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A-28A

+3
JHaskly
Timothy Ashtön
Echo_Delta_Oscar
7 posters

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A-28A Empty A-28A

Post by Echo_Delta_Oscar Fri Jun 03, 2011 7:34 am

This plane is clearly inspired by the Su-27/37 series.
It features a sort of stability control on pitch, autopilot, retractable landing gear, and reheat.

A-28A A-28a11

Pitch and roll control with arrow keys;
Yaw control with A/D;
Throttle control with W/S;
Reheat with Z;
Fire gun with Q;
Fire externally carried missiles with C;
Fire internally carried missiles with X;
E to deploy airbrakes and for wheel brakes during landing and taxying;
F to deploy/Retract landing gear;
G to toggle Autopilot;

When Autopilot is selected, up and down keys will regulate the climb angle with a step of 0.5, while A/D will controll the yaw with a step of 0.25, and the roll will change accordingly.

The plane can easily take-off, even fully loaded, from the default land. However, the load will stress the structure, and I suggest releasing it all before performing sharp manuvers.

Code:


Val
{
   RollE(default=0,min=-25,max=25,step=4)
   RollW(default=0,min=-25,max=25,step=4)
   PBar(default=0,min=-30,max=30,step=4)
   Pitch(default=0,min=-30,max=30)
   Yaw(default=0, min=-20, max=20, step=2)
   Rudd(default=0, min=-20, max=20, step=0)
   Ster(default=0, min=-20, max=20, step=2)
   Trim(default=0, min=-360, max=360, step=0)
   Throttle(default=0, min=0, max=200000, step=0)
   Engine(default=0, min=0, max=300000, step=0)
   Gear(default=0, min=0, max=1, step=0)
   Gear1(default=90, min=90, max=180)
   Gear2(default=90, min=0, max=90)
   Conv(default=0, min=-90, max=20, step=0)
   ALVL(default=0, min=0, max=1, step=0)
   BRK(default=0, min=0, max=200, step=200)
   ABR(default=0, min=0, max=45, step=3)
   Reheat(default=0)
   Afterburner(default=0, min=0, max=100000, step=1000)
   Smoke(default=1, min=1, max=4)
   Trig(default=0, min=0, max=2000000, step=2000000)
   MissI(default=0)
   MissEx(default=0)

   
}

Key
{
   15:Throttle(step=4000)
   8:Throttle(step=-4000)
   7:Yaw(step=-2)
   9:Yaw(step=2)
   2:RollE(step=4), RollW(step=-4)
   3:RollE(step=-4), RollW(step=4)
   0:PBar(step=4)
   1:PBar(step=-4)
   16:BRK(step=10), ABR(step=15)
   14:Trig(step=2000000)
   
   
   
   
   
}

Body {
   Core(){
      S:Cowl(color=#003050){
      E:Cowl(angle=-120, effect=#a000){}
      W:Cowl(angle=-120, effect=#a000){}
      S:Cowl(color=#003050){S:Cowl(angle=45, color=#003050){}
      S:Cowl(angle=-140, option=5, effect=#a000){}
      E:Cowl(angle=-120, option=4, effect=#a000){}
      W:Cowl(angle=-120, option=3, effect=#a000){}}}
      N:Cowl(angle=-140, option=5, effect=#a000){}
      E:Cowl(angle=-120, option=3, effect=#a000){}
      W:Cowl(angle=-120, option=4, effect=#a000){}
      E:Cowl(angle=120, color=#003050){}
      W:Cowl(angle=120, color=#003050){}
      N:Cowl(color=#003050){
      E:Cowl(angle=120, color=#003050){}
      W:Cowl(angle=120, color=#003050){}
      N:Cowl(color=#000000){
      N:Cowl(angle=140, option=5, effect=#a000){}
      E:Cowl(angle=120, option=3, color=#000000){}
      W:Cowl(angle=120, option=4, color=#000000){}}}
      
