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yaw allow a model to roll? you mean turn back ? for roll you have roll controls but if you wanna turn back yaw aint the best option you should manouevre using roll and pitch but anyway if you want to use yaw you can use it, i did it just to test it worked. you have to have in consideration the angle you're at, since when you are at an angle the wing lift will make you turn by itself so if you are slightly angled in the oposite direction when you yaw it seems to not work but its just counteract the forces, yaw its very weak at this scale. unless you make a model specifically thinking in using yaw to turn your model.
i actually like the engine. there are a few bugs for sure but they warn us.
happy builds
I will say I was only using the cylinder body, which I could never find straight and level; I'll try the more rectangular one.
But that point still remains; if it's that difficult to make things "straight and level" we've got a bit of an issue.
One thing I will add to that, the arodynamics helper thing is... what are we looking at? Knowing what it's trying to tell me besides straight and level would be nice, I saw yellow and blue but no idea what those shapes and colors meant.
As far as Yaw goes; I mean a 3 channel RC Plane has pretty normal control.... in that demo, none of the prebuilts had nearly enough yaw control compared to what an RC Plane actually would give.
Not talking about 4 channel + with ailerons, just pitch and yaw.
But at scale, yaw is actually a massive force in super light, slow, RC crafts.
I'll try the demo out again but, I'm still fearful of where my expectations were, and where this demo has ended up.
Still feel like visually the CG is... incredibly wrong but that's not a huge deal. (I guess because these non-powered models aren't considering where battery weight would be). I think yesterday's issues had a lot to do with wing thickness issues and a lot of other things.
So my faults that still stand:
Building can be awkward; snapping basically doesn't work the way I feel as it should.
Things don't center, things don't line up (even the vertical rounded rectangle body sections don't line up when you snap them together!!!), it just feels a little wonky.
Lack of wind and ridge lift.... really kind of ruin any "extended" fun. Right now we have a chuck glider sim if you want to glide, alternatively, you HAVE to use powered flight, which is a bit of a shame.
Walking is still very weird, but I'm willing to look past it now, but having seