@asteroidbook345 Nah I think it was deliberately made to only retract one side at a time, probably with a valve or sth.
That being said, the original N1K-J had two-stage retracting landing gears. The main gears would first compress its own pistons (making the legs shorter) before actually rotating and storing itself into the wing. This has to be (at least partially) hydraulic, at least the shortening part has to be hydraulic.
@asteroidbook345 Yeah now that you mentioned it, Japanese landing gears usually don't have visible pistons, so they are probably electric.
WWII planes have relatively limited ability to generate electricity. This was a problem that stopped many planes from using gattling guns, and the reason why the Germans chose revolver cannon (MG213) which later became the prototype of many post-war aircraft guns (DEFA 55X series, ADEN, M39 and BK-27)
@asteroidbook345 Actually I don't think WWII Japanese planes use hydraulic... It's more likely that Japanese electric systems cannot afford both legs to operate at the same time. If you go take a look on actual Zero fighters' takeoff clips, you will notice that they will retract the left leg first, then the right.
For P-51 Mustangs, on the other hand, the both legs would almost retract simultaneously, albeit with some inevitable difference in exact timing.
Sincerely I'd like to be able to "funky tree" everything...
Like, how about a cannon whose bullet lifetime (= explode timer) can be changed by an AG? So you can change between airburst mode and impact detonation?
@Brendorkus I say F12 not F3, and don't press Fn+Function keys.
There's no way F3, by itself, is controlling brightness, you must be pressing the Fn key.
Features demonstrated in this video:
Engine related:
- idling
- cowl flap w/ related handle in the cockpit
- automatic cowl flap action
- turbocharger and cooling fan sound effect (by adding a hidden turboprop engine)
Instrument related:
- (almost) full set of authentic Japanese instrument panel, including artificial horizon, turn coordinator, altimeter, airspeed indicator and manifold pressure
- Stall warning (winch sound) and overspeed warning (also winch sound)
- a set of levers, sticks and pedals
Exterior related:
- custom wing and control surfaces
- custom main landing gears replicating the historical Japanese feature of asymmetric retraction/extension.
- Flying 59th Squadron (I think perhaps I should translate it as "59th Flying Corp" or sth...) livery
- 30mm Ho-155-II autocannon (wing gun) and 37mm Ho-204 autocannon (cannon, 100RPG)
Roadmap:
- RPM meter (to actually facilitate flying without UI, I bursted my engine once in making this video), but not sure if it's doable.
- fuel mixture lever, just a piston that operates by altitude
- corrected manifold pressure gauge operation (it should reduce a bit according to altitude)
- more paint job details
- (maybe) a landing gear bay door. the wheels are now half-exposed, so this may or may not be done.
@AircraftoftheRedStar Same here.
The only "A7M" that should exist to my knowledge is the A7M3-J full-sized model made by the crew of browser game "Kantai Collection".
@Random40 Does the wing still work after being hit? I thought disabling collision response only forbids a part from disconnecting, it doesn't stop it from malfunctioning?
I'm gold and still nobody reads my teaser unless I release it according to US time zone...
Back in silver there was a plane I released after teasers after teasers and still nobody gives a damn...
@Avro683Lancaster Yup, I mentioned that in the OP.
After missing the target by about 200 miles north in the return trip from Brown Pearl I think I can definitely use one...
@SnoWFLakE0s Well, yeah, with unnecessarily long expressions.
Another problem for the VSI is that the real word VSIs usually don't have homogeneous dials...
For example, Japanese VSIs in WWII would give the first 90 degrees' rotation to 5000m/ min vertical speed, and the other 90 degrees are 5000- 30000 m/ min...
@SnoWFLakE0s No it's not.
First, obviously it's not IAS but GS.
and then you have to consider AOA because where your plane is pointing at does not equal to where it's actually going. And AOA's orientation follows the plane, this is where the roll angle comes in because you need to get the vertical part of the vector.
In fact, my function already omitted slip angle, which if not ignored would require us to do the same as we did to AOA all over again.
And finally you need to normalize it into the gauge's dials, which is why you need a constant, that's where the / 400 in OP came in.
All this trouble can be spared as long as they allow us to input a derivative of altitude with regard to time.
@jamesPLANESii more like acceleration XYZ, and two versions, one relative to plane, one relative to map.
