Make a horizontal stick with fuselage blocks that is as wide as the real aircraft, and scale the blueprint so that it "fits".
.
2 fuselage block units = 1m (3.28084 ft)
@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
@ChrisPy I've flown it many times in DCS and seen real footage, I think I know at least slightly what I'm talking about, I'll leave two recordings below.
20 degrees isn't hard to hit if the stall speed and pitch authority are correct, I've made many flight models which can sustain more than 40 without thrust vectoring.
I respect 2Papi2Chulo and think he's both an excellent builder and person, my intention was to show him things that could be improved, for the best of his future builds, and he nicely appreciated my comment.
I don't want to be taken as hostile, lets please keep our conversation civilized.
You have improved a lot, the exterior looks excellent, the cockpit is stunning despite its simplicity, and the flight model is good. I see you did at least a bit of research (flaps, cockpit instruments, etc.), which is awesome.
.
However, it would be much better if half the instruments didn't have visual glitches, worked correctly, and the plane could pull more than 4Gs at 300 knots (pitch authority way too low, I assume you did this to keep loading at high speed at realistic numbers, but you could have reduced pitch authority as speed increases instead).
.
The real thing can pull up to 26° AoA, this barely gets to 11 at 100 knots or 4 at 300ish kts, (because of the pitch authority, once again), which also makes the plane bleed no energy in turns, something that planes do a lot at low and medium speeds.
.
Stall speed feels a bit too low, but that's just nitpicking lol.
Thrust, speed and rollrate are good, which is nice to see.
.
What most annoys me is the flight path vector, it just doesn't work like that, all you had to do is use the variables AngleOfAttack and AngleOfSlip, not pitch angle and whatever else you used.
.
tldr: plenty of small flaws, excellent other than that, big improvement over your previous builds, looking forward to whatever you've got planned next, I recommend you ask someone to test it before uploading (I volunteer).
cheers
looks good... flight model is.... ugh
I'm justn gonna say the most important and huge flaw: top speed, can't go faster that 515 km/h at sea level, which is little more than half the real thing's top speed, is it really that hard for you to build with dragless parts and add some drag at the end?
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 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
@Sovetskysoyus what he's saying is that simplelanes doesn't use the entirety of his system, for example, only 4 out of the 8gb ram, yet the frame rate is very low. That the game should only struggle if there wasn't enough ram or enough anything.
@CharlesDeGaulle it's not meant to be flown with keyboard, mouse as joystick is the minimum requirement lol. I used a joystick during all the testting and flight modelling process
good job with the FPV, but you should only put the actual build in the thumbnail, and not anything that doesn't come with it, it's very misleading and against the site's rules
For LandingGear Doors like on WW2 aircraft: floor(smooth(clamp01(LandingGear) , X))
X is the delay you want the LG door to wait, 0.5 will be 2 sec delay.
something you two should read
+3I like this one
+3clamp(Activate1 = 1 ? Pitch : smooth(Pitch, x) , -1, 1)
+3
+3Throttle*clamp01(IAS>41.6667)
Put a wing part more or less in the middle of the ship, because SP doesn't simulate body lift.
+3
+3rate(RollAngle) * clamp01(IAS>x)
x
is the speed above which it activates.Yes, with a piston with
+3Fuel
as input connected to something with mass.Make a horizontal stick with fuselage blocks that is as wide as the real aircraft, and scale the blueprint so that it "fits".
+3.
2 fuselage block units = 1m (3.28084 ft)
@GeneralPatrick2 Set the tail rotor's "mode" to "Heading hold".
+3A bit pointless for such a specific thing, a "special" tag would make more sense.
+3Angry duck noises.
+3you can also copy the link and press Ctrl+L in the designer to download builds, it's much easier
+2@FerretAeronautics The engine will stop working completely
+2@One2 not very halal of him
+2use structural wings, they have a setting in overload that allows you to add control surfaces to them
+2@LieutenantSOT
+2Throttle * ((-13.717*pow(clamp( (TAS/(340-clamp((Altitude*0.003937),0,43))) ,.65,1)-.92 ,2)+1) + (0.9122*pow(clamp( (TAS/(340-clamp((Altitude*0.003937),0,43))) ,1,2)-2,2)))
You're welcome! @RamboJutter
Please make the spoilers-deflectors system correctly
+2not enough pitch authority, and your CoM is too far in front of the CoL
+2wow so much skill
+2your birthday is in november and you're in 7th grade, meaning you are 12 years old, which is not allowed on this site...
