This time, I just added "F-35"like labels and improved some features the aircraft already has. Also had some tweaks to some parts and vizzy. And as always, credits to NoLuja for the AIM-9 missiles that is used in this craft. This modification is basically making it more like a real military fighter jet by polishing and improving features but it lacks a gun which I consider an insane challenge for me to get one actually built and working and integrated into this craft. I made this while also keeping realism in mind so this craft shouldn't have too much unrealistic behaviors.

Changes/Additions:

• Added labels around the aircraft so it actually looks like it belongs in an air force.

• Slightly thicker wings and stabilizers which also resulted in more weight.

• Added a refueling port with illuminated indicators for night refuelling.

• Added a Pitot Tube. (Only aesthetic.)

• Changed the procedure of launching missiles. (Explained later below.)

• Adjusted the Pitch auto-pilot PID to be more stable.

• The front landing gear bay is now hidden inside the fuselage for a smoother look.

• Changed the input of turning the front landing gear from Yaw to Roll.

• Added a prompt that asks whether you want to switch your perspective to a missile when it is launched.

• Added a Align Third Person View feature which aligns the camera angle to the back of the aircraft and also sets the camera mode to chase view.

• Better inlet damage effects to the jet engine.

• Slightly faster pitch and roll response.

• Changed Terrain Warning to Altitude Warning.


Missile System Change:

In this version of the MK-IV, the bay doors finally automatically open and close when you activate a missile in the AG. It took a while to implement this because of the way the missiles are stored inside the weapons bay. The missiles are attached to a shaft which rotates to cycle different missiles to the opening of the bay door. In the previous version (The MOD2), you had to cycle the missiles manually which was very complicated but in this version, just activate the missile that you want in the AG and the bay door will automatically open and the shaft will automatically cycle the corresponding missile to the opening which happens much quicker and you just need to activate the missile in the AG. Beware though to wait until the bay door has closed after firing a missile to fire another one again or it may lead to problems. The Jettison Missiles feature also received the same treatment with the bay door automatically opening and automatically cycling the missiles to the right position but different from the single missile fire, the Jettison Missiles feature now fires two missiles at the same time to get rid of weight much quicker.
In this new version, a Missile Perspective option is added for you to choose between switching your view to the missile when it is launched or to make your view stay with the plane. A prompt will appear at the beginning asking you this or by activating AG 18.


FLIGHT CONTROLS:

Use NavSphere for cruising and use Analog Sticks for manouvering.

Use Slider 1 for flaps.

Use Slider 3 for landing gear motors when you want to taxi.

Use the Reverse Thrust/Brake as an airbrake or a brake for the landing gear.

Use the Forward Slider for adjusting the angle of the refuelling port.

Use Slider 2 for cycling the missile shaft but only use it when you are not firing a missile or the missile will misfire.

Use AG 5 Weapons Bay to open or close it but only do it when you are not firing a missile or the missile may snag on the bay doors.

Use AG 17 Align Third Person View to align your view to the back of the aircraft and it will also set your camera mode to chase view.

Features an Auto-Takeoff feature that allows you to be airborne with one click of a button. Please wait until the process is finished to take control of the plane again.

Features a Afterburner Limiter that limits the afterburner to the minimum and limits the throttle range to 85%. Disable this if you require more thrust or speed but beware of the danger that heat brings near Mach 3.

Features an Altitude Warning system that alerts the pilot audibly when the aircraft is below 180 AGL. The beeping sound can be quite annoying so you are free to disable it in the AG.

I advise to leave Slider 2 and 4 alone for the functions that they do to work properly.


Gallery:













Thanks to DeepSpaceIndustries for these awesome images. You can check out his YT channel here.


Aerodynamics and Speed:

Due to the thicker wings and stabilizers, acceleration and top speed has been reduced but only a bit. Still can reach Mach 3 at full throttle and around Mach 2 on max Limited Afterburner.

Turn rate is still pretty good but roll rate is still slow for making it controllable but you can adjust the control surfaces and rotators to your liking.

