Sad about air intakes being purely cosmetic. I started looking into a lot of stuff on air intakes in preparation for flyout's release because I didn't understand them well. And now I dont have to I guess
@@bmouch1018 I was honestly wondering how the game could model this, as it seemed to be a huge issue. Was so excited to getting it, and playing around with it, lol.
It doesn't seem pretty hard to do calculations on intakes, I don't know how the game handles actual wetted area vs surface area of clipped parts, but since there are already some prefabs of intakes, they could be their own object with some properties, one of them being the area of the intake part facing the air current. Isentropic models of turbine engines (the ones the game is most likely using based on the parameters that it has available) already give you the needed air mass flow to keep the engine running, the same is true for idealized piston engines. So, a first approach could be just using the area of the intake and the plane's velocity to get an air mass flow, and tying that to the requirements of the engine (not really necessary to actually strap the intake and the inlet part of the engine, since that would probably hinder gameplay, just having some needed air mass flow and some available mass flow) Addition of intakes as their own objects could also allow for things like variable geometry intakes.
@@TheWanderer05 tragic, maybe a good comprimise would be invisible thrust vectoring nozzle options with adjustable exhaust points for more artistic liberties
@@StrelitziaLiveries Looks like I spoke too soon, I just stumbled across a clip Stone posted of wings being directly affected by exhaust. I have no idea if he's implemented it yet so I'll take a look.
It's not implemented yet since it appears he's trying to clean out any potential exploits it can currently produce, i.e. generating forward net thrust by blowing on your own sail, so to speak.
To do a cold start you'll need to make an APU, which involves a smaller turbine connected to a gearbox with an electric motor, where the motor is used as a starter. Once the motor spins up the smaller turbine (the APU), the APU's bleed air should be turned on, at which point the main engine can be turned on with the starter, fuel, and ignition buttons in the part's window in flight. For more details and examples I recommend joining the Flyout discord server since there's a lot to unpack
Unfortunately, not at the moment. Sometime in the last few months, Stone did post a clip of something that might work like that, but we'll have to wait and see.
Yes, in the settings menu. Keep in mind they might not work well with all controllers, and it seems like multiple controllers (stick and a throttle, for example) have conflicting inputs. Hopefully this will be fixed soon.
Those are important to know - a higher pressure ratio demands more stages per compressor spool, and more stages makes the compressor heavier and more difficult for it to stay rotating for a given amount of power the turbine gets. If it's too heavy for it, it will just fail to be active. Try aiming for a combined OPR of around 20 to 30 and see if that helps.
@TheWanderer05 thank you! This finally helped me get them working Still fairly new to this game (around 20 hours) but I am getting the hang of it So far managed to make a plane that can reliably hit 3200km/h while barely knowing what I was doing
Is it possible to manually enter the number of compressor/turbine stages instead of having the game calculate it for you? (or is there a way to view the number of stages?) When it comes to engine replicas, I find it's more frequent that you have the number of stages available to you rather than the pressure ratios. (any other tips on engine replicas would be much appreciated)
@@TheWanderer05 that's unfortunate, but that's okay - do you know how it could be calculated? otherwise I'll have to pull out some textbooks and see if I can find any info lol
What if I set everything to max
The sun will immediately explode and the universe will end
I guess you’ll find out tomorrow🎉
Stage 90 cancer covering your entire body
@@brokenATMyou will find out today
@@Ch-64Chinnok I found out about 4 hours ago
Please make one about propeller optimisation, this stuff confuses me. Thanks for the help on the jet engines though!
Sad about air intakes being purely cosmetic. I started looking into a lot of stuff on air intakes in preparation for flyout's release because I didn't understand them well. And now I dont have to I guess
Maybe one day they will matter, you can always just make them realistic anyway
the reason they are purely cosmetic is so that people can make custom intakes without needing to clip in an intake somewhere into the aircraft
@@therealrunerabbit yes I watched the video. Pretty sure the math for accurately doing air intakes is the bigger problem tho
@@bmouch1018 I was honestly wondering how the game could model this, as it seemed to be a huge issue. Was so excited to getting it, and playing around with it, lol.
It doesn't seem pretty hard to do calculations on intakes, I don't know how the game handles actual wetted area vs surface area of clipped parts, but since there are already some prefabs of intakes, they could be their own object with some properties, one of them being the area of the intake part facing the air current.
Isentropic models of turbine engines (the ones the game is most likely using based on the parameters that it has available) already give you the needed air mass flow to keep the engine running, the same is true for idealized piston engines.
So, a first approach could be just using the area of the intake and the plane's velocity to get an air mass flow, and tying that to the requirements of the engine (not really necessary to actually strap the intake and the inlet part of the engine, since that would probably hinder gameplay, just having some needed air mass flow and some available mass flow)
Addition of intakes as their own objects could also allow for things like variable geometry intakes.
Definitely a video I need to save for later... Going to have to refernce this again to fully digest everything. You are the man
Amazing! Keep the vidoes coming!
15:22 Wait, where did this awesome sound effect go on the newer versions?
That's still there, the fan blades just need to exceed Mach 1 to hear it
I feel like I'm eligible for an aerospace engineering scholarship after watching this video
can you do a tutorial on fly-by-wire? i've built a very cool aircraft but it really want to flip
Yeah that will be covered a few videos from now
This video was realy usefull, One abou proppellers would be apreciated
I’m the 900th sub 🎉
Sick
11:38 creative mode: ON
"I'm not hacking bro, I swear it's just my plane design!"
He's just built different
Is it possible to have a custom thrust vectoring nozzle by adding control surfaces in the exhaust? Like the X-31?
No, part-to-part aero interactions are not a feature of the game.
@@TheWanderer05 tragic, maybe a good comprimise would be invisible thrust vectoring nozzle options with adjustable exhaust points for more artistic liberties
@@StrelitziaLiveries Looks like I spoke too soon, I just stumbled across a clip Stone posted of wings being directly affected by exhaust. I have no idea if he's implemented it yet so I'll take a look.
It's not implemented yet since it appears he's trying to clean out any potential exploits it can currently produce, i.e. generating forward net thrust by blowing on your own sail, so to speak.
@@TheWanderer05 oh damn, thats very nice to hear. Excited to mess with that once the game/feature comes out
Nice video, it helped me a lot. Btw, that four engined aircraft was Hustler or Overture?
A hustler, but not an exact replica of one.
What abt the starter? My engine is apparently missing a starter and can’t find it in the parts catalog unless I’m stupid
To do a cold start you'll need to make an APU, which involves a smaller turbine connected to a gearbox with an electric motor, where the motor is used as a starter. Once the motor spins up the smaller turbine (the APU), the APU's bleed air should be turned on, at which point the main engine can be turned on with the starter, fuel, and ignition buttons in the part's window in flight. For more details and examples I recommend joining the Flyout discord server since there's a lot to unpack
Do you think you could do a video on propellers and piston engines?
That's probably gonna be the next one.
@@TheWanderer05 alright i'm look forwards to it!
plis make Fly by wire Tutorial for flyout
Could you do one on fly by wire tuning?
I plan on it eventually.
@@TheWanderer05 Thanks! I have it mostly worked out but it would still help many people, obviously prioritise more simple things tho :D
Please can you do one on Turboprops (gearboxes etc?)
I will be doing that eventually, yes
i have a strange problem where the frnot wheel steer right with no yaw input. it's set to 20/-20, 20 yaw contol
Check that the negative value is in the minimum field. If that doesn't solve it, do you have any slip damping or anything like that on your plane?
@@TheWanderer05 it resolved it
Could you in theory make a reverse thrust engine like the viggen has?
Unfortunately, not at the moment. Sometime in the last few months, Stone did post a clip of something that might work like that, but we'll have to wait and see.
Does anybody know why even when I’m just loading the cockpit the game still takes forever to load onto the runway
I have a bad computer so that might just be it
could i disable the turbine in flight and let the ramjet take over? is there a switch where i can put an input?
You can turn off the fuel flow to the turbine, but then you’ll have to deal with the inlet drag
@@TheWanderer05 thank you very much 🙏🤝
is there a way to map controls for a controller or joystick for flying?
Yes, in the settings menu. Keep in mind they might not work well with all controllers, and it seems like multiple controllers (stick and a throttle, for example) have conflicting inputs. Hopefully this will be fixed soon.
where is the bypass mixing option?
Hey so my 3 spool turbine engines just don't work no matter what settings I have?
Yes I do fuel
What pressure ratios do you have for the spools? Are you in advanced, or simple mode? What's your idle throttle and combustor temp?
I mostly tried to keep everything default, though I am aiming for higher combuster temp. Tried to increase idle throttle but it didn't help much
Pressure ratios I still haven't quite decided on yet so mostly default
Those are important to know - a higher pressure ratio demands more stages per compressor spool, and more stages makes the compressor heavier and more difficult for it to stay rotating for a given amount of power the turbine gets. If it's too heavy for it, it will just fail to be active. Try aiming for a combined OPR of around 20 to 30 and see if that helps.
@TheWanderer05 thank you!
This finally helped me get them working
Still fairly new to this game (around 20 hours) but I am getting the hang of it
So far managed to make a plane that can reliably hit 3200km/h while barely knowing what I was doing
PLEASEE PLEASE MAKE A TUTORIAL ON PISTON ENGINES AND PROPELLERS I DON'T UNDERSTAND WHY SHIT DON'T WORK
Could you make a video on piston engines too? I just can't seem to get any power out of mine
I plan on covering that as well, although I might cover wings or the input system beforehand.
@@TheWanderer05 Thanks, there isn't much documentation around any of the mechanics out there yet, so it would be super useful.
Do one of piston engines, mine keep overheating
The turbine doesn't start on the ground. Is this the intended behavior?
Check that your plane has fuel.
Is it possible to manually enter the number of compressor/turbine stages instead of having the game calculate it for you? (or is there a way to view the number of stages?) When it comes to engine replicas, I find it's more frequent that you have the number of stages available to you rather than the pressure ratios. (any other tips on engine replicas would be much appreciated)
Unfortunately no, the pressure ratio is the only way of doing it for now.
@@TheWanderer05 that's unfortunate, but that's okay - do you know how it could be calculated? otherwise I'll have to pull out some textbooks and see if I can find any info lol
@@_ace_defective_ I believe the pressure rise across each stage is around 1.2 to 1.6. I'll see if I can search the value
seems to be 1.3
@@TheWanderer05 thanks! I assume you multiply those values together right, or would you add them?
hello my kind sir I'd love to see a comprehensive tutorial regarding ramjets. I've seen a guy pushing above mach 6 with it!
I'll get around to those eventually, but there are a few other things I'd like to cover first.
@@TheWanderer05 love that... I'll stay tuned
Yo another tutorial thanks wanderer
Actually, do you know when your adding runways tutorial will come out? thanks
Are there stock engines, like yours, available in the flyout discord?
You might find one if you do some searching but we don’t have a dedicated channel for them.
Can you do piston engines next?
That's the plan.
Props when?
2-3 weeks probably
@@TheWanderer05 thank you I need to learn how to optimize propellers lol
Can u do stuff on guns?
Later, yes.
Btw technically I feel like weapons would be a better vid idea
i think your audio is too small. btw, very2 helpful information
I thought i knew alot about aircraft...well it seems not...
what about ramjets
Ramjets aren't turbine engines. I'll cover them later.