      S:Frame(angle=90){

      E:Cowl(angle=90, option=4, color=#003050){}
      W:Cowl(angle=90, option=3, color=#003050){}

      S:Frame(angle=-90){
      N:Arm(power=Trig, option=20000){}

      N:Cowl(angle=140, option=5, color=#003050){}
      E:Cowl(angle=120, option=3, color=#003050){}
      W:Cowl(angle=120, option=4, color=#003050){}
      E:Cowl(angle=-90, color=#003050){}
      W:Cowl(angle=-90, color=#003050){}
      N:Cowl(angle=-45, option=5, color=#003050){}

      S:Weight(option=2){

      E:Cowl(angle=-90, color=#003050){}
      W:Cowl(angle=-90, color=#003050){}
      E:Cowl(angle=120, color=#003050){}
      W:Cowl(angle=120, color=#003050){}

      E:Trim(angle=-Pitch, color=#003565){

      N:Cowl(option=4, color=#003050){}}

      W:Trim(angle=Pitch, color=#003565){

      N:Cowl(option=3, color=#003050){}}

      S:Weight(option=3){S:Chip(angle=ABR, color=#003565){S:Chip(color=#003565){}}S:Chip(angle=-ABR, color=#003565){}

      E:Cowl(angle=-90, option=4, color=#003050){}
      W:Cowl(angle=-90, option=3, color=#003050){}
      E:Cowl(angle=120, color=#003050){}
      W:Cowl(angle=120, color=#003050){}
      S:Cowl(angle=-136, color=#003050){}

      N:TrimF(angle=90, option=1){N:RudderF(angle=Gear1){N:TrimF(angle=Ster, option=1){N:Wheel(angle=180, brake=Gear, effect=2){}}}}
      S:Weight(option=3, color=#003565){

      S:Cowl(angle=1, color=#003050){}
      S:Cowl(angle=140, option=5, color=#003050){}
      E:Cowl(angle=120, option=4, color=#003050){}
      W:Cowl(angle=120, option=3, color=#003050){}

      S:Frame(name=MCo){

      S:Cowl(color=#003050){}

      E:Chip(color=#003565){

      N:Cowl(color=#003050){
      E:Cowl(color=#003050){E:Cowl(option=3, color=#003050){}}
      E:Cowl(angle=120, color=#003050){}
      W:Cowl(angle=120, color=#003050){}
      N:Cowl(color=#003050){
      E:Cowl(angle=120, option=3, color=#000000){}
      W:Cowl(angle=120, option=4, color=#000000){}
      E:Cowl(option=3, color=#003050){}}}
   
      N:Cowl(angle=-140, option=5, color=#003050){}
      E:Cowl(angle=-120, option=3, color=#003050){}
      W:Cowl(angle=-120, option=4, color=#003050){}
      E:Cowl(angle=120, color=#003050){}
      W:Cowl(angle=120, color=#003050){}

      S:Chip(angle=RollE, color=#003565){}E:Chip(color=#003565){
      W:Weight(name=Tank1, angle=90, option=3){S:Chip(){}N:Weight(option=4){S:Trim(angle=90){
      N:Frame(angle=150){N:Jet(angle=120, power=-MissI, effect=4){}}
      S:Chip(){}}N:Weight(option=2){}}}
      E:Weight(name=Tank3, angle=90, option=1){S:Chip(){}N:Weight(option=4){S:Trim(angle=90){
      N:Frame(angle=150){N:Jet(angle=120, power=-MissEx, effect=4){}}
      S:Chip(){}}}}

      N:Cowl(angle=-179, option=2, color=#aa0000){}

      W:Frame(angle=Gear2){W:Wheel(brake=BRK, effect=2, color=#003565){}}
      S:Chip(angle=RollE, color=#003565){}E:Chip(color=#003565){S:Chip(angle=RollE, color=#003565){}
      E:Chip(color=#003565){S:Chip(angle=RollE, color=#003565){}}}}}

