@DonaldAs2121 you don't even make fuselage wings with airfoils, and thebuild has to be very good for it to be featured, maybe you'll get a chance once you get better
@ChrisPy thrust is accurate, drag amount is adjusted for a correct top speed, 750 knots at sea level. You should never care about drag points if the top speed and thrust are fine. And I repeat, I'd never recommend "have between x and y drag points" if the thrust and speed is correct. Look at my hun, 300 drag points and it doesn't do mach at sea level. Delta wings don't have flaps, they'd only pitch the plane down
The stall speed is too low, making the plane too maneuverable (I wish you cared about that lol), but other than that it's really good. This would be one of the ebst Mirages on the site if it wasn't because of the wing loading. All it takes is setting the mass of the fuselage block that is in the location of the CoM to 1
this whole thing happened last summer, moderators insisted in keeping drama/problems related to discord outside of the site, which is what you should do now as well, so delete this post and problem solved, no need to bring unnecessary drama to this place
@Hedero If anything, make sure it doesn't exceed 29 degrees AoA and that the thrust, drag, max speed at sea level, and stall speeds are as accurate as possible
@LoafOfBread fun fact: almost none of war thunder's planes is accurate. A good example is the mig-21, which in real life can't go past ~14 degrees AoA without stalling aggressively, while in WT it can do cobras and extremely high AoA
@Fliegerkerlchen this is supposed to be a replica, so a significant flaw like the ability to do a cobra when the real thing can't is a big inaccuracy and thus bad. I have nothing wrong with it when it comes to fun factor though
The real mirage can't do the cobra and the afterburner flame is too large and has a weird shape, but good build other than that. Flight model is quite good, but it feels tail heavy. The lack of any sort of gunsight in cockpit camera makes it impossible to aim correctly, a simple crosshair would've been nice.
Also, editing the missile stats so it is something more than a stock interceptor would've been a good idea
designer suite if you like replicas, ocean mod if you like water vehicles, clouds mod for a nice looking sky, and maps to enjoy detailed scenery
and multiplayer
@ChiChiWerx huge thanks for the compliments! I definitely should've thought more about the part count, I've gotten too used to my powerful pc. I was doubting wether I should put a mach indicator or not but I probably should've done it, I'll put the formula to use with dev console in the description for those who might want it. Thanks again!
Sonic boom: Reach into 850 knot and it will be ended when you're in 898 knot
that's miles per hour, not knots. It should start at around mach 0.95, which is aproximately 725 mph at sea level and end at around mach 1.01, which is 770 mph at sea level.
Looks quite good
@ChrisPy I don't know here you got the "much larger fins" from, because they practically identical to the ones the B, but after testing again it looks like the missiles broke. They used to work fine before I changed their bodies, so I'll make a fixed version tomorrow.
The F-16 doesn't suffer from adverse yaw at all compared to the hun, specially thanks to the less swept back wings, fly by wire and the pitch & roll stabilator
@ChrisPy The real thing (just like my build) suffered of huge adverse yaw at high AoA, which causes the plane to roll in the opposite direction. That's why in the description I said that at high AoA you have to use the rudder to roll, have some links here: 1 2
In regard to the sidewinders, they usually perform like they should, like a 9B but with slightly better tracking and more range. And the B version was known for not being effective at all.
Thanks for the comment though!
by the way, make the black panels slightly smaller than the doors to get rid of the black line when closed
+2you can hide an airbrake with negative max which will produce thrust instead of drag, in theory the forces would counteract each other
what you said
very annoying bug, it has happened a few times to me, I don't know what causes it
@DonaldAs2121 you don't even make fuselage wings with airfoils, and thebuild has to be very good for it to be featured, maybe you'll get a chance once you get better
@ChrisPy thrust is accurate, drag amount is adjusted for a correct top speed, 750 knots at sea level. You should never care about drag points if the top speed and thrust are fine. And I repeat, I'd never recommend "have between x and y drag points" if the thrust and speed is correct. Look at my hun, 300 drag points and it doesn't do mach at sea level. Delta wings don't have flaps, they'd only pitch the plane down
@CRJ900Pilot sure, go ahead!