And I really hope for some parts-related values like
hp(partID), connection(partAID, partBID)
RPM(engineID) (right now we're using throttle input which isn't accurate, especially for engines with manual propeller pitch)
Plus a total new system, sequence. Useful for fancy landing gears.
@thefalkenreich Nah it's more like a series.
Originally it was SU1946 (Simple Universe 1946) with 1946-ish planes plus very overpowered engine.
Now I'm working my way back the timeline and make SUWW2 (late-WWII non-jet planes that does well in in-game WWII challenges (such as WWII Dogfight and WWII Torpedo Bomber challenge)
@jamesPLANESii I have no idea about input for a light. There are people who successfully implemented funky tree for lights but I have entirely failed to do so so far.
Sign(x) function outputs +1 when x is positive or zero, and outputs -1 when x is minus.
For example, if you use a piston that extends when input = 1 and retracts when input = 0, sign(v-x) would cause the piston to extend when v>x, and vice versa (piston does not accept minus input AFAIK, but if that's a problem, use clamp01 function outside of sign function.
Winch will only work when the end is attached to something. You need to use designer suite to manually attach it to something else, set the moving range to 0 and then setup the input to use the winch as a buzzer.
I also have a stall alarm, it works like this:
input: Sign(min((abs(AOA) -15), sign(IAS), sign(IAS - 223)))
so when AoA is > 15 at any direction AND IAS is >0 AND IAS is < 223 m/s, the buzzer will go off.
v>x doesn't seem to work with funky trees and I advise replacing them with "sign(v - x)"
@Adityo0502 Probably it was a bad choice to use the boom 9000 mod bomb parts to form the bomblets, whose bomb explosion is like 10-20x the load to the system...
On a sidenote, I don't think O-I would be named Type 100...
I checked the development of Japanese tanks, they are usually named after the year when the prototype was completed. For O-I this would be 1944 (Imperial Year 2604) or even later.
@701wwj666 不,您是不是搞錯了我的意思?
這款驅逐戰車的原名是Jagdpanther,就是五號戰車豹式Panther的前面再加上Jagd字首,意思是"打獵的豹"。由於德國叫豹的車子太多(VK1602 Leopard, Pzkpfw. V Panther, 戰後的Leopard I等)所以才會有人稱之為黑豹以資區分。
而打獵的豹(hunting panther)不等於獵豹(cheetah)。
所以這輛車的名字應該要是原本的Jagdpanther,然後您內文的介紹大概會是這樣
The German "Jagdpanther (Hunting Panther)" tank destroyer uses the chassis of the Panther tank, (中略) it was named Jagdpanther on December 17, 1943 (下略)
Planes will retract its gear once spawned, as long as it has a retractable one.
unarmed builds will run away even if set as aggressive. This could include armed planes whose weapons has to be activated.
@FlyingHueman Well you DID lose some points for that engine placement.
In fact most of the entries are more or less not following the original rule.
I thought that this may happen so that's why I had the "reserved" points to prevent having to disqualify everyone...
And that preventive measure worked.
@asteroidbook345 Nah I think it was deliberately made to only retract one side at a time, probably with a valve or sth.
That being said, the original N1K-J had two-stage retracting landing gears. The main gears would first compress its own pistons (making the legs shorter) before actually rotating and storing itself into the wing. This has to be (at least partially) hydraulic, at least the shortening part has to be hydraulic.
@asteroidbook345 Yeah now that you mentioned it, Japanese landing gears usually don't have visible pistons, so they are probably electric.
WWII planes have relatively limited ability to generate electricity. This was a problem that stopped many planes from using gattling guns, and the reason why the Germans chose revolver cannon (MG213) which later became the prototype of many post-war aircraft guns (DEFA 55X series, ADEN, M39 and BK-27)
@asteroidbook345 Actually I don't think WWII Japanese planes use hydraulic... It's more likely that Japanese electric systems cannot afford both legs to operate at the same time. If you go take a look on actual Zero fighters' takeoff clips, you will notice that they will retract the left leg first, then the right.
For P-51 Mustangs, on the other hand, the both legs would almost retract simultaneously, albeit with some inevitable difference in exact timing.
@FranzPeterSiegfried
@MrACEpilot
likewise
@CrashFighter05
@edensk
@IStoleYourMeme
likewise
@Tonnkatu500
@Strikefighter04
@Treadmill103
You are tagged for your upvote in the last video teaser.
basically painting feature... all we wanted for years...
