The mod is amazing and I'd love to see more I would change one thing, it would be nice if you could engage reverse thrust before touching the ground
Are gonna plan to add more livery that on 200 or you ever plan to make the 200 model or we can make livery that from 200 model to 100 model --- Post updated --- how can you mkae the livery i want to try
I've made liveries before but I cannot get it to even show up in the part selector and ive been trying for a bit, can u show ur text files?
tbh i just used the ryanair livery as a base for my file management then just adjusted the .jsons and other relevant files to my own liveries, largely just replacing stuff
yeah i have the same issue. When i try to line up on the runway approach on the for the River Highway airport, the plane would slide past it and the stable approach becomes unstable.
This mod has some extreme potential to absolutely explode the plane modding side of BeamNG, good thing being too is this plane with some new engines put on it could easily be turned into a -300 variant as well! Would be cool to see for sure. Great work!
When I see the vibration happen while taking off or landing, damn. That's easily the most realistic footage a game can produce, and if with real Avionics, Hydraulics, and properly modeled aero. This is gonna be the H bomb. However, there are some issues, and I just wanna point out these problems that I know you may already starting to fix or working on them, but for now. 1. Wings are way too stiff 2. Slats aren't functional 3. All the control surfaces are way too hard to detach/damage by operating outside the envelope. (including the wing itself, engines, etc, and the whole plane feels too elastic) 4. No yaw damper (I know from the overhead panel or the crap ton of dutch roll) 5. Fuel quantity doesn't affect the weight of the plane 6. The engine stats are incorrect, and I think it might still identify as NA 3.5 V8 or sth like that, can't even function at high altitude (5000m or higher) 7. After the air brake was deployed, the plane can be dragged by it to one side and it's too effective
1 wings are being fixed next update, 2 slats wouldnt be able to be simulated eitherway and its just more jbeaming which im genuinely too lazy to do qwq, um 3 fixed next update again, 4 i shall add that for next 5 something I also need to fix, 6 only way i could make engine sounds work was using combustionEngine.lua which unfortunately creates the issue of making it die at high altitudes, 7 is aerodynamic quirk im still puzzled by because i have no idea where it comes from
if you want more realistic crash physics this mod makes everthing more breakable https://www.beamng.com/resources/mileage-wear.37575/ and doesn't cause any spiking and forced resets to the plane
Well, I do find that problem No.7 might be caused by the right side air brake deploying faster than the left side, so I think maybe this temporary asymmetric drag is the culprit, the plane was consistently being dragged to the right side. Although that's how it works irl, and the air brake isn't that effective also.
Hi! love the mod. Managed to fly and land according as much as posible to IRL procedures used and flies pretty well knowing the game is not a natural flight sim. But with the new update I have noted two things in particular: 1. Midflight or even as soon as the plane is airbone, the plane starts to bank slowly to the left. Thats something that did'nt happen before, Of course you can keep it stable and leveled with not much of an issue, but it does affect flight nonetheless. I use a gamepad as a control device and its not much of an issue but it can result being bothersome to someone else. Maybe it can be related to the point 7. My honest guess could be rudder related or "unequal delivery" of power related. 2. After the update, the plane does not turn that well as before on the ground and doens't turn at all at really slow and tight turns during taxing. On the take-off, if you apply full power with the parking brake on (to let the engines spool up and gain thrust), as soon as you release the brakes the plane pitches up when it starts to move. Therefore pitching the nose down to regain control of the front wheel is a must to keep it centered on the runway. If you increase the fuel quantity before flight, it reduces the pitching-up from the nose significantlly but still happens. I have managed a way to make it turn tight and slow during taxing, but is pretty rudimentary. Leaving the engine at 15% run around 40 km/h (below 40 knots aprox on the speedometer) then start turning and start aplying the brakes fully, therefore this will press the nose down and will start to turn tighter. Then without stoping fully release the brakes and the plane will keep turning (somehow). If you stop completley, the plane worn turn at all when you apply power again. I tested this in the Italy Map, before the update I didn't have no issue at all moving around the taxiways at the whole airport. Honestly the cause must be the recent adjustment in the center of gravity of the plane; now that "CoG" has moved backwards, the nose does not have enough weight to put in the front wheels. Therefore not making them stick enough in the ground when you turn as its overriden by the plane's innertia. Another thing is that planes undercarriage shakes like crazy at low speed during taxi, it could be that some support beams in the structure are not damped or stiff enough against the friction of the wheels in the ground. Therefore "resonating" at frequency at that speed. But this completely goes away as you start to move a bit faster. I am aware this happenned since day 1 on this mod and is not caused thanks to recent update, is not that big of an issue really. But obviuosly should not be the case that it happens. I hope to have helped in some way. This a really wonderful mod, keep up such nice work. Thanks a lot dude
the resonation is a huge drawback of the silly thing called node based tires, when you put 38tons onto node based wheels they "snap" from node to node, creating an oscillation. I genuinely have no idea how i could fix this because its an issue at the games core, but i appreciate the other feedback and will look into it