      W:Chip(color=#003565){

      N:Cowl(color=#003050){
      W:Cowl(color=#003050){W:Cowl(option=4, color=#003050){}}
      E:Cowl(angle=120, color=#003050){}
      W:Cowl(angle=120, color=#003050){}
      N:Cowl(color=#003050){
      E:Cowl(angle=120, option=3, color=#000000){}
      W:Cowl(angle=120, option=4, color=#000000){}
      W:Cowl(option=4, color=#003050){}}}
      N:Cowl(angle=-140, option=5, color=#003050){}
      E:Cowl(angle=-120, option=3, color=#003050){}
      W:Cowl(angle=-120, option=4, color=#003050){}
      E:Cowl(angle=120, color=#003050){}
      W:Cowl(angle=120, color=#003050){}

      S:Chip(angle=RollW, color=#003565){}W:Chip(color=#003565){
      E:Weight(name=Tank2, angle=90, option=3){S:Chip(){}N:Weight(option=4){S:Trim(angle=90){
      N:Frame(angle=150){N:Jet(angle=120, power=-MissI, effect=4){}}
      S:Chip(){}}N:Weight(option=2){}}}
      W:Weight(name=Tank4, angle=90, option=1){S:Chip(){}N:Weight(option=4){S:Trim(angle=90){
      N:Frame(angle=150){N:Jet(angle=120, power=-MissEx, effect=4){}}
      S:Chip(){}}}}

      N:Cowl(angle=-179, option=2, color=#aa0000){}

      E:Frame(angle=Gear2){E:Wheel(brake=BRK, effect=2, color=#003565){}}
      S:Chip(angle=RollW, color=#003565){}W:Chip(color=#003565){S:Chip(angle=RollW, color=#003565){}
      W:Chip(color=#003565){S:Chip(angle=RollW, color=#003565){}}}}}
      S:Frame(){
      
      S:Cowl(color=#003050){}

      S:Frame(){

      S:Cowl(color=#003050){}
      E:Cowl(option=1){
      E:Cowl(angle=-120, color=#003050){S:Cowl(color=#003050){S:Cowl(angle=-15, option=5, color=#000000){}}N:Cowl(color=#003050){}}
      W:Cowl(angle=-120, color=#003050){S:Cowl(color=#003050){S:Cowl(angle=-15, option=5, color=#000000){}}N:Cowl(color=#003050){}}
      E:Cowl(angle=120, color=#003050){S:Cowl(color=#003050){S:Cowl(angle=15, option=5, color=#000000){}}N:Cowl(color=#003050){}}
      W:Cowl(angle=120, color=#003050){S:Cowl(color=#003050){S:Cowl(angle=15, option=5, color=#000000){}}N:Cowl(color=#003050){}}}
      W:Cowl(option=1){
      E:Cowl(angle=-120, color=#003050){S:Cowl(color=#003050){S:Cowl(angle=-15, option=5, color=#000000){}}N:Cowl(color=#003050){}}
      W:Cowl(angle=-120, color=#003050){S:Cowl(color=#003050){S:Cowl(angle=-15, option=5, color=#000000){}}N:Cowl(color=#003050){}}
      E:Cowl(angle=120, color=#003050){S:Cowl(color=#003050){S:Cowl(angle=15, option=5, color=#000000){}}N:Cowl(color=#003050){}}
      W:Cowl(angle=120, color=#003050){S:Cowl(color=#003050){S:Cowl(angle=15, option=5, color=#000000){}}N:Cowl(color=#003050){}}}

      S:Frame(){

      E:TrimF(angle=90, option=1){E:Jet(angle=180, power=Engine, effect=Smoke){}E:Frame(angle=90, option=1){
      N:Frame(angle=160, option=1){

      E:Cowl(color=#003050){S:Cowl(angle=1, option=2, color=#aa0000){}
      S:Cowl(color=#003050){S:Cowl(color=#000000, option=3){}}
      E:Cowl(color=#003050){S:Cowl(color=#003050, option=3){}
      E:Cowl(color=#003050, option=4){}}}

      S:Trim(angle=Yaw, color=#003565){N:Chip(color=#003565){}S:Chip(color=#000000){}}}}}
      W:TrimF(angle=-90, option=1){W:Jet(angle=180, power=Engine, effect=Smoke){}W:Frame(angle=90, option=1){
      N:Frame(angle=160, option=1){
      
      W:Cowl(color=#003050){S:Cowl(angle=1, option=2, color=#aa0000){}
      S:Cowl(color=#003050){S:Cowl(color=#000000, option=4){}}
      W:Cowl(color=#003050){S:Cowl(color=#003050, option=4){}
      W:Cowl(color=#003050, option=3){}}}

      S:Trim(angle=Yaw, color=#003565){N:Chip(color=#003565){}S:Chip(color=#000000){}}}}}
      E:Trim(angle=Pitch, color=#003565){E:Chip(color=#003565){
      
      N:Cowl(option=4, color=#003050){}

      E:Chip(color=#003565){}}}
      W:Trim(angle=-Pitch, color=#003565){W:Chip(color=#003565){
      
      N:Cowl(option=3, color=#003050){}

      W:Chip(color=#003565){}}}
      }}}}}}}}}

}}

Script(){

   print 0,"Cleared to Proceed"
   print 1,"3P RULE!"
   print 2,"Power at ", Throttle/2000,"%"
   print 3,"Speed: ", _VEL()*3600/1852," knots, ",_VEL()," m/s"
   print 5,"  Width=",_WIDTH(),"  Height=",_HEIGHT()," Weight=",_WEIGHT()," Fuel:",_FUEL()
   print 6,"Fuel LVL: ",_FUEL()/915000,"%"
   print 7,"Heading: ",_TODEG(_AY())

   print 14,"Max Speed: 271 kts"
   print 15,"Route Home: ",90-_TODEG(_ATAN2(_Z(), _X()))
   print 16,"Distance Home: ", _LEN2(_Z(),_X()), " m"

   ALVL=_MOD(ALVL+_KEYDOWN(13),2)

   if _KEY(0)>(0) & ALVL=(0) &_TODEG(_EZ())<(65) &_TODEG(_EZ())>(-65){
   Pitch=Pbar
   Trim=_TODEG(_AX())}

   if _KEY(1)>(0) & ALVL=(0) &_TODEG(_EZ())<(65) &_TODEG(_EZ())>(-65){
   Pitch=Pbar
   Trim=_TODEG(_AX())}

   if _KEY(0)=(0) & _KEY(1)=(0) & ALVL=(0) &_TODEG(_EZ())<(65) &_TODEG(_EZ())>(-65){
   Pitch=PBar+(-Trim+_TODEG(_AX()))/(1+_VEL()/50)}

   if _TODEG(_EZ())>(65){
   Pitch=Pbar}

   if _TODEG(_EZ())<(-65){
   Pitch=PBar}

   Engine=Throttle+Afterburner

   Reheat=_MOD(Reheat+_KEYDOWN(4),2)

   if Reheat=(1){
   Afterburner=100000}

   Gear=_MOD(Gear+_KEYDOWN(12),2)
   if Gear=(0){
   Gear1=Gear1-2
   Gear2=Gear2+2
   Gear3=Gear3+4
   Ster=Yaw}

   if Gear=(1){
   Gear1=Gear1+2
   Gear2=Gear2-2
   Gear3=Gear3-4
   Ster=0
   BRK=BRK+1}

   if ALVL=(1){
   Yaw=Rudd
   Pitch=-Trim+_TODEG(_AX())
   RollE=-_TODEG(_AZ())-Yaw*2
   RollW=_TODEG(_AZ())+Yaw*2
   print 12,"AUTO LEVEL ON"}

   if ALVL=(1) & _KEY(9)>0{
   Rudd=Rudd+1/4}

   if ALVL=(1) & _KEY(7)>0{
   Rudd=Rudd-1/4}

   if ALVL=(1) & _KEY(0)>0{
   Trim=Trim-1/2}

   if ALVL=(1) & _KEY(1)>0{
   Trim=Trim+1/2}

   if ALVL=(0){
   print 12,"AUTO LEVEL OFF"}

   if _KEY(5)>(0){
   _SPLIT(Tank1)}

   if _KEY(5)>(0){
   _SPLIT(Tank2)}

   if _KEY(6)>(0){
   _SPLIT(Tank3)}

   if _KEY(6)>(0){
   _SPLIT(Tank4)}

   if _ABS(_Y(MCo)-_Y(Tank1))>2 & _ABS(_Y(MCo)-_Y(Tank2))>2{
   MissI=MissI+1000}

   if _ABS(_Y(MCo)-_Y(Tank3))>1 & _ABS(_Y(MCo)-_Y(Tank4))>1{
   MissEx=MissEx+1000}

   if Throttle>(0){
   Smoke=1}

   if Throttle>(70000){
   Smoke=2}

   if Throttle>(150000){
   Smoke=3}

   if Throttle>(170000){
   Smoke=4}

   if Reheat>(0){
   Smoke=4}
}

Echo_Delta_Oscar
Echo_Delta_Oscar
Hover
Hover

Posts : 105
Join date : 2011-03-24

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A-28A Empty Re: A-28A

Post by Timothy Ashtön Sun Jun 05, 2011 3:52 pm

'Whoa' Is really all I can say, probably the best plane I've flown in a while. Awesome work, keep going!


Last edited by Timothy Ashtön on Wed Jun 08, 2011 8:25 am; edited 1 time in total
Timothy Ashtön
Timothy Ashtön
Walker
Walker

Posts : 289
Join date : 2010-07-17
Age : 32
Location : Ontario

http://wildfrontierguidecomplete.blogspot.com/

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A-28A Empty Re: A-28A

Post by Echo_Delta_Oscar Sun Jun 05, 2011 4:52 pm

Thanks a lot! I'll do my best. It's a pity it is not possible to strike a target with a missile in RC.
Echo_Delta_Oscar
Echo_Delta_Oscar
Hover
Hover

Posts : 105
Join date : 2011-03-24

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A-28A Empty Re: A-28A

Post by JHaskly Mon Jun 06, 2011 12:58 am

Well, it is possible, but definitely not easy to do.

JHaskly
Admin

Posts : 235
Join date : 2010-07-16
Age : 28
Location : Brisbane

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A-28A Empty Re: A-28A

Post by Timothy Ashtön Wed Jun 08, 2011 8:27 am

Troublesome question, but is it possible the shaking is due to chip layout or because of Script layout? Dunno if you guys get the shaking, but when I fly around it's nose goes left and right
Timothy Ashtön
Timothy Ashtön
Walker
Walker

Posts : 289
Join date : 2010-07-17
Age : 32
Location : Ontario

http://wildfrontierguidecomplete.blogspot.com/

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A-28A Empty Re: A-28A

Post by Echo_Delta_Oscar Thu Jun 09, 2011 4:26 pm

It's true, and it is possibly due to the amount of payload attached under the wings, coupled with high thrust load and a feedforward loop on the pitch control. Maybe with LUA the problem could be taken down to size, but the load will remain.
Echo_Delta_Oscar
Echo_Delta_Oscar
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A-28A Empty Re: A-28A

Post by Warbird Fri Jun 10, 2011 10:40 am

If you want missiles you could have a look at the tutorial section where the forum was trying to help me make a missile. Its latest version is working good and its around 700 kph, unfortunately i am still too bad at scripting to make a script that finds the average coordinate of another player (and so reduce the interference)... Besides that my missile is halfways percise and flies stable. Its constructed to kill I8 armor on long range hits, but doesnt even detonate right now. It just seeks its target, but it will miss due to the noise. Anyway in case you are interested here it is: The harpoon E1-B