+14Sincerely I'd like to be able to "funky tree" everything...
+5Like, how about a cannon whose bullet lifetime (= explode timer) can be changed by an AG? So you can change between airburst mode and impact detonation?
Nah N1K was the seaplane fighter, and its land-based version was N1K-J...
@asteroidbook345 @CruzerBlade Well the current AI has ground evasion program, it won't be impossible to also include plane evasion...
@asteroidbook345 yeah that's gonna be the problem lol
@Brendorkus I say F12 not F3, and don't press Fn+Function keys.
There's no way F3, by itself, is controlling brightness, you must be pressing the Fn key.
@Brendorkus This thing has been uploaded long ago. Search "H11K".
Use the mod, turn on the mod, take screenshots in-game (F12), your last 3 will be automatically there when you intend to upload
+1@Random40 Well I'm not trying to make the whole plane invincible... but perhaps it's too late now (260 parts and counting), maybe for my next plane.
+1@Strikefighter04 you are tagged to this video teaser because you upvoted in my previous teaser.
Features demonstrated in this video:
Engine related:
- idling
- cowl flap w/ related handle in the cockpit
- automatic cowl flap action
- turbocharger and cooling fan sound effect (by adding a hidden turboprop engine)
Instrument related:
- (almost) full set of authentic Japanese instrument panel, including artificial horizon, turn coordinator, altimeter, airspeed indicator and manifold pressure
- Stall warning (winch sound) and overspeed warning (also winch sound)
- a set of levers, sticks and pedals
Exterior related:
- custom wing and control surfaces
- custom main landing gears replicating the historical Japanese feature of asymmetric retraction/extension.
- Flying 59th Squadron (I think perhaps I should translate it as "59th Flying Corp" or sth...) livery
- 30mm Ho-155-II autocannon (wing gun) and 37mm Ho-204 autocannon (cannon, 100RPG)
Roadmap:
- RPM meter (to actually facilitate flying without UI, I bursted my engine once in making this video), but not sure if it's doable.
- fuel mixture lever, just a piston that operates by altitude
- corrected manifold pressure gauge operation (it should reduce a bit according to altitude)
- more paint job details
- (maybe) a landing gear bay door. the wheels are now half-exposed, so this may or may not be done.
@AircraftoftheRedStar Same here.
+2The only "A7M" that should exist to my knowledge is the A7M3-J full-sized model made by the crew of browser game "Kantai Collection".
Wait, you can see the A7M1? There is a surviving plane?
@Aarons123 WWI planes usually have very few gauges... Probably just an altimenter, an airspeed and maybe a RPM meter
A biplane with a Cold War instrument panel always confuses me...
basically anything other than the biggest two jets have pretty slow consumption that nobody actually worries about it...
+1@Random40 Does the wing still work after being hit? I thought disabling collision response only forbids a part from disconnecting, it doesn't stop it from malfunctioning?
I think making an all-direction gattling to destroy the missile would be easier...
@xiaofootball TAS-GS = wind.
GS actually does NOT take out the vertical part of your speed.
As for whether this is correct, well... I don't think GS would register pitch angle IRL as well.
I think this has been suggested before, but just like many good suggestions, it was soon forgotten...
+1I'm gold and still nobody reads my teaser unless I release it according to US time zone...
Back in silver there was a plane I released after teasers after teasers and still nobody gives a damn...
@Avro683Lancaster Yup, I mentioned that in the OP.
After missing the target by about 200 miles north in the return trip from Brown Pearl I think I can definitely use one...
@SnoWFLakE0s Well, yeah, with unnecessarily long expressions.
Another problem for the VSI is that the real word VSIs usually don't have homogeneous dials...
For example, Japanese VSIs in WWII would give the first 90 degrees' rotation to 5000m/ min vertical speed, and the other 90 degrees are 5000- 30000 m/ min...
@SnoWFLakE0s No it's not.
First, obviously it's not IAS but GS.
and then you have to consider AOA because where your plane is pointing at does not equal to where it's actually going. And AOA's orientation follows the plane, this is where the roll angle comes in because you need to get the vertical part of the vector.
In fact, my function already omitted slip angle, which if not ignored would require us to do the same as we did to AOA all over again.
And finally you need to normalize it into the gauge's dials, which is why you need a constant, that's where the / 400 in OP came in.
