841 downloads
Auto Credit Based on Jundroo's Wasp 2.0

A continued work from my last modified Wasp, with the goal of making a flight sim grade cockpit. However I thought the HUD was cool enough and decided to release it. Though keep in mind that this is still work in progress and will have bugs.

Credit of the 7-seg numbers on the HUD goes to @SiBasedDragonLanFeng.

I've also given @MASTERSAIDCHUCK6 an unfinished version in advance so he has the time to put it on his craft.

HOW TO USE:
AG 10 to turn on.
Number on top is heading;
number on the left is velocity in kts;
number on the right is radar altitude in ft.
Three numbers on the bottom left are:
a - angle of attack
G - acceleration
M - Mach number
You also have the elevation lines and velocity vector, just in case you didn't notice.

GENERAL INFO

  • Predecessor: Wasp 2.0
  • Created On: Windows
  • Game Version: 0.9.404.0
  • Price: $16,252k
  • Number of Parts: 533
  • Dimensions: 5 m x 12 m x 19 m

PERFORMANCE

  • Total Delta V: 0m/s
  • Total Thrust: 99kN
  • Engines: 7
  • Wet Mass: 23,031kg
  • Dry Mass: 13,656kg

STAGES

Stage Engines Delta V Thrust Burn Mass

15 Comments

  • Log in to leave a comment
  • Profile image
    8,442 s5ehfr9

    @MethaManAerospace you reminded me to update my bio. I've also graduated from high school, and I've applied to computer game courses since it's what I've been wanting to do in the last two years. Though, after graduating I found that I don't want to give up my interest in physics and playing this game made me realize how much I like engineering.
    So yeah, I feel kinda lost and can't decide what to do. I think what will likely happen is I will continue with my game course, but who knows what will happen when the pandemic is still around.

    +2 3.8 years ago
  • Profile image

    @s5ehfr9 Ok, interesting... So it's a positive feedback loop with deflection limiting relative to AoA. I was experimenting with that but also trying to reduce the pitch rate with speed. It wasn't successful...
    All of these systems do they come out of personal interest/research or are you also an engineer/student?
    EDIT: I've now read your bio. It's cool that your already researching and applying this stuff! I just finished high school but can't always understand enough to apply correctly. (I'm also more into aerodynamics...)

    +1 3.8 years ago
  • Profile image
    8,442 s5ehfr9

    @MethaManAerospace Sorry I wasn't reading careful enough. The FBW is quite simple if you break it down. For the stablizers, I tried to limit the deflection angle relative to airflow and also slow its return to equilibrium by adding a positive feedback from AoA.
    For the flaps, I followed the logic of F-18's flaps and made them extend according to speed and AoA. Just before release, I thought it was kinda hard to handle at low speed and added SAS for speeds lower than 150.

    I am planning to do a tutorial on this in derail though, it's just I don't know how long it will take.

    3.8 years ago
  • Profile image

    @s5ehfr9 Fair enough for the missiles, I recon it definitively can be developed further!
    Though for the FBW I was asking about the plane itself. I've been struggling with that in SP for 2 weeks...

    3.8 years ago
  • Profile image
    8,442 s5ehfr9

    @MethaManAerospace I just realized that I mixed up fox 1 and fox 2...
    The vizzy program is a simple implementation of proportional guidance - that is, trying to make the radial velocity zero. I didn't bother using PID since the missile was stable enough on its own, and an issue with update frequency (since vizzy doesn't have part velocity) makes the missile destabilize itself when relying on PID.
    The proximity fuse is just there for it to look good and I really don't think any kind of mechanism would be good at destroying craft at close range while being small.
    You are free to use the missile in any of your crafts as long as you give credit. Though I am developing a new missile that has better performance. Probably one that fits the definition of fox 1 better.

    +1 3.8 years ago
  • Profile image

    @s5ehfr9 Interesting... That's annoying that the aero physics range is only 1 K in atmos... But isn't it the opposite way around: Fox 1 better for far range and Fox 2 better for close range (eg. AIM-9)?
    I've been examining your code. I think I finally understand how Vizzy & vectors work. Didn't you add a "Fuse" if statement so that if the missile overshoots it explodes? that would make great sense for AAMs! One could then engineer for example the radial blast...
    Also, I have a question about the FBW, what was your philosophy when making and tuning it? Is it some rudimentary PID, another known function or just tinkering with AOA and pitching?
    PS: do you mind if I use your code to develop missiles and systems of my own (to post)?

    3.8 years ago
  • Profile image
    8,442 s5ehfr9

    @MethaManAerospace I can change a few lines of code to make the missile lose the target when target is not tracked by radar. Though long range missiles can be tricky to use because crafts lose aerodynamic forces 1km away from player and fall straight to the floor. And within that range, the only missile you would want to use is fox 1.
    There's also a problem with the mass and size of the missile: if it's too small and not massive enough, it would not explode when it hits. The missiles on this craft is just on the margin that it sometimes would not destroy the target if momentum is not enough. This is also the reason why this short range missile is at the size of an AGM-84

    +1 3.8 years ago
  • Profile image

    So these missiles are Fox 1. can the others you mad be classed as Fox 3 or Fox 2?

    3.8 years ago
  • Profile image
    4,319 SP201910

    s5,永远的佬

    3.8 years ago
  • Profile image
    21.0k Rafaele

    whoa

    3.8 years ago
  • Profile image
    8,442 s5ehfr9

    @Dinkel As I've said in the description, credit of the number display goes to SiBasedDragonLanFeng (who has built a HUD previously), with the technology proposed by pedro16797 here. I mainly worked on the pitch lines which I spent quite a few hours tuning & testing. However, with the pitch lines and velocity vector done I feel like we finally have a HUD complete with basic functions.

    3.8 years ago
  • Profile image
    240 Dinkel

    This is insane! I have questions!
    1. How many hours did it take as a whole
    2. Where did you aquire such skills?
    3. What kind of mechnism is involved in changing the HUD numbers? An army of Hinges?

    3.8 years ago
  • Profile image
    1,015 ThePilotDude

    @s5ehfr9 alright cool, thanks!

    3.8 years ago
  • Profile image
    8,442 s5ehfr9

    @PrinceZuko I will and I'm working on its compatibility with part ID and stuff...
    Maybe tomorrow?

    3.8 years ago
  • Profile image
    1,015 ThePilotDude

    Great as always! Any chance you could release the HUD separately?

    3.8 years ago

27 Upvotes

Log in in to upvote this post.