Top Speed: Around Mach 3, 100% Throttle (Very dangerous in this speed as it might suddenly explode due to the heat.)

Maximum Safe Speed: Around Mach 2, 85% Throttle

Subsonic is at 50% Throttle and below


Thanks to all the people who supported the MOD2 as that became my best craft and to the people at the SR2 Chat Discord server for the help in the problems. Truly a great community which made SR2 more than just a rocket game. I hope this is even more successful as this is the best version of the MK-IV*.

*The latest version of the MK-IV is always the best version so idk why I said this. But this is still my most successful MK-IV and craft in terms of community engagement so I'll give it that.

GENERAL INFO

  • Created On: Android
  • Game Version: 0.9.918.1
  • Price: $19,748k
  • Number of Parts: 238
  • Dimensions: 4 m x 13 m x 19 m

PERFORMANCE

  • Total Delta V: 0m/s
  • Total Thrust: 33kN
  • Engines: 7
  • Wet Mass: 22,898kg
  • Dry Mass: 12,495kg

STAGES

Stage Engines Delta V Thrust Burn Mass

9 Comments

  • Log in to leave a comment
  • Profile image
    4,967 OverCAT83

    Surpassed the MOD2! This (was) is my best craft now. Thanks everyone for your support I appreciate it.

    Pinned 2.3 years ago
  • Profile image

    @OverCAT I dunno, it was fun but I felt wired. Don't ask me why.... 🙂

    +1 2.2 years ago
  • Profile image
    4,967 OverCAT83

    @Amritemperor123 what do you mean by wired?

    2.3 years ago
  • Profile image

    Wired but good.

    +1 2.3 years ago
  • Profile image
    1,126 Blaze77gun

    Very yes

    +1 2.3 years ago
  • Profile image
    885 Max1Idk

    @OverCAT ah alright but still thanks for all the info tho all of that is already very helpful for me when i even try to make a missle again in the first place... welp for all i know its going to be difficult to get the vizzy part right because the ingame autopilot doesnt actually work like it is supposed to work lol

    idk if this helpful but my first missle attempt worked with activating every function of the missle with a activation group while the interstage for the missle also uses the very same Activation Group that is the very first thing happening in the program so idk, also had the simple program only run on the each missle's chip, no on the entire craft as a whole

    2.3 years ago
  • Profile image
    4,967 OverCAT83

    @Max1Idk as for launching them I just used very small side interstages with the release node attached to the missile that you want to fire. The missiles have command chips inside them which also has some vizzy program linked to the main program of the craft. I use the broadcast message blocks to communicate with the missile after it has been released. This is for that delayed ignition or otherwise if the missile engine is ignited immediately after launch, it will hit the plane. This is just some way I know to make them work but you can also try something with your own crafts too. The problem tho is the way my missiles are stored and launched is more complicated than just a missile attached to a hardpoint so my way of making this work is different.

    +1 2.3 years ago
  • Profile image
    4,967 OverCAT83

    @Max1Idk actually these missiles had their targeting system(vizzy program) removed since it was interfering with my craft. The missiles were from another person and they did their own work with it and I don't feel good using other people's vizzy program cause I truly don't know the more advanced part of it. You should probably ask someone else more familiar with vizzy and targeting programs with it so sorry that I can't help you but thank you for the support anyways.

    +1 2.3 years ago
  • Profile image
    885 Max1Idk

    hey man i dont know for how many days you worked on this but it looks absolutely amazing and i know the hard work that goes into jets sometime's since as of recently i also make advanced-ish jets but yeah i do have like a question tho... how do these missle's work or what is the method to make missles in general? cause i have been trying like since 3 days making a tracking missle able to be launched from a jet but every attempt failed like the ingame autopilot is unable to make the missle hit a target at the ground while being dropped from 3km... so yeah i thought i may get some help here i guess but yeah otherwise a amazing aircraft right there

    +1 2.3 years ago

10 Upvotes

Log in in to upvote this post.