All this trouble can be spared as long as they allow us to input a derivative of altitude with regard to time.
@jamesPLANESii more like acceleration XYZ, and two versions, one relative to plane, one relative to map.
And I really hope for some parts-related values like
hp(partID), connection(partAID, partBID)
RPM(engineID) (right now we're using throttle input which isn't accurate, especially for engines with manual propeller pitch)
Plus a total new system, sequence. Useful for fancy landing gears.
+1@thefalkenreich Nah it's more like a series.
+1Originally it was SU1946 (Simple Universe 1946) with 1946-ish planes plus very overpowered engine.
Now I'm working my way back the timeline and make SUWW2 (late-WWII non-jet planes that does well in in-game WWII challenges (such as WWII Dogfight and WWII Torpedo Bomber challenge)
@jamesPLANESii I have no idea about input for a light. There are people who successfully implemented funky tree for lights but I have entirely failed to do so so far.
Sign(x) function outputs +1 when x is positive or zero, and outputs -1 when x is minus.
For example, if you use a piston that extends when input = 1 and retracts when input = 0, sign(v-x) would cause the piston to extend when v>x, and vice versa (piston does not accept minus input AFAIK, but if that's a problem, use clamp01 function outside of sign function.
Winch will only work when the end is attached to something. You need to use designer suite to manually attach it to something else, set the moving range to 0 and then setup the input to use the winch as a buzzer.
I also have a stall alarm, it works like this:
input: Sign(min((abs(AOA) -15), sign(IAS), sign(IAS - 223)))
so when AoA is > 15 at any direction AND IAS is >0 AND IAS is < 223 m/s, the buzzer will go off.
v>x doesn't seem to work with funky trees and I advise replacing them with "sign(v - x)"
+1Nope, there's no such a thing as fuel tank selection.
Also I think you're trying to say RCN not RCS.
@edensk
@Noname918181
Picture it!
@Adityo0502 Probably it was a bad choice to use the boom 9000 mod bomb parts to form the bomblets, whose bomb explosion is like 10-20x the load to the system...
+1Tried to make one myself, the setting is so complicated and it's so prone to crash the game.....
@edensk
+2@Noname918181
Can't see the picture...
+1On a sidenote, I don't think O-I would be named Type 100...
+2I checked the development of Japanese tanks, they are usually named after the year when the prototype was completed. For O-I this would be 1944 (Imperial Year 2604) or even later.
Just separate it into three parts...
Qing, Yu, Zhou.
BTW what is it in Chinese? 晴雨舟? (lit: sunny and rainy boat)
@701wwj666 不,您是不是搞錯了我的意思?
+3這款驅逐戰車的原名是Jagdpanther,就是五號戰車豹式Panther的前面再加上Jagd字首,意思是"打獵的豹"。由於德國叫豹的車子太多(VK1602 Leopard, Pzkpfw. V Panther, 戰後的Leopard I等)所以才會有人稱之為黑豹以資區分。
而打獵的豹(hunting panther)不等於獵豹(cheetah)。
所以這輛車的名字應該要是原本的Jagdpanther,然後您內文的介紹大概會是這樣
The German "Jagdpanther (Hunting Panther)" tank destroyer uses the chassis of the Panther tank, (中略) it was named Jagdpanther on December 17, 1943 (下略)
@701wwj666 您是中文圈的朋友嗎?獵豹不能翻回英文變Cheetah的,Panther翻成中文變黑豹又翻回英文變Black Panther這樣也不行。
Jagdpanther是"打獵的黑豹",不是獵豹
如果要將Jagdpanther翻成英文會變成"Hunting Panther"
這輛驅逐戰車本身精細倒是沒話說
Planes will retract its gear once spawned, as long as it has a retractable one.
unarmed builds will run away even if set as aggressive. This could include armed planes whose weapons has to be activated.
@FuzzyAircraftProductions the result is already posted in 15 December
The thread is here
@CruzerBlade It IS clear. Search function, not target marking.
Plus, air-to-air mode is turned on by default in dogfight.
@FlyingHueman Well you DID lose some points for that engine placement.
In fact most of the entries are more or less not following the original rule.
I thought that this may happen so that's why I had the "reserved" points to prevent having to disqualify everyone...
And that preventive measure worked.
Ah yes I believe we have one of those here in Taiwan, they are stationed in Kinmen.