YSFlight Wishlist

YSFlight general discussion & everything in between
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Post by waspe414 » Mon Jun 29, 2015 11:38 pm

NightRaven wrote:Does it? I find it works alright. It's just the logic that is difficult to wrap your head around, but it is correct. If you rudder upside down to the right, you are actually turning to the left, hence the heading decreases in value. It works fine in YS - I just tested.
Turning the rudder left puts the nose left, and diverges from the velocity vector the same amount whether right side up or inverted. The issue with inversion is you drift in the opposite direction, despite the heading and velocity vector saying otherwise. It's a very slight and difficult to notice issue (and frankly doesn't really affect all that much), but it does exist.

You can test it by inverting straight and level, noting your heading, kicking the rudder one direction, and watch your heading return to its original value, despite the rudder being hard over in the other direction.
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Post by Neocon » Tue Jun 30, 2015 12:24 am

Isn't that because of the auto rudder?

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Post by waspe414 » Tue Jun 30, 2015 3:59 am

I don't have autorudder turned on, and even with it on the total deflection is still in the direction you're pushing (albeit less than maximum).
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Post by Flake » Tue Jun 30, 2015 4:46 am

Fly down the left "lane" of the runway inverted and rudder left, you'll end up in the right lane by some wizardry
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Post by Neocon » Tue Jun 30, 2015 6:49 am

I'm still confused. If you are up-side-down and turn left from your perspective, an observer on the ground should see you turn right. The plane physically turns as it should, and would in the real world. The problem is that the compass does not invert with the plane, so if you are headed north while inverted, west is on the right but will still show as east. I believe this would also happen in the real world unless the electronic compass was made to compensate for being read inverted.

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Post by Flake » Tue Jun 30, 2015 10:34 am

The problem is that the heading does change ( the nose would direct into the far left of the runway, however the aircraft drifts to the right. I'll make a video when I can
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Post by ksh » Tue Jun 30, 2015 10:37 am

they should add onto ysflight some rain!

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Post by Flake » Tue Jun 30, 2015 12:34 pm

I am an accountant working full-time (and some). I'm not here as often as I would like to be. Send a message if you need me. There are a few people in the community who can get in contact with me urgently if you need - don't be afraid to ask. I just don't check here as frequently as I used to. Sorry!

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Post by NightRaven » Tue Jun 30, 2015 1:51 pm

Ah I see now.
FIXITFIXITFIXITFIXITFIXITFIXITFIXITFIXITFIXITFIXITFIXITFIXITFIXITFIXITFIXITFIXITFIXITFIXITFIXITFIXITFIXITFIXITFIXITFIXITFIXITFIXITFIXITFIXITFIXITFIXITFIXITFIXITFIXITFIXITFIXITFIXITFIXITFIXITFIXITFIXITFIXITFIXITFIXITFIXITFIXITFIXITFIXITFIXITFIXITFIXITFIXITFIXITFIXITFIXITFIXITFIXITFIXITFIXITFIXITFIXITFIXITFIXITFIXITFIXITFIXITFIXITFIXITFIXITFIXITFIXITFIXITFIXITFIXITFIXITFIXITFIXITFIXITFIXITFIXITFIXITFIXITFIXITFIXITFIXITFIXITFIXITFIXITFIXITFIXITFIXIT

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Post by Neocon » Tue Jun 30, 2015 7:00 pm

I tested again using TF58's GAC Thunderbird. It worked correctly for me. I noticed that your plane was not flying level, and seemed to be drifting to the right, which is also the direction the plane was rotated. Try it again keeping the plane as close to level as you can.

Ok, I just duplicated your problem. First, I turned off the rudder auto coordination. I took up the stock F-16, flew inverted, straight and level, at under 200kts. I was headed straight east and turned the rudder to the left, which should have turned the plane to the north. The nose turned to the north. The compass didn't turn much at all, but what little it did turn was going to the south and the plane was turning the opposite of where the nose was aimed.

