@FlyingTraxxasRustler I see, but the presence of many videos related to other aviation games leads me to think he was referring to other game genres.
Or perhaps that was an old rule.
@ChrisPy increasing the derivative ensures it doesn't oveshoot by slowing everything down, you might wanna decrease it a bit.
Regarding the proportional, increase it till the plane starts wobbling, then divide that value by half
Also, the output of the PID function happens to be more or less the same than (variable-target)*p + sum(variable-target)*i + rate(variable-target)*d
meaning you don't really have to use a pid but it's easier to use one
@ChrisPy PID(target,variable,p,i,d)
target will be the value you want your variable to be, variable is self explanatory, p is the gain, i is the retarded thing- I mean the sum of the error, and d the derivative, which smoothens the output to prevent overshooting.
you can set the target to Pitch*20 and the variable to PitchRate so that the PID will try to maintain 20 degrees per second when full pitch up is applied.
you can go here to learn how to tune p,i and d. (use small values from 0.001 to 0.1 though)
I personally dislike the integral for certain reasons, but it's usually necessary for complete stability.
acceleration and T/W ratio feels right, although it seems to be around 200 km/h too slow on the deck due to drag and missing some characteristic details like having the ailerons deflected upwards 5° in their neutral position, but not bad at all, good job
@L0RR3B0RR3 drag points don't have a real equivalent, so just find the glide ratio and glide speed, and do a lot of testing and changing until you get the correct ratio in sp
@X4JB HSC stands for high speed craft, I didn't make that up, and it doesn't sway because it's stabilized automatically by the foil's control surfaces, which I assume is a feature many real modern hydrofoils have, specially considering the very small dihedral angle on this one
got me to learn about fluid dynamics and flight control systems, as well as information on many real aircraft such as the F-100, PV-1, EV-97, MiG-29, etc
It essentially strengthened my passion for aviation
@UAviator Are you sure? They look very different both externally and in shape, although they both look surprisingly like afterburning turbojet engine nozzles. Totally not as if most modern nozzles of this kind of engine were similar in design.
Chinese engineers might have taken inspiration from or even copied some foreign designs, but this is definitely not the case
this is an average replica with a huge part count and flies just as I expected, in future builds I recommend you try putting all this effort into the shape and functionality instead of throwing thousands of parts into details. Just my thoughts
a keyboard doesn't have an OS, so you might be talking about a laptop with windows 7 stickers or something, in which case W10 was installed after the creation of the computer
@BaconAircraft Oh yeah, online classes are awful, it's unfortunate you had to drop off as it's a very interesting topic, for me at least
I've managed to make some quite advanced wing physics for a little ultralight replica using engines and it works really well aside from some bugs, but I'm kind of taking a break from the game so I have no idea if I'll ever finish it either
How come you used Cl and not CL?
I assume you could have used the thin airfoil theory to obtain the correctish CL slope and CL max
Or additionally you could have used the stall speed and weight possibly provided by a report or manual to obtain CL max, and use a simulator like XFLR5 for approximate graphs or something
Idrk as I've only studied aerodynamics in my free time so you definitely possess a lot more knowledge than I do
Looks like a very ambitious and fun project, good luck with it!
@Chancey21 If you open the xml file of your craft, at the end there will be a list with all the current colours. In overload they are represented by the "material" property. each colour corresponds to a number, starting from 0, so you can extend the list with more colours, take their material numbers, and change a part's material number to whichever you want. Only disadvantage is that you can only do it manually part by part, so I suggest you leave this for details or for things you haven't built yet (so that you can clone the initial part)
it would be awesome, I didn't get mine to work with sp either
set calculateDrag to false on most if not all parts through overload
@CenturyAerospace yes, it has to do with the depth map and the camera view being very close to the build or something
no
@DwiAngkasaAeronautics those values are in degrees per second
@CenturyAerospace I was referring to your first comment regarding the "stroke"
the site has a search feature under the tags button, all you have to do is search for "turret"
that's what ships do, and it isn't a gyro problem
+1@FlyingTraxxasRustler I see, but the presence of many videos related to other aviation games leads me to think he was referring to other game genres.
Or perhaps that was an old rule.
@FlyingTraxxasRustler I don't know where you get that from but afaik they have always been allowed
@Whatseatoya that's strange considering you typed it correctly.
Unless you did it in the designer, of course...
probably 7 or 8 pm gmt
@ChrisPy increasing the derivative ensures it doesn't oveshoot by slowing everything down, you might wanna decrease it a bit.