+2read the rules
+2@asteroidbook345 you can copy the link and download the craft so yes but no
+2@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
+2F-15 thunderbolt II
+2@ChrisPy I've flown it many times in DCS and seen real footage, I think I know at least slightly what I'm talking about, I'll leave two recordings below.
20 degrees isn't hard to hit if the stall speed and pitch authority are correct, I've made many flight models which can sustain more than 40 without thrust vectoring.
I respect 2Papi2Chulo and think he's both an excellent builder and person, my intention was to show him things that could be improved, for the best of his future builds, and he nicely appreciated my comment.
I don't want to be taken as hostile, lets please keep our conversation civilized.
@ChrisPy @ChiChiWerx
+2SimplePlanes
Digital Combat Simulator
You have improved a lot, the exterior looks excellent, the cockpit is stunning despite its simplicity, and the flight model is good. I see you did at least a bit of research (flaps, cockpit instruments, etc.), which is awesome.
+2.
However, it would be much better if half the instruments didn't have visual glitches, worked correctly, and the plane could pull more than 4Gs at 300 knots (pitch authority way too low, I assume you did this to keep loading at high speed at realistic numbers, but you could have reduced pitch authority as speed increases instead).
.
The real thing can pull up to 26° AoA, this barely gets to 11 at 100 knots or 4 at 300ish kts, (because of the pitch authority, once again), which also makes the plane bleed no energy in turns, something that planes do a lot at low and medium speeds.
.
Stall speed feels a bit too low, but that's just nitpicking lol.
Thrust, speed and rollrate are good, which is nice to see.
.
What most annoys me is the flight path vector, it just doesn't work like that, all you had to do is use the variables AngleOfAttack and AngleOfSlip, not pitch angle and whatever else you used.
.
tldr: plenty of small flaws, excellent other than that, big improvement over your previous builds, looking forward to whatever you've got planned next, I recommend you ask someone to test it before uploading (I volunteer).
cheers
start with the fuselage, continue with the tail and cockpit, then move on to the wings, and finally, the landing gear
+2looks good... flight model is.... ugh
+2I'm justn gonna say the most important and huge flaw: top speed, can't go faster that 515 km/h at sea level, which is little more than half the real thing's top speed, is it really that hard for you to build with dragless parts and add some drag at the end?
Quite sad that people only care about giving the upvote and not about the build itself
+2@Defalt1 why would I block you for that lol, I'm gonna stop now
+2the 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!
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
+2legacy hornet
+2by the way, make the black panels slightly smaller than the doors to get rid of the black line when closed
+2use trim more, I noticed you were constantly having to pitch up
+2The 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
@Sovetskysoyus what he's saying is that simplelanes doesn't use the entirety of his system, for example, only 4 out of the 8gb ram, yet the frame rate is very low. That the game should only struggle if there wasn't enough ram or enough anything.
+2looks very good, although the afterburner might need some work
+2Make them function with airspeed and angle of attack, they were spring loaded, not actuated by anything
+2Stall speed is around 20 knots lower than irl but it's overall very nice and simple, with a pretty good flight model too
+2@CharlesDeGaulle it's not meant to be flown with keyboard, mouse as joystick is the minimum requirement lol. I used a joystick during all the testting and flight modelling process
+2good job with the FPV, but you should only put the actual build in the thumbnail, and not anything that doesn't come with it, it's very misleading and against the site's rules
+2
+2floor(smooth(input, 1/a))
a is the delay in seconds
jokes on you, I noticed the m before clicking
+2@Ultra0 they probably couldn't run it lol
+2it's broken and useless, use the designer suite mod instead
+2I felt the same way when I got mine :)
+2Throttle*(Throttle <= 0.9)
+2Use the following code as the input for the elevators:
clamp(Pitch/(1+ IAS/300), -1, 1)
Modify the "300" to adjust how much the elevator's range changes
+2For LandingGear Doors like on WW2 aircraft:
+2floor(smooth(clamp01(LandingGear) , X))
X is the delay you want the LG door to wait, 0.5 will be 2 sec delay.