Code:

// [RCD]
Val
{
   ARMED(default=0, max=1)
   BDX(default=0, min=-10000)
   BDY(default=0, min=-10000)
   BDZ(default=0, min=-10000)
   DX(default=0, min=-10000)
   DY(default=0, min=-10000)
   DZ(default=0, min=-10000)
   ENG(default=0)
   LAUNCH1(default=0, max=2)
   LAUNCH2(default=0, max=1)
   R(default=0, min=-25, max=25)
   STAB(default=0, min=-10000)
   U1(default=180, max=180)
   U2(default=150, min=-30, max=150)
   U3(default=0, max=90)
   U4(default=180, min=29, max=180)
   U5(default=180, max=180)
        PU5A(default=0, min=-35, max=35)
   PU5V(default=0, min=-35, max=35)
        U5A(default=0, min=-35, max=35)
   U5V(default=0, min=-35, max=35)

}
Key
{
}
Body
{
   Core() {
      S:Frame(angle=-50) {
         S:Frame(angle=-100) {
            S:Jet(angle=90, power=ENG, effect=2, color=#000000, name=MCore) {
               N:Frame(angle=119, color=#000000) {
                  S:Arm(angle=209, color=#000000) { }
               }
               S:Frame(angle=119, color=#000000) {
                  S:Chip(angle=U2, color=#000000) {
                     S:Trim(angle=U3, color=#000000) {
                        S:Chip(angle=-U5V, color=#000000) { }
                        E:Trim(angle=-R, color=#000000) { }
                        W:Trim(angle=-R, color=#000000) { }
                     }
                     S:Chip(color=#000000, name=guide) {
                        N:Trim(angle=U3, color=#000000) {
                           N:Chip(angle=U1, color=#000000) {
                              N:Cowl(angle=U1, option=5, color=#000000) { }
                           }
                           N:Frame(angle=U4, color=#000000) {
                              N:Arm(angle=-209, color=#000000) { }
                           }
                           N:Frame(angle=-U4, color=#000000) {
                              N:Arm(angle=209, color=#000000) { }
                           }
                        }
                        S:Chip(angle=U1, color=#000000) { }
                        E:Trim(angle=-U5A, color=#000000) { }
                        W:Trim(angle=U5A, color=#000000) { }
                     }
                     N:Chip(angle=U1, option=5, color=#000000) {
                        N:Cowl(angle=U1, option=5, color=#000000) { }
                     }
                  }
                  N:Arm(angle=209, color=#000000) { }
               }
            }
         }
      }
      S:Chip() {
         S:Chip() {
            S:Chip() {
               S:Chip() {
                  S:Chip(angle=90) {
                     S:Weight() { }
                  }
               }
            }
         }
      }
      E:Chip() {
         E:Chip(angle=90) {
            E:Weight() { }
         }
      }
      W:Chip() {
         W:Chip(angle=90) {
            W:Weight() { }
         }
      }
      N:Chip() {
         N:Chip(angle=90) {
            N:Weight() { }
         }
      }
   }
}
Script
{
STAB = _AZ(guide)
if _key(7)>0 {Launch1=1}
if Launch1=1 {U1=U1-10}
if Launch1=1 {U2=U2-10}
if Launch1=1 {U3=U3+5}
if Launch1=1 {U4=U4-9}
if ARMED=0 {PU5A=U5}
if ARMED=0 {PU5V=U5}
if U2=-30 & Launch1=1 {Launch1=2}
if Launch1=2 {U5=U5-9}
if PU5A=0 {Launch1=0}
if PU5A=0 {Launch2=1}
if Launch2=1 {
           ENG=200000
      _SPLIT(MCore)
}
if ENG=200000 {ARMED=1}
if ARMED=1 {R=STAB*5}
if ARMED=1 {PU5V=bdX/35}
if ARMED=1 {PU5A=bdy/35}

