@ChiChiWerx
I feel bad about you having to type all that due to a misunderstanding, and Formula350 already explained what we were talking about (an xml attribute for the wing part which you can find in overload, not the FT variable), and I agree with the huge importance of angle of attack (I've also used its FT variable countless times, even created realistic, functional wings out of engines and FT taking AoA and multiple other parameters into account).
However, as far as I know very few aircraft (those with very thin, uncambered and sharp airfoils, and not including the ones with high incidence angles or with flaps extended, as flaps reduce the stall angle considerably) stall in that AoA range (10-13)
@Atoka220 range will change the speed (but do not change the min and max values), and having a high rotator speed will be good. If it doesn't move at all then it must be an issue with connections
you go to your profile, and from there to "blocks", then you go to the profile of whomever is blocked, find a comment they made, and click block, then accept or something
two problems, it requires quite a lot of parts to make it smooth, and it takes up a hella lot of space, as it would need to be bigger than this (it should go from the borders to the center, opposite of this)
@ChrisPy stable? Please explain what you mean by that lol. This variant and perhaps all of them don't have fly-by-wire at all, making trim a necessity...
@WholeLottaBread The mig-29 has an incredibly low wing loading thanks to the mostly flat bottom of the fuselage, which allows it to turn quite well. However, I should've improved the induced drag model back when I made this.
@ChrisPy I agree with most of the things you pointed out, but the barrels do spin, at least on my pc. And the nose looks perfectly fine, even more so considering Ricardo always uses blueprints lol
@SpillySock oh, for delta wings you should use two sets of wings, like a normal configuration, except you put them next to each other. Your rolling problem is most likely due to a way too big vertical stabilizer or small wings
"My pitch control surfaces are controlling my plane how they should, when I pull back on the stick the nose comes up. However the control surfaces point downward which would usually make the nose pitch down. They should be pointing upward when I pull up"
"(a right yaw input should roll me left)"
This is a real thing, most noticeable on planes with swept wings (SP doesn't care about sweep though). Essentially when yawing the change in angle of slip makes a wing create more lift than the other: diagram
@edensk The thing is that the real YF-17 didn't have anything there
And I assume the flight model is not supposed to be realistic...
The YF-17 did not have countermeasures, nor the LERX fences of the older legacy hornets
@ChiChiWerx
I feel bad about you having to type all that due to a misunderstanding, and Formula350 already explained what we were talking about (an xml attribute for the wing part which you can find in overload, not the FT variable), and I agree with the huge importance of angle of attack (I've also used its FT variable countless times, even created realistic, functional wings out of engines and FT taking AoA and multiple other parameters into account).
However, as far as I know very few aircraft (those with very thin, uncambered and sharp airfoils, and not including the ones with high incidence angles or with flaps extended, as flaps reduce the stall angle considerably) stall in that AoA range (10-13)
@Formula350 you're welcome, enjoy the new knowledge!
degrees per second
it would be nice
@Atoka220 range will change the speed (but do not change the min and max values), and having a high rotator speed will be good. If it doesn't move at all then it must be an issue with connections
sum(Throttle*1)
as input for a normal rotatorincrease 1 as desired
It does on steam (PC)
Also, control stiffening is not related to mach either, just to IAS
@LieutenantSOT control stiffening would be the correct term
G-loc has nothing to do with control surface stiffening or compression at high mach numbers
how old are you?
you go to your profile, and from there to "blocks", then you go to the profile of whomever is blocked, find a comment they made, and click block, then accept or something
@FumipamSP ah, makes sense. Thanks!
a little bit big lol
two problems, it requires quite a lot of parts to make it smooth, and it takes up a hella lot of space, as it would need to be bigger than this (it should go from the borders to the center, opposite of this)
three rotators
@World16 testing grounds is part of "car island", and the desert island (Maywar), is only available on PC
there are no more
make the plane unstable, center of mass next to or behind center of lift
nice
yes, try
clamp01(1-pow(IAS/x,2))
, where x is the speed in m/s at which the pitch will be neutralyou can't do any of those
you spawned it on approach
I'ts a boeing Dreamlifter, you can tell by the fuselage shape
Most if not all of funky trees works as intended in my experience
Throttle*cos(Time*(300+inverselerp(-1,1,Trim)*500))
in theory -1 trim will make it 300 and 1 800, as well as 0.5 550....
mmm
junkers noises
@moistcottonbud try putting the expression between parentheses
it's the " " signs, they have an additional use in the dev console
use rotators with the following input:
clamp01(SelectedWeapon = "Interceptor")
nice burners
@Davaskonaviatornewacc thinking of doing that myself... if I find a decent blueprint
@ChrisPy I hope you aren't using the keyboard to fly
@WiiMini Thanks
@ChrisPy stable? Please explain what you mean by that lol. This variant and perhaps all of them don't have fly-by-wire at all, making trim a necessity...
@WholeLottaBread The mig-29 has an incredibly low wing loading thanks to the mostly flat bottom of the fuselage, which allows it to turn quite well. However, I should've improved the induced drag model back when I made this.
@BogdanX the horizontal stabilizer has +-5 degrees of roll when the slats are retracted and the gear is up, just like the real one.
unfortunately not
@ChrisPy I agree with most of the things you pointed out, but the barrels do spin, at least on my pc. And the nose looks perfectly fine, even more so considering Ricardo always uses blueprints lol
@V what AN2fella said
there sort of is
27
if anything it will be a new game
@SpillySock oh, for delta wings you should use two sets of wings, like a normal configuration, except you put them next to each other. Your rolling problem is most likely due to a way too big vertical stabilizer or small wings
"My pitch control surfaces are controlling my plane how they should, when I pull back on the stick the nose comes up. However the control surfaces point downward which would usually make the nose pitch down. They should be pointing upward when I pull up"
canard design?
"(a right yaw input should roll me left)"
This is a real thing, most noticeable on planes with swept wings (SP doesn't care about sweep though). Essentially when yawing the change in angle of slip makes a wing create more lift than the other: diagram
@MOPCKOEDNISHE thanks, awesome mod by the way!