Fairly standard looking flying wing design that uses a Vizzy program to decrease engine thrust on one side and dynamically correct side slipping. This is done using a PID controller, although only the proportional and derivative are used since using integral seemed to introduce a lot of overcorrections and oscillations. This seemed like a more attractive option than using braking flaps since rotators consume battery power as they push against the massive air resistance and this approach is essentially free (from a power consumption standpoint). To stop the differential thrust from rotating the craft during takeoff, it is only enabled when the craft is airborne.

The math in the Vizzy PID could probably be cleaner. I had a few sign errors as I was building it so the signage on the PID loop is pretty eclectic, but it all outputs in the correct direction even if it looks pretty messy. This was my first time using Vizzy seriously and it had been a while since I did any programming.

The program occupies slider 3 and slider 4 to control the engine throttle on the left and right side of the craft respectively, but you the player just has to throttle up as normal and the craft should do the rest. Remember that as throttle decreases, so do does the corrective force helping you avoid a tailspin. Maintain at least some throttle to allow for increased stability during manoeuvres. Slider 1 controls flaps. The physics on the flaps and pitch control surfaces are inverted (known issue with JNO wings) so they rotate in the wrong direction but otherwise function as intended. Hoping for a patch on that soon.

Use this model or program however you wish, no need to give credit.

GENERAL INFO

  • Created On: Windows
  • Game Version: 1.2.109.0
  • Price: $7,462k
  • Number of Parts: 32
  • Dimensions: 4 m x 28 m x 12 m

PERFORMANCE

  • Total Delta V: 0m/s
  • Total Thrust: 300N
  • Engines: 3
  • Wet Mass: 30,468kg
  • Dry Mass: 8,586kg

STAGES

Stage Engines Delta V Thrust Burn Mass
1 2 0m/s 0N 0s 30,468kg

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