My rudder and ailerons keep breaking when it spawns. Are you planning on fixing this soon? I just updated Beamng.
Do you have the latest version of the mod? If not, download the new zip in the first post which should fix the problem and replace any older version.
Carlos, I think just to be safe you should start adding a new name to the ZIP files when you update them, that way people who come to the thread just to complain about it being broken might notice the file is there.
I already know I have asked this, but the wings keep falling off, so Carlos, can you please make the wings a bitt more stress-tolerant, I keep doing loops and the wings keep coming off. Thanks! (I love the plane though)
using this vehicle is etremely awkward with controller cause it has worst set up ever cause the controlls for it are wrong cuase you should make same key that turn ailorons turn rudder or its just way to rediculous to controll its a great mod but controlls need work it needs to be somehting more like b25 mitchell where shift up is accelerate and shift down is deccelare and rudder and ailorons are controlled by steering left to right.
Why, exactly? It's realistic , not wrong. Try playing FSX, or X-Plane, or War Thunder or even GTA V and you'll notice. Hate to be the one to break it to you, but planes are very complex machines and you'd be surprised if you knew how much a plane has to be simplified to work in BeamNG.drive. You mention Mitch's B-25 a lot, but as someone who's flown in a B-25 just last month I assure you it does not work that way. It took like 10 minutes to get the plane started and warmed up, and that's not even mentioning all the stuff that's gotta be done before start up. If you want, I can send you a link to the B-25's flight manual, but I think the video below should already be enough: The training film itself starts at around 0:45. As for the Strato, best advice I can give you is keep your speed rather low and don't pull too hard, you should be fine. Yes the plane is tricky to control, but any unrealistic behavior is on BeamNG, as it's a car game and not even meant for this kind of stuff. If you need any more flying tips or lessons, just pm me here or on steam, I can help you out.
Ignoring your weird spelling and sentence construction , I also want to say my opinion on these questions , as I think it's an interesting topic, I also had some doubts myself on how to approach the controls. PrimeTheBomber already covered it up pretty well, and I thank him for his post. This vehicle is definitely not really realistic in many aspects, and overly simplified as PrimeTheBomber said, but independent control for the rudder is definitely not something I wanted to cut corners on. An aerobatic aircraft definitely needs it's own independent input for the rudder in my opinion. It's just part of their nature to do "non-normal flying", and removing the option to independently move the rudder would mean taking away a large percentage of it's possibilities, limiting what the aircraft is a able to achieve, and not making possible many cool aerobatic manoeuvres . Also, the Strato HMX 920 is a taildragger aircraft, which are unstable by nature on their yaw axis when on the ground, thus it requires active rudder corrections to keep it going where you want, specially on the take-off or landing run. In case these rudder inputs where linked to the ailerons, I doubt it would even be possible to take off from a runway safely. So, is this aircraft more realistic because it has independent rudder control? Maybe. Let's keep in mind that any aircraft on the world has independent rudder control. Is the B-25 mod less realistic because it doesn't has independent rudder control? Definitely not. The B-25 is only designed for slow manoeuvred flight, non-aggressive flying at all. So not having independent rudder is not really a concern, and it is even helpful by automatically coordinating the turns. You compared the Strato with the B-25, but I don't think such comparison can be made. Both aircraft are entirely different, in terms of design, and it terms of what their purpose is. One of the few cases where independent rudder might be needed for the B-25, is on cross-wind conditions, but as weather is not really a factor when flying in BeamNG as of now, I won't be missing the rudder . For the throttle control being different, I think having a precise control over the engine power when flying aerobatic aircraft is very important. After having written this long text which I don't really think will make a difference , I think that your issue is more related to the problems you're experiencing when trying to fly with a controller, as I am aware the mod is not really meant to be used with a controller. That said, you can very easily assign the "F-Function" or "G-Function" to a button in your controller through the "Controls" menu (enable "Advanaced bindings"), this way you can have it set up to be controlled very similarly to the B-25. I can help you further on this and explaining you the process in more detail if you need, let me know.
You're very welcome. I think the things that'd probably sum up the problem of linked rudder-aileron controls is indeed acrobatics. With that kind of set-up, one cannot do a simple barrel roll or even knife. The immelman/roll-off-the-top would also be impossible. As for the B-25's rudder, it's indeed not that important because it's not that useful on the real plane, since taxying is done by steering with the brakes and/or throttles, and during flight by the ailerons. Rudder is meant as an assist on turns, nothing more, nothing less.
Nope. Pushing the down arrow pulls the stick back (if you look from a top down perspective, it pulls it down), which in turn pulls the plane up. It's just how they work
Oh, I guess you're right. But is there a way I can change it? I can't fly it as of I think the up arrow is, well, plane up.
To me, it's just a lot more straight-forward and logical to use the down arrow to pull up, but I guess that's just what I got used to, and the opposite could have been valid as well. But yeah, I guess Dummiesman is right on what he points out, in real planes, the joystick or yoke is pushed back in order to pull the nose up (looked from above). Anyway, you can always swap the Throttle and Brake inputs in the Controls menu in BeamNg to make it work as you mentioned. Unfortunately, this will also affect the other cars and vehicles. The only way there is now to change this input only for this plane requires modifying some of the mod files and is slightly more complicated, but if you still want to, just let me know. But my advice is that you get used to this input scheme as it is what you will find in the rest of games and simulators, I don't know of any game or simulator that uses the arrow keys the way you said .
Yeah, now that I really think about it, you're right. I could see if I could edit the mod files, as of I do know some basic Jbeaming.
Fixed the problem that made elevators input not work on the new 0.4.3.0 version. Download the new zip in the repo (currently awaiting approval).