on the other side
2.
use structural wings, you can set allowControlSurfaces to true with overload, or change an existing wing's id or whatever it's called to Wing-2
3.
A) You usually don't have to (I've never had to do it)
B) take a look at this graph, flat bottom also creates more drag than semi, which creates more drag than symmetric. For realism I never use symmetric and choose between Flat and Semi depending on the wing shape (delta and swept wings stall at higher angles irl)
Also, wing parts don't interact with each other at all
4.
I never noticed that attribute until now, but my testing indicates it's useless
5.
heli rotors are weird in sp
6.
Funky trees, use something like 1+Roll 1 will be the maximum output (90 degrees if that's the rotator's angle)
at 10 m/s and lower, the output will be 0.
as IAS (the variable) increases above 10 m/s, the output will also increase proportionally.
At 50 m/s and higher, the output will be 1.
you can also flip the numbers ( inverselerp(50,10,IAS) ) so that it starts at 1 and ends at 0 as IAS increases
@Atoka220 range will change the speed (but do not change the min and max values), and having a high rotator speed will be good. If it doesn't move at all then it must be an issue with connections
you go to your profile, and from there to "blocks", then you go to the profile of whomever is blocked, find a comment they made, and click block, then accept or something
two problems, it requires quite a lot of parts to make it smooth, and it takes up a hella lot of space, as it would need to be bigger than this (it should go from the borders to the center, opposite of this)
@FairFireFlight perhaps you should use some kind of joystick, deflecting the elevator fully isn't a thing you would do in these kind of planes irl either lol
@brians1209 IXII is not a valid numeral, you're gonna have to find another designation
lol
If it's an activation group,
sum(clamp01(Activate1))
, change 1 to whatever AG it iskind of, it has pitch augmentation which maintains both 1G and 0 pitchrate, not strictly one or the other. It also has a G-limiter and autopilot, aside from auto-throttle or AoA hold for landings. It has full fly-by-wire, basically, all the control surfaces are controlled by the FCS computer.
+1All the hornets and super hornets have this
I can barely hear a wisper with the volume maxed out lol
+1@NINJ4PRO lol, that's a usermade livery for DCS' F/A-18C, and it's a nav light
@NINJ4PRO Yeah, I rather not talk about the flight model either. Anyways, I can't see anything
@edensk The thing is that the real YF-17 didn't have anything there
And I assume the flight model is not supposed to be realistic...
The YF-17 did not have countermeasures, nor the LERX fences of the older legacy hornets
@ChiChiWerx
I feel bad about you having to type all that due to a misunderstanding, and Formula350 already explained what we were talking about (an xml attribute for the wing part which you can find in overload, not the FT variable), and I agree with the huge importance of angle of attack (I've also used its FT variable countless times, even created realistic, functional wings out of engines and FT taking AoA and multiple other parameters into account).
However, as far as I know very few aircraft (those with very thin, uncambered and sharp airfoils, and not including the ones with high incidence angles or with flaps extended, as flaps reduce the stall angle considerably) stall in that AoA range (10-13)
my hun is in the intro but not in the actual video lol
+8@Formula350 you're welcome, enjoy the new knowledge!
degrees per second
1.
clamp(Pitch+Roll,-1,1)
you will have to use - instead of + on the other side2.
use structural wings, you can set allowControlSurfaces to true with overload, or change an existing wing's id or whatever it's called to Wing-2
3.
A) You usually don't have to (I've never had to do it)
B) take a look at this graph, flat bottom also creates more drag than semi, which creates more drag than symmetric. For realism I never use symmetric and choose between Flat and Semi depending on the wing shape (delta and swept wings stall at higher angles irl)
Also, wing parts don't interact with each other at all
4.
I never noticed that attribute until now, but my testing indicates it's useless
5.
heli rotors are weird in sp
6.
Funky trees, use something like
1+Roll
1 will be the maximum output (90 degrees if that's the rotator's angle)7.
SimpleCheats (not up to date)
Funky Trees Guide
8.
+1I guess you can call it a bug, most experienced players are used to reconnecting everything manually
it would be nice
@Formula350 idk, you could use
+3Yaw*inverselerp(10,0,GS)
so that a steering wheel gradually turns less as speed increasesyour birthday is in november and you're in 7th grade, meaning you are 12 years old, which is not allowed on this site...
+2inverselerp(10,50,IAS)
at 10 m/s and lower, the output will be 0.
as IAS (the variable) increases above 10 m/s, the output will also increase proportionally.
At 50 m/s and higher, the output will be 1.
you can also flip the numbers ( inverselerp(50,10,IAS) ) so that it starts at 1 and ends at 0 as IAS increases
+1@Atoka220 range will change the speed (but do not change the min and max values), and having a high rotator speed will be good. If it doesn't move at all then it must be an issue with connections
sum(Throttle*1)
as input for a normal rotatorincrease 1 as desired
It does on steam (PC)
read the rules
+2@LieutenantSOT correct
+1Also, control stiffening is not related to mach either, just to IAS
@LieutenantSOT control stiffening would be the correct term
G-loc has nothing to do with control surface stiffening or compression at high mach numbers
how old are you?
you go to your profile, and from there to "blocks", then you go to the profile of whomever is blocked, find a comment they made, and click block, then accept or something
@FumipamSP ah, makes sense. Thanks!
a little bit big lol
two problems, it requires quite a lot of parts to make it smooth, and it takes up a hella lot of space, as it would need to be bigger than this (it should go from the borders to the center, opposite of this)
three rotators
where's the variable sweep
+1@World16 testing grounds is part of "car island", and the desert island (Maywar), is only available on PC
there are no more
@FairFireFlight well, that's pretty subjective, I personally enjoy this kind of flight models, as do plenty of other people
+1make the plane unstable, center of mass next to or behind center of lift
@FairFireFlight perhaps you should use some kind of joystick, deflecting the elevator fully isn't a thing you would do in these kind of planes irl either lol
+1nice
@Mikey101234 maxRpm
+1yes, try
clamp01(1-pow(IAS/x,2))
, where x is the speed in m/s at which the pitch will be neutralyou can't do any of those
you spawned it on approach
so you basically put a cockpit facing the other way around and call that flying backwards lmao
+1I'ts a boeing Dreamlifter, you can tell by the fuselage shape
Most if not all of funky trees works as intended in my experience
I've never gotten any points from people following me and I doubt it ever was a thing
+4Throttle*cos(Time*(300+inverselerp(-1,1,Trim)*500))
in theory -1 trim will make it 300 and 1 800, as well as 0.5 550....
mmm
junkers noises