@CRJ900Pilot I wouldn't say perfect, but thanks man lol
still has the interceptors which are a pain to use and the turn rate of a zero, oh well
@Hedero to increase*, it actually takes a bit more, you have to lower wing area by 30%
The stall speed is too low, making the plane too maneuverable (I wish you cared about that lol), but other than that it's really good. This would be one of the ebst Mirages on the site if it wasn't because of the wing loading. All it takes is setting the mass of the fuselage block that is in the location of the CoM to 1
use trim more, I noticed you were constantly having to pitch up
+2I always check it lol
+1@KorgonAviation if you want it to enable something or to activate a magnet or detacher, yes
@KorgonAviation if it's anything except a weapon or a magnet, in inputController, next to input
I assume this was inspired by the F-100, next time take screenshots that show the entire plane, rather than a single side
clamp01(Altitude > x) or clamp01(Altitude < x), where x is the altitude in meters
this whole thing happened last summer, moderators insisted in keeping drama/problems related to discord outside of the site, which is what you should do now as well, so delete this post and problem solved, no need to bring unnecessary drama to this place
@Hedero If anything, make sure it doesn't exceed 29 degrees AoA and that the thrust, drag, max speed at sea level, and stall speeds are as accurate as possible
@LoafOfBread fun fact: almost none of war thunder's planes is accurate. A good example is the mig-21, which in real life can't go past ~14 degrees AoA without stalling aggressively, while in WT it can do cobras and extremely high AoA
@Hedero If you're able to wait 12-13h (already night time here) I'll gladly test fly it and write a more detailed review on your version
@Fliegerkerlchen this is supposed to be a replica, so a significant flaw like the ability to do a cobra when the real thing can't is a big inaccuracy and thus bad. I have nothing wrong with it when it comes to fun factor though
The real mirage can't do the cobra and the afterburner flame is too large and has a weird shape, but good build other than that. Flight model is quite good, but it feels tail heavy. The lack of any sort of gunsight in cockpit camera makes it impossible to aim correctly, a simple crosshair would've been nice.
+2Also, editing the missile stats so it is something more than a stock interceptor would've been a good idea
@Squidvicious1111 2301 for the full version, it's already released
designer suite if you like replicas, ocean mod if you like water vehicles, clouds mod for a nice looking sky, and maps to enjoy detailed scenery
and multiplayer
@ChiChiWerx huge thanks for the compliments! I definitely should've thought more about the part count, I've gotten too used to my powerful pc. I was doubting wether I should put a mach indicator or not but I probably should've done it, I'll put the formula to use with dev console in the description for those who might want it. Thanks again!
+1that's miles per hour, not knots. It should start at around mach 0.95, which is aproximately 725 mph at sea level and end at around mach 1.01, which is 770 mph at sea level.
+1Looks quite good
if it's a very high quality build, make at least one teaser and upload at a good time, it's probably gonna be successful
+4@CharlesDeGaulle thank you!
@Default4 lol
@RamboJutter Nice, thanks :)
Probbaly because the part that's supposed to move is connected to the rest of the build
@marcox43 I'm glad it does
@Thecatbaron thanks!
XI
@Hedero thanks man!
@ChrisPy Ah, now I see, thanks for the conversation and feedback, helped a lot!
@ChrisPy I don't know here you got the "much larger fins" from, because they practically identical to the ones the B, but after testing again it looks like the missiles broke. They used to work fine before I changed their bodies, so I'll make a fixed version tomorrow.
The F-16 doesn't suffer from adverse yaw at all compared to the hun, specially thanks to the less swept back wings, fly by wire and the pitch & roll stabilator
@MrCacahuate you're welcome
rate(Fuel) outputs negative because you lose fuel, -rate(Fuel is what you want
Multiply it by the amount of fuel to get the flow in units per second
@WolfSpark Thanks a lot!
lmao
@ChrisPy The real thing (just like my build) suffered of huge adverse yaw at high AoA, which causes the plane to roll in the opposite direction. That's why in the description I said that at high AoA you have to use the rudder to roll, have some links here:
1
2
In regard to the sidewinders, they usually perform like they should, like a 9B but with slightly better tracking and more range. And the B version was known for not being effective at all.
Thanks for the comment though!
@ChrisPy indeed!
@BigBigTheMac very thanks
@tsampoy lol
@WiiMini thanks
@AsteroidAsteroidTheBook in "Additional content"
@UnguidedMissile @tsampoy
@DJ2keroni @Default4 @SyntheticL