if PU5A<U5A {U5A=U5A-1}
if PU5A>U5A {U5A=U5A+1}

if PU5V<U5V {U5V=U5V-1}
if PU5V>U5V {U5V=U5V+1}

dx = _PLAYERX(1)-_X(guide)
dy = _PLAYERY(1)-_Y(guide)
dz = _PLAYERZ(1)-_Z(guide)
bdx = dx*_XX(guide)+dy*_XY(guide)+dz*_XZ(guide)
bdy = dx*_YX(guide)+dy*_YY(guide)+dz*_YZ(guide)
bdz = dx*_ZX(guide)+dy*_ZY(guide)+dz*_ZZ(guide)
   
print 1,$_PLAYERNAME(0)," ID=",_PLAYERID(0)," Color=",_PLAYERCOLOR(0)," arm=",_PLAYERARMS(0)
print 2,"    crush=",_PLAYERCRUSHES(0)," init=",_PLAYERINITS(0)," reset=",_PLAYERRESETS(0)
print 3,"    x=",_PLAYERX(0)," y=",_PLAYERY(0)," z=",_PLAYERZ(0)
print 4,$_PLAYERNAME(1)," ID=",_PLAYERID(1)," Color=",_PLAYERCOLOR(1)," arm=",_PLAYERARMS(1)
print 5,"    crush=",_PLAYERCRUSHES(1)," init=",_PLAYERINITS(1)," reset=",_PLAYERRESETS(1)
print 6,"    x=",_PLAYERX(1)," y=",_PLAYERY(1)," z=",_PLAYERZ(1)
print 7,$_PLAYERNAME(2)," ID=",_PLAYERID(2)," Color=",_PLAYERCOLOR(2)," arm=",_PLAYERARMS(2)
print 8,"    crush=",_PLAYERCRUSHES(2)," init=",_PLAYERINITS(2)," reset=",_PLAYERRESETS(2)
print 9,"    x=",_PLAYERX(2)," y=",_PLAYERY(2)," z=",_PLAYERZ(2)
}

Warbird
Tank
Tank

Posts : 60
Join date : 2010-10-27
Age : 30
Location : Germany

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A-28A Empty Re: A-28A

Post by Warbird Fri Jun 10, 2011 10:42 am

Oh and dont worry i had the problem too on my attempt to make a C130 spectre. Its really large and there you have your shaking. Another time i had this on propeller planes with high propeller speeds (e.g. my entry for my propeller plane contest)

Warbird
Tank
Tank

Posts : 60
Join date : 2010-10-27
Age : 30
Location : Germany

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A-28A Empty Re: A-28A

Post by RA2lover Fri Jun 10, 2011 3:11 pm

try using trim props..

BTW, you might want to spam player position-related functions and average them in order to cancel some of the noise
RA2lover
RA2lover
Walker
Walker

Posts : 382
Join date : 2010-10-11
Age : 29
Location : Brazil

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A-28A Empty Re: A-28A

Post by Rainman Sat Jul 16, 2011 5:45 am

This is one heck of a neat plane, but as you mention, the missiles weigh an enormous amount and stress the plane structure and the engines badly.

Is there a need for the missiles to be so heavy and constructed out of so many weight chips? It seems a better balance of fuel capacity and weight could/should be managed; I seem to recall functional missile designs that were significantly lighter than this.
Rainman
Rainman
Tank
Tank

Posts : 80
Join date : 2011-02-14
Age : 32
Location : New England, US

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A-28A Empty Re: A-28A

Post by nicky_smithy Thu Nov 03, 2011 4:35 am

now i knoww i sound a bit dumb but this is my first time using this system but how can i be able to use that vehicle?? Question

nicky_smithy
Cube
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Posts : 2
Join date : 2011-11-03

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