I've milked the MK-IV for too long now so this might be the last MOD for it and then I'll move to the MK-V. Anyways, I think I heavily modified NoLuja's AIM-9X missiles that I used in this MOD and for the past 2 MODS so thanks to him or otherwise the MK-IV would've been so boring and unrealistic. Also thanks to DeepSpaceIndustries for the thumbnail and images and you can check out his YT channel here. I also made some improvements all over the plane including vizzy,AGs and several parts to furthermore enhance the functionality and experience of playing around with the aircraft. Enough said, what this MOD contains are below:

CHANGES:

Missiles:

• I made some important aspects of the missiles to be more realistic such as the solid motor thrust,burn time and exhaust length. Note that the motor will stop producing thrust as it leaves your physics range so I recommend to set it at around 2-3km at least.

• I also made the fins thinner and removed that rod at front of the IR seeker so it looks like one that's actually in active use.

• New paintjob for the missiles and still retaining those colors but they're less prominent for less recognition towards your imaginary enemies.

• Added a camera inside the weapons bay if you want to see what's going on in there without tediously putting your view there.

• Added another rotator at the other end of the rotating shaft so it actually looks like it's supported and not hanging.

Control Surfaces:

• Roll response and rate have been significantly increased for better manouverability.

• Pitch/Turn rate significantly increased by reconfiguring the lower part of the vertical stabilizer to be use pitch input instead of yaw. Also slightly added more max deflection angle to the elevator for more turn rate.

Landing Gear/Taxi:

• In the previous MODs, Revrese Thrust and Brakes for the landing gear shared the same input but I found and issue with this while taxiing on the ground. That issue is if you accidentally drop the front landing gear outside the runway, you need to reverse to get back to the runway but the landing gear motors do not have enough torque to pull the plane back so I wanted to use reverse thrust but since it was also linked with the brakes for the landing gear, it was useless so in this MOD I decided to separate them to AG4 being Reverse Thrust only and AG19 for the landing gear brakes. The input for the landing gear motors is still Slider 3 but if you set that slider back to negative, the reverse thrust will kick in so when slider 3 is negative and the engine is on, you can apply throttle to increase the reverse thrust which is enough to be able to pull the plane from these weird situations. Just like before, the brakes for the landing gear are on by default so the plane won't move when it's loaded in sloped or uneven terrain. Both of these functions are also still automatically disabled when using Auto-Takeoff. TL:DR: Reverse Thust and Landing Gear Brake are now separate and use different inputs. Setting Slider 3 to negative will activate Reverse Thurst or just activate it in the AG. Silder 3 is what controls the direction of the where landing gear wheels are going. Forward is positive and Reverse/Reverse Thrust is negative. The input for the landing gear brakes is still the Brake Slider.

Vizzy:

• I really didn't change much here other than ensuring that the input for the missile perspective function will always default to 0 if no or wrong input is inputted.

Afterburner Limiter and Auto-Takeoff:

• When you disable the AB limiter before using Auto-Takeoff, the plane will use 100% throttle for the Auto-Takeoff to make the process much faster but you will consume a lot of fuel in doing so.

Landing Light:

• Extended the range to around 500m for much earlier reaction towards terrain.


Flight Controls/Functions:

• Use the NavSphere for cruising and use the Analog Sticks for manouvering. Please remember to unlock your heading before using the Analog Sticks.

• Use AG4 Reverse Thrust as an airbrake when airborne.

• Use Slider 1 for flaps. + is flaps down and - is flaps up.

• Use Slider 3 for taxiing. When the engine is running and the aircraft is grounded, apply throttle when Slider 3 is negative for more reverse power. Roll is used for turning the front landing gear.

• Features an Afterburner Limiter that limits the afterburner to the minimum and limits the throttle range to 85%. This is done to prevent excessive consumption of fuel and stress from the hight thrust and speed max throttle brings. It can be disabled.

• Features an Auto-Takeoff function that gets the aircraft airborne with one click of a button. Please wait until you are clear for control to take over the plane again.

• Features an Align Third Person View function that aligns the camera view to the rear of the aircraft but above the engine exhaust. This also sets the camera mode to chase view.

• Features a Missile Perspective function that you can choose to which view do you want when a missile is launched. A prompt will appear that will ask you this when you load the craft or if you want to change it just activate AG 18.

• Features an Altitude Warning function that alerts the pilot audibly when the aircraft is below 180 AGL. The beeping sound can be quite annoying so you can disable it.

•Features Night Navigation Lights and a Landing Light for better visibility during night flights.


Speeds:

Max Danger Speed: Mach 3+ (Please be cautious at this speed as the wings might suddenly explode due to the heat and the stress they experience.)

Max Safe Speed: Around Mach 2 (The max speed with Afterburner Limiter enabled.)

Subsonic is at 50% to 45% throttle and below. 50% throttle can sometimes achieve supersonic speed so I added 45% just to be sure.


Another one done. Thanks to all the people who have supported the MK-IV

GENERAL INFO

PERFORMANCE

  • Total Delta V: 0m/s
  • Total Thrust: 51kN
  • Engines: 7
  • Wet Mass: 22,901kg
  • Dry Mass: 12,503kg

STAGES

Stage Engines Delta V Thrust Burn Mass

6 Comments

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    4,967 OverCAT83

    Sh!+ I messed up bad! Sorry guys I got the wrong info for the burn time of actual AIM9s which is just around 2s WHILE I SAW A SITE SAY 35s which explains why it leaves orbit when I observed it. My fault for a lack of research. So much for realistic burn time.

    Pinned 2.2 years ago
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    4,967 OverCAT83

    @TritonAerospace yea when that comes, I'll make sure to make another stealth aircraft with 0 amount of right angles.

    +1 2.2 years ago
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    @OverCAT lol yeah, i have been day dreaming about my own stealth design lately but i figured it would look best with fuselage slice so I'm still waiting on that, good job on yours.

    +1 2.2 years ago
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    4,967 OverCAT83

    @TritonAerospace oh I forgot you're the one actually making guided weapons lol

    2.2 years ago
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    4,967 OverCAT83

    @TritonAerospace no I removed their vizzy because it was interfering with my own vizzy and inputs. Maybe I'll find a way to add them back but they were from another person so I'll probably make my own targeting system for these.

    +1 2.2 years ago
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    Good job, do the missiles guide?

    +1 2.2 years ago

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