@ChrisPy stable? Please explain what you mean by that lol. This variant and perhaps all of them don't have fly-by-wire at all, making trim a necessity...
@WholeLottaBread The mig-29 has an incredibly low wing loading thanks to the mostly flat bottom of the fuselage, which allows it to turn quite well. However, I should've improved the induced drag model back when I made this.
@ChrisPy I agree with most of the things you pointed out, but the barrels do spin, at least on my pc. And the nose looks perfectly fine, even more so considering Ricardo always uses blueprints lol
@SpillySock oh, for delta wings you should use two sets of wings, like a normal configuration, except you put them next to each other. Your rolling problem is most likely due to a way too big vertical stabilizer or small wings
"My pitch control surfaces are controlling my plane how they should, when I pull back on the stick the nose comes up. However the control surfaces point downward which would usually make the nose pitch down. They should be pointing upward when I pull up"
"(a right yaw input should roll me left)"
This is a real thing, most noticeable on planes with swept wings (SP doesn't care about sweep though). Essentially when yawing the change in angle of slip makes a wing create more lift than the other: diagram
Nice stuff, what about making a similar system but much more compact?
I'm not sure wether you know funky trees, but a humanoid pilot with that ability would certainly be great
@Biro Well, I owe you an apology, I'm just tired of cocky players which I now realize you aren't, so yeah, sorry for my rather rude approach
However, here you have some tips for realism in future builds:
Use TAS instead of IAS to check top speed (almost every place lists top speeds in TAS or mach). I know you don't because your U-2 achieved more than 850 km/h in a straight climb, meaning it probably exceeds 1500 or even 2000 in a straight line at high altitude.
This one is to prevent that from happening:
The key is drag and accurate thrust. The more drag the more thrust it takes to reach a certain speed, so in case of a replica you should adjust the powerMultiplier of the engine (using a simple operation, real thrust divided by SP engine thrust (which you can find in the parts list by selecting an engine without dragging it out)), and then change the drag via calculateDrag set to false on most non-wing parts and tuning dragScale on the part(s) with drag enabled, until you get the desired top speed at sea level.
For top speed at altitude you'd need to use funky trees, which is a whole different thing so I'll stop here...
@Biro By the engine thrust and drag of your build I assume it can go extremely fast at very high altitude, try 50 km.
And what I'm saying is the real U-2 wouldn't just be able to fly straight up, it would lose speed rapidly as the thrust/weight ratio is much less than 1, and end up stalling
I'm pretty sure the U-2 doesn't go mach 2 or accelerate when pointing straight up, so giving this post the name you did is a large stretch.
I gotta say some small things are quite good, though, like the support gear
it's the colour, 0 is the first one in the table, 1 the one right next to it, and so on.
You can add more colours in the xml file and apply the corresponding material number to a part if you want additional colours
if by pitching down you mean relative to the aircraft it could probably be drag if you have something big sticking out, but if it's relative to the ground then it's just how planes work
@moistcottonbud try putting the expression between parentheses
it's the " " signs, they have an additional use in the dev console
@MrTacito34 fixed it, the formatting messed it up
+1use rotators with the following input:
clamp01(SelectedWeapon = "Interceptor")
nice burners
@ChrisPy yeah, it's quite hard to replicate the natural stability/smoothness it has in there
+1@Davaskonaviatornewacc thinking of doing that myself... if I find a decent blueprint
@ChrisPy I hope you aren't using the keyboard to fly
@WiiMini Thanks
@ChrisPy stable? Please explain what you mean by that lol. This variant and perhaps all of them don't have fly-by-wire at all, making trim a necessity...
@WholeLottaBread The mig-29 has an incredibly low wing loading thanks to the mostly flat bottom of the fuselage, which allows it to turn quite well. However, I should've improved the induced drag model back when I made this.
@BogdanX the horizontal stabilizer has +-5 degrees of roll when the slats are retracted and the gear is up, just like the real one.
unfortunately not
@ChrisPy I agree with most of the things you pointed out, but the barrels do spin, at least on my pc. And the nose looks perfectly fine, even more so considering Ricardo always uses blueprints lol
@V what AN2fella said
there sort of is
27
if anything it will be a new game
@SpillySock if you use a single wing on each side yes
+1@SpillySock oh, for delta wings you should use two sets of wings, like a normal configuration, except you put them next to each other. Your rolling problem is most likely due to a way too big vertical stabilizer or small wings
"My pitch control surfaces are controlling my plane how they should, when I pull back on the stick the nose comes up. However the control surfaces point downward which would usually make the nose pitch down. They should be pointing upward when I pull up"
canard design?
"(a right yaw input should roll me left)"
This is a real thing, most noticeable on planes with swept wings (SP doesn't care about sweep though). Essentially when yawing the change in angle of slip makes a wing create more lift than the other: diagram
legacy hornet all the way
+1(not that cringe super hornet you've posted)
shift+wasdqe to nudge parts around
+1@MOPCKOEDNISHE thanks, awesome mod by the way!
I love this lol
Can you please make it so that clicking anything on the pop-up menus (such as cross section editor) doesn't let you select things in the designer?
t
@Biro thanks lol
@Something5353 awesome, have fun
Nice stuff, what about making a similar system but much more compact?
I'm not sure wether you know funky trees, but a humanoid pilot with that ability would certainly be great
no nose gear steering, sad
@Biro Well, I owe you an apology, I'm just tired of cocky players which I now realize you aren't, so yeah, sorry for my rather rude approach
However, here you have some tips for realism in future builds:
Use TAS instead of IAS to check top speed (almost every place lists top speeds in TAS or mach). I know you don't because your U-2 achieved more than 850 km/h in a straight climb, meaning it probably exceeds 1500 or even 2000 in a straight line at high altitude.
This one is to prevent that from happening:
The key is drag and accurate thrust. The more drag the more thrust it takes to reach a certain speed, so in case of a replica you should adjust the powerMultiplier of the engine (using a simple operation, real thrust divided by SP engine thrust (which you can find in the parts list by selecting an engine without dragging it out)), and then change the drag via
calculateDrag
set tofalse
on most non-wing parts and tuningdragScale
on the part(s) with drag enabled, until you get the desired top speed at sea level.For top speed at altitude you'd need to use funky trees, which is a whole different thing so I'll stop here...
cheers~
+1@Biro By the engine thrust and drag of your build I assume it can go extremely fast at very high altitude, try 50 km.
And what I'm saying is the real U-2 wouldn't just be able to fly straight up, it would lose speed rapidly as the thrust/weight ratio is much less than 1, and end up stalling
I'm pretty sure the U-2 doesn't go mach 2 or accelerate when pointing straight up, so giving this post the name you did is a large stretch.
+3I gotta say some small things are quite good, though, like the support gear
connect it to a disabled detacher
ActivateX ? something : something
Activate1 ? Roll : 0
clamp01(ActivateX)*something
clamp01(Activate5)*(Yaw+Pitch/2)
it's the colour, 0 is the first one in the table, 1 the one right next to it, and so on.
You can add more colours in the xml file and apply the corresponding material number to a part if you want additional colours
nope
@Mrfoxus sure thing!
look them up, scissors, high and low yo-yos...
The AI never lowers throttle, so use that to your advantage
except for the tiny stabilizers and extremely thin wings I really like the design
+1stock stabilizers...
+1@Stinky already made
+1yes
9
if by pitching down you mean relative to the aircraft it could probably be drag if you have something big sticking out, but if it's relative to the ground then it's just how planes work
@ollielebananiaCFSP What I'm saying is that it "wobbles" after you roll, sometimes even without rolling previously
it's extremely unstable on the roll axis