Regarding the proportional, increase it till the plane starts wobbling, then divide that value by half
@CenturyAerospace that's reshade
@ChrisPy you're welcome man, good luck! If you need more help you know who to ask
it will fight against your pitch commands though, specially because of the integral
@ChrisPy if that's what you want, sure
@ChrisPy if the target is Pitch*20 and pitch is 0 then the pid will try to maintain 0 pitchrate...
Also, the output of the PID function happens to be more or less the same than
(variable-target)*p + sum(variable-target)*i + rate(variable-target)*d
meaning you don't really have to use a pid but it's easier to use one
@ChrisPy
PID(target,variable,p,i,d)
target will be the value you want your variable to be, variable is self explanatory, p is the gain, i is the retarded thing- I mean the sum of the error, and d the derivative, which smoothens the output to prevent overshooting.
you can set the target to Pitch*20 and the variable to PitchRate so that the PID will try to maintain 20 degrees per second when full pitch up is applied.
you can go here to learn how to tune p,i and d. (use small values from 0.001 to 0.1 though)
I personally dislike the integral for certain reasons, but it's usually necessary for complete stability.
PID is the way to go
when!
sounds like your temperatures rise so much that the components are forced to work slower
acceleration and T/W ratio feels right, although it seems to be around 200 km/h too slow on the deck due to drag and missing some characteristic details like having the ailerons deflected upwards 5° in their neutral position, but not bad at all, good job
you can break non-structural wings, but that's about it
+1@asteroidbook345 you can copy the link and download the craft so yes but no
+2@ALRX they look huge
I normally use wings, rotors or even jet engines
the size of the shadow of the vertical stabs worries me
@GroBaleaze reduce the value for
max
and increase the powerMultiplier proportionallygoogle it, this isn't really the best place to ask that
@L0RR3B0RR3 drag points don't have a real equivalent, so just find the glide ratio and glide speed, and do a lot of testing and changing until you get the correct ratio in sp
you can't do that unless the cockpit block is on the bomb
@DuneBoi interesting
+1the cessna has double tapered wings, not really rectangular
+1@X4JB HSC stands for high speed craft, I didn't make that up, and it doesn't sway because it's stabilized automatically by the foil's control surfaces, which I assume is a feature many real modern hydrofoils have, specially considering the very small dihedral angle on this one
+2@MintLynx thanks! Funky trees can make wonderful things
+1this?
+1got me to learn about fluid dynamics and flight control systems, as well as information on many real aircraft such as the F-100, PV-1, EV-97, MiG-29, etc
It essentially strengthened my passion for aviation
there's no such thing as funky trees for missiles, and no, you can't
@UAviator Are you sure? They look very different both externally and in shape, although they both look surprisingly like afterburning turbojet engine nozzles. Totally not as if most modern nozzles of this kind of engine were similar in design.
+3Chinese engineers might have taken inspiration from or even copied some foreign designs, but this is definitely not the case
this is an average replica with a huge part count and flies just as I expected, in future builds I recommend you try putting all this effort into the shape and functionality instead of throwing thousands of parts into details. Just my thoughts
+3a keyboard doesn't have an OS, so you might be talking about a laptop with windows 7 stickers or something, in which case W10 was installed after the creation of the computer
@BaconAircraft Oh yeah, online classes are awful, it's unfortunate you had to drop off as it's a very interesting topic, for me at least
I've managed to make some quite advanced wing physics for a little ultralight replica using engines and it works really well aside from some bugs, but I'm kind of taking a break from the game so I have no idea if I'll ever finish it either
How come you used Cl and not CL?
I assume you could have used the thin airfoil theory to obtain the correctish CL slope and CL max
Or additionally you could have used the stall speed and weight possibly provided by a report or manual to obtain CL max, and use a simulator like XFLR5 for approximate graphs or something
Idrk as I've only studied aerodynamics in my free time so you definitely possess a lot more knowledge than I do
Looks like a very ambitious and fun project, good luck with it!
green - Fuel > 0.5
yellow - Fuel > 0.25 & Fuel <= 0.5
red - Fuel <= 0.25
You can also hold shift and use W,A,S,D,Q,E to move the selected part without using the menu
+1there is not, do what baconeggs said
panel it
+4@Chancey21 If you open the xml file of your craft, at the end there will be a list with all the current colours. In overload they are represented by the "material" property. each colour corresponds to a number, starting from 0, so you can extend the list with more colours, take their material numbers, and change a part's material number to whichever you want. Only disadvantage is that you can only do it manually part by part, so I suggest you leave this for details or for things you haven't built yet (so that you can clone the initial part)
+5