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 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
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
@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
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
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 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
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
yes
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
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"
@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
@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
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