the instruments still work like they did on your previous release (with many errors), but very nice livery and mostly good flight model.
Aside from that, trimming doesn't change the elevator position and there's surface fighting on the top of the engine cowling.
Whatever you used to modify air resistance depending on gear position is inverted, so you can go faster with gear lowered than with it retracted.
In conclusion, even though you missed some things it's a lot better than the previous version, nice to see you improved it!
the colors are listed at the end of the xml file, each part has an attribute called "material", which is the number of a specific color in the list. The first color of the list is the material 0, the next one 1, then 2, and so on. I recommend you put all the colors your gradient will use consecutively and just change each part's material through overload
@ArkRoyalTheDDhunter that's one of the worst suggestions I've seen in a while.
What if a user dedicates months to a single project and doesn't upload frequently and/or doesn't like to comment?
What if a user is taking a break? Would you like to come back from a break and see your account is gone?
A: can't be done
B: people can make all the accounts they want, your "solution" won't fix that at all
C: same as B
for future builds:
remove drag from all fuselage blocks but one and other parts except wings.
Then you can tweak the engine thrust and the drag of that single fuselage part until you achieve an accurate or realistic acceleration/top speed (drag affects top speed at sea level and engine power affects acceleration and top speed at high altitude)
The flight model on this plane is very good, it just has the excessive engine/drag thing which is quite an important problem imo.
I hope your future builds don't have this same mistake and keep the good flight model, will follow!
not possible unless you assume every AI has the same weapon, is aggressive, that you know the characteristics of their weapon, and by determining their movement by two very complex FT codes, I suggest you don't even try lol
@MAHADI I made the flight model so I'll answer instead, the starfighter has a very high wing loading, so maneuverability can be expected to be quite low, although I know it should be a little better (we can't make proper slats in sp). How does it fly bad though? It sounds like you are stalling the plane, the higher the wing loading the higher the angle of attack, making the plane easier to stall. The very short wingspan produces a noticeable roll inertia, which takes a bit of time to get used to. Lowering the flaps decreases the critical AoA but increases lift at lower angles, so it's necessary to maintain less than 10 degrees aoa during landing procedure for optimal lift. If you read the description you already know how the BLC works. Something else is that the ailerons and rudder's deflection limits are decreased approximately by half when gear is raised (this is accurate). This plane is meant to fly fast for optimum performance, if you have any other questions just ask me lol
@Tejdz input
Throttle*(0.2+inverselerp(0,166.67,IAS)*0.8)
0.2 for static amount, 0.8 because 0.2+0.8=1
b
@riko click
use ingame screenshots as thumbnail, otherwise it's against the rules
just delete this one and repost it
finally
heinkel 100 vibes
the instruments still work like they did on your previous release (with many errors), but very nice livery and mostly good flight model.
+2Aside from that, trimming doesn't change the elevator position and there's surface fighting on the top of the engine cowling.
Whatever you used to modify air resistance depending on gear position is inverted, so you can go faster with gear lowered than with it retracted.
In conclusion, even though you missed some things it's a lot better than the previous version, nice to see you improved it!
flight model is uh... special
becomes unflyable when you pitch a tiny bit too much
not possible
8th teaser, many nice details, but the wingtips and vertical stab are still very wrong
what the comment below this one said but 13 degrees
+1@UltraLight of course
@UltraLight use IAS squared, not just IAS
the colors are listed at the end of the xml file, each part has an attribute called "material", which is the number of a specific color in the list. The first color of the list is the material 0, the next one 1, then 2, and so on. I recommend you put all the colors your gradient will use consecutively and just change each part's material through overload
I suggest you start posting these as a successor, circumventing the successor system is not a nice thing to do to the creator of the plane
+2@ArkRoyalTheDDhunter that's one of the worst suggestions I've seen in a while.
What if a user dedicates months to a single project and doesn't upload frequently and/or doesn't like to comment?
What if a user is taking a break? Would you like to come back from a break and see your account is gone?
A: can't be done
B: people can make all the accounts they want, your "solution" won't fix that at all
C: same as B
The F-100 and F-104 were also tested with Zero-Length launch
for future builds:
remove drag from all fuselage blocks but one and other parts except wings.
Then you can tweak the engine thrust and the drag of that single fuselage part until you achieve an accurate or realistic acceleration/top speed (drag affects top speed at sea level and engine power affects acceleration and top speed at high altitude)
The flight model on this plane is very good, it just has the excessive engine/drag thing which is quite an important problem imo.
I hope your future builds don't have this same mistake and keep the good flight model, will follow!
why would you compare the stats in the description when they are so off? lol
@PapaKernels people who want an accurate fuel amount when making a replica or at least more than 10 minutes fuel time...
@PapaKernels more engines = higher fuel consumption
using a VTOL engine is better in that aspect
amazing
@TheCommentReader the shooting star has a very difficult shape, that's why nobody makes it lol
@MrShenanigans
![](www.example.com/something.jpg)
I personally prefer discord to get the links
vipers
you could save 10 seconds by copying the blocks with right click
your tanks suck
make sure your graphic settings are maxed
legacy hornet
+2the front window thing is missing some frames and the cockpit glass panels seem off, but it looks almost spot on otherwise
where did the control surfaces go?
+1It's missing flaperons, trailing edgeflaps, and leading edge flaps
clamp01(Throttle=0)*0.1+Throttle*0.9
adjust 0.1 and 0.9 so that the total is always 1
oh wow, nic
very neat looking, will it have accurate fly-by-wire/flight model too?
please add the explanations as captions in future videos, waiting for you to type becomes quite boring. Anyways, someone made a forum post that comes with a lot more useful info, which compliments this post very well
keeps exploding for me when I press AG1, but I'm gonna assume it does work, so excellent job
not possible unless you assume every AI has the same weapon, is aggressive, that you know the characteristics of their weapon, and by determining their movement by two very complex FT codes, I suggest you don't even try lol
@RaendyLeBeau thanks!
@MAHADI I made the flight model so I'll answer instead, the starfighter has a very high wing loading, so maneuverability can be expected to be quite low, although I know it should be a little better (we can't make proper slats in sp). How does it fly bad though? It sounds like you are stalling the plane, the higher the wing loading the higher the angle of attack, making the plane easier to stall. The very short wingspan produces a noticeable roll inertia, which takes a bit of time to get used to. Lowering the flaps decreases the critical AoA but increases lift at lower angles, so it's necessary to maintain less than 10 degrees aoa during landing procedure for optimal lift. If you read the description you already know how the BLC works. Something else is that the ailerons and rudder's deflection limits are decreased approximately by half when gear is raised (this is accurate). This plane is meant to fly fast for optimum performance, if you have any other questions just ask me lol
+1@shipster nice lol. And thanks!
sum(smooth(input, input = 1 ? 1000 : 1/x)*y)
input is the input (FireWeapons or FireGuns), x is the spool down time, y is a speed multiplier
no idea, I use 0.005 but I'm always changing it anyways
I can watch it in 1080p
@RamboJutter you're welcome, I'll look into it, there's a lot I could put in there
@JeskoGoesVROOM you can already do it, read my first comment...
@tsampoy I'll think about it, not a bad idea
+6floor(smooth(Activate1,1/x))
x is the delay, change Activate1 for whatever AG it is, put the input in the activation group field
clamp(Pitch+Roll,-1,1) for one side, for the other side change Roll's sign to -
winches, different throttle controls