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Re: New things from Soji

Post by Dragon_Mech » Mon Aug 31, 2015 1:16 pm

i would like to see something like the AIM54 Phoenix missile. if anything it would force distant targets to break off from their attack and perform avoidence maneuvers.
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Re: YSFlight Wishlist

Post by decaff_42 » Mon Aug 31, 2015 11:49 pm

Moved ^ Post for topical reasons.
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Re: YSFlight Wishlist

Post by V8-DLA » Wed Sep 02, 2015 5:42 am

There should be a feature which you can link ysflight to Internet for weather
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Re: YSFlight Wishlist

Post by Nodoka Hanamura » Wed Sep 02, 2015 8:53 am

OfficerFlake wrote:
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Re: YSFlight Wishlist

Post by Gunny » Thu Sep 10, 2015 12:38 am

Color choice for the horizon gradient.sunsets and sunrises could be achieved then in the game.
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Re: YSFlight Wishlist

Post by NightRaven » Sat Oct 10, 2015 5:37 am

So I had a thought when I ploughed a Pe-2 into a tree in War Thunder.

Why not use surface area of control surfaces to dictate the roll, pitch and yaw performance of an aircraft? The current system is rudimentary at best and is exploitable, and may not be representative of the actual aircraft's performance. So I was thinking maybe if there are new variables to define the surface area and postions of the respective control surfaces and the angle of deflection when controls are inputted, the force exerted on that surface would bring about a (hopefully) more realistic response. This would also eliminate the need for a bit of dnm work as this would work in a similar fashion as the turrets. Also this system would replace the current system but not phase it out entirely, so as to allow older mods and non-aircraft mods to continue working, like the current state of the AAMSLOT, AGMSLOT and BOMBSLOT variables.

Also maybe remove the tumbling of dead aircraft. That only happens when wings/control surfaces fall off the aircraft, something that doesn't happen in YS (yet).

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Re: YSFlight Wishlist

Post by decaff_42 » Sat Oct 10, 2015 11:16 am

NightRaven wrote:So I had a thought when I ploughed a Pe-2 into a tree in War Thunder.

Why not use surface area of control surfaces to dictate the roll, pitch and yaw performance of an aircraft? The current system is rudimentary at best and is exploitable, and may not be representative of the actual aircraft's performance. So I was thinking maybe if there are new variables to define the surface area and postions of the respective control surfaces and the angle of deflection when controls are inputted, the force exerted on that surface would bring about a (hopefully) more realistic response. This would also eliminate the need for a bit of dnm work as this would work in a similar fashion as the turrets. Also this system would replace the current system but not phase it out entirely, so as to allow older mods and non-aircraft mods to continue working, like the current state of the AAMSLOT, AGMSLOT and BOMBSLOT variables.

Also maybe remove the tumbling of dead aircraft. That only happens when wings/control surfaces fall off the aircraft, something that doesn't happen in YS (yet).
While I agree that this would be more accurate, it would also be a lot more difficult to calculate real-time as it would varry with speed. To be honest, the current mechanics are pretty good in my opinion, but any increase in fidelity is a + in my opinion.

What I would really like to see is a throttle CLA. The throttle level is already recorded in the YFS file, so why cant it be simply made into a CLA??? it would make nozzles and throttles in the cockpit so much better!
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Re: YSFlight Wishlist

Post by Neocon » Sun Oct 11, 2015 6:04 am

I'm sure it's been mentioned before, but the ability to make a functional windsock would be great.

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Re: YSFlight Wishlist

Post by V8-DLA » Sun Oct 11, 2015 6:05 am

NightRaven wrote:HIDDEN CONTENT: HIDE
Iknow that guy,it's Howtobasic :lol: :lol: :lol: :lol: :lol: :lol: :lol: :lol: :lol:
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Re: YSFlight Wishlist

Post by u2fly » Sun Oct 11, 2015 9:05 am

Make one more option for aircraft .DAT
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CARGO aircraft/an225.acp
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Cargo deck for cargo airplane (like An-225 and other need it), that will work as CARRIER deck in ground objects.
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It would be greate drive with jeep on this deck inside airplane fuselage, change vehicle to airplane and fly with jeep inside.
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