man we pestered you about showing us how to do this for weeks on the discord and then the day after I reverse engineer it for myself you drop a big tutorial lmao
Am i th eonly one that whenever I use custom landing gear need super powerful engines to actually take off? It's as if the brakes are constantly on for some reason...
Yeah, the wheels have very strong friction for some reason. This is a known issue and unfortunately, the friction is not a value we can fix. The wheel pieces are raycast, so they are essentially just a skid with a spinning wheel animation
That's an approach I took, but I didn't really find a way to edit them not to have suspension, so they are a little bit glitchy and also brakes don't work on them at all
Hey I am trying to get the hang of making the landing gear. I see some of cannot seem to work out how to actually make it. where can I find the file for the HAWK so I can reverse engineer it?
I understand how the flex works however i dont quite understand how you make the bogeys angled and rotate when landing, mine just stay in the neutral position
i know i'm a bit late but when i connect my wings to the landing gear part they just fall off/disconnect when using the soft joints is there a way to fix this?
What I'd like to see a tutorial on: tl;dr - wave drag analysis & utilization of area ruling in prototype design. Long version: (btw I'm the guy that complimented you on reddit when you shared your vid there) So I've been told that Flyout does, in fact, simulate wave drag and that area ruling does have an effect. With that said, here are some bullet points on the subject matter I think add value to it as a potential tutorial subject: 1. It is an intermediate to advanced level subject matter, which seems to be your forte. 2. Is wave drag, in fact, simulated in Flyout? At this point I'm operating on hear-say. It would be nice to see quantifiable proof of some kind, perhaps a demonstration/comparison of two identical craft in which one has a nice area ruling feature while the other doesn't, and then take note of the difference in top mach at a given altitude, fuel efficiency, etc. 3. If you establish that wave drag is a factor, then perhaps you could show a rudimentary method by which we can assess our cross sections and apply area ruling effectively. In my internet findings I've seen some relatively simple methods by which the cross sectional area is graphed where y axis is the area and x axis is the lengthwise position of any given area - perhaps there is a handy way to take advantage of the game's frequent usage of cross sections to approximate it. From what little I've researched on it, it seems to be a huge factor in the design of supersonic aircraft from the very early days of them and continues to be. Thus, to exercise our collective intellects for months or more in such a fine aircraft design simulator as this which seems especially partial to prototype jet aircraft while simultaneously ignoring the educational and entertainment benefits of wave drag would be a travesty.
I tried doing this but encountered the problem of wheels creating insane amount of friction, so my plane with 220kn of thrust in total cant even exceed 210 km/h, i have no solution to solving it
Could you make a tutorial on how to make custom wings out of fuselage parts? I've tried asking the Flyout discord but that community isn't all that good imo
I am Sorry I didnt understood the video. But Angel0fDeath did a good Job. So can anyone pls explain me how I can build this suspensions becaus he only showed the already assembled.
man we pestered you about showing us how to do this for weeks on the discord and then the day after I reverse engineer it for myself you drop a big tutorial lmao
Excellent work and excellent explanation! Can't get enough Flyout content!
Your crafts are beautiful man, that Tu-22 seems almost real
Love your videos! Keep up the good work!
Man alot of thanks for this
Am i th eonly one that whenever I use custom landing gear need super powerful engines to actually take off? It's as if the brakes are constantly on for some reason...
Yeah, the wheels have very strong friction for some reason. This is a known issue and unfortunately, the friction is not a value we can fix. The wheel pieces are raycast, so they are essentially just a skid with a spinning wheel animation
@@Plaguebearer666 Maybe using regular retractable gear edited to hell instead of the basic ones can solve the problem?
That's an approach I took, but I didn't really find a way to edit them not to have suspension, so they are a little bit glitchy and also brakes don't work on them at all
@@Plaguebearer666But your planes somehow avoid this issue, is there a way to possibly file edit the friction out?
@@poklianon my planes do not avoid the issue, they are plagued by it
Hey I am trying to get the hang of making the landing gear. I see some of cannot seem to work out how to actually make it. where can I find the file for the HAWK so I can reverse engineer it?
How did you connect the wing piece to the wheel assembly?
You connect the wheel assembly to the wing piece the same way you connect any other components.
@@Plaguebearer666 Ah okay, but then the wheel assemebely isnt connected to the piston and just flops around?
@@trainsofnorway9664 there is no piston?
@@Plaguebearer666 okay, the connecting rod then, thats a better word for it
@@trainsofnorway9664 You literally just attach a wheel to the wing. Except for soft joint wings, there is only hard joints in Flyout.
How do u make the custom landing gear like how do u add it all together?
I understand how the flex works however i dont quite understand how you make the bogeys angled and rotate when landing, mine just stay in the neutral position
they also freak out and break
it flexes sideways XD
Your builds are magnificent, mine look like minecraft planes in comparison.
i know i'm a bit late but when i connect my wings to the landing gear part they just fall off/disconnect when using the soft joints is there a way to fix this?
@@abean1-i7x increase the strength
What I'd like to see a tutorial on: tl;dr - wave drag analysis & utilization of area ruling in prototype design.
Long version: (btw I'm the guy that complimented you on reddit when you shared your vid there) So I've been told that Flyout does, in fact, simulate wave drag and that area ruling does have an effect. With that said, here are some bullet points on the subject matter I think add value to it as a potential tutorial subject:
1. It is an intermediate to advanced level subject matter, which seems to be your forte.
2. Is wave drag, in fact, simulated in Flyout? At this point I'm operating on hear-say. It would be nice to see quantifiable proof of some kind, perhaps a demonstration/comparison of two identical craft in which one has a nice area ruling feature while the other doesn't, and then take note of the difference in top mach at a given altitude, fuel efficiency, etc.
3. If you establish that wave drag is a factor, then perhaps you could show a rudimentary method by which we can assess our cross sections and apply area ruling effectively. In my internet findings I've seen some relatively simple methods by which the cross sectional area is graphed where y axis is the area and x axis is the lengthwise position of any given area - perhaps there is a handy way to take advantage of the game's frequent usage of cross sections to approximate it.
From what little I've researched on it, it seems to be a huge factor in the design of supersonic aircraft from the very early days of them and continues to be. Thus, to exercise our collective intellects for months or more in such a fine aircraft design simulator as this which seems especially partial to prototype jet aircraft while simultaneously ignoring the educational and entertainment benefits of wave drag would be a travesty.
I tried doing this but encountered the problem of wheels creating insane amount of friction, so my plane with 220kn of thrust in total cant even exceed 210 km/h, i have no solution to solving it
Could you make a tutorial on how to make custom wings out of fuselage parts? I've tried asking the Flyout discord but that community isn't all that good imo
i'm happy for you
is it possible to get the gear to swing back to a non tilted position after it retracts, like on the 777?
Yes, but you will need an extra hinge.
Nice! For the next tutorial can you do ramjets? More precisely how to make them work efficiently
how do i add the multiple gear
I am Sorry I didnt understood the video. But Angel0fDeath did a good Job. So can anyone pls explain me how I can build this suspensions becaus he only showed the already assembled.
damn
Damn
damn
im jumping up and down in my chair uncontrollaby, pls help
what do the strengh and stiffness do when you change them? as in which one changes what
Strength changes the strength of the wing and stiffness changes the stiffness of the wing.
You should do a tutorial about Landing gear doors, I kinda struggle with that.
You're in luck! Thats the next one :)
@@Plaguebearer666When is the next tutorial upload ? I wanna tune in.
sus-pension
Did you make this video because i harased you on reddit lol?
you were certainly one of the reasons. Many people DM'd me on discord and it became annoying to explain it every time.