In my opinion, this makes the plane lose energy realistically enough to work with the number of drag points you have for this build. I tried this air break with this plane and changed it to: clamp01((1.75+AngleOfAttack)/-13.5) When put as the input for an air break, it will only engage when at 2.5 degrees angle of attack (edit it to what you want of course) and will become its max at 25 degrees (again edit it for the plane you’re using of course). I tried to make an FT command that worked and with the help of a few peoples recommendations and help, I now have this command: clamp01((2.5+AngleOfAttack)/-25) Then I set them to increase with AoA or activate after a certain AoA and this was much better but would often prevent the plane from reaching a realistically fast speed, especially when not in full burner. I tried setting them to activate when above a certain G or to gradually increase as G increased but again didn’t work well. I had this issue on my planes too and tried to fix it first with air breaks that just work on pitch but that was quite annoying. That becomes an issue, that can be seen with this build, as the plane will lose hardly any energy while pulling high AoA/G turns and even increase speed while at very low throttle. It’s pretty tough since in order to have realistic acceleration, you have to have an engine that’s not so powerful and remove lots of drag points. I’ve been experimenting for a long time on how to make a plane have both realistic acceleration while also having realistic energy bleeding characteristics. In fact, at 15,000m, you only need to get about 2,100 km/h (TAS) to reach Mach 2, but most people think they have to make the speed as high as 2,450 km/h, which is actually way too fast. I think the main reason we find it hard to balance the top speed is that we didn't calculate the Mach number correctly, I used to just divide the TAS by 340 (so does the Jundroo's official planes !), which is quite wrong. But since Jundroo already simulated the effect that the air drag and engine thrust drop as the altitude goes up, I think as long as we can get the drag point right, then the top speed at both low and high altitudes will be realistic. Sadly in this game, we can't use FT to control the engine thrust multiplier. Mach: īy checking this label, we can know the plane's real Mach number. For example, you can just put a text label and then copy and paste this into the text field: You can support me with a donation here Enjoy your Actually I am using this expression to get the realistic mach number, I use it in the cockpit label. In order to achieve high speed, the MiG-21 is a plane with poor maneuverability, so don't expect it would fly like a modern fighter jet! Gallery The rear airbrake can be deployed once the central drop tank is cleared (Activate 6). And you can see the pitot tube shaking when you fly at a high G load or high speed! (thanks to funky trees)Īfterburners will be activated when the throttle is above 95%.Easy to edit weapons to fit your needs for every mission.Realistic flight model optimized for AI dogfight.Adjustable nose cone and detailed landing gear.Custom HUD + Detailed VR Cockpit according to the real aircraft.Mobile friendly design with only 322 parts.MiG-21bis is the ultimate development of the MiG-21, fitted with a more powerful engine and a great number of other advances over previous types. It is the most-produced supersonic jet aircraft in aviation history and the most-produced combat aircraft since the Korean War. Approximately 60 countries across the world have flown the MiG-21, and it still serves many nations six decades after its maiden flight. MiG-21 (NATO reporting name: Fishbed) is a supersonic jet fighter and interceptor aircraft, designed by the Mikoyan-Gurevich Design Bureau in the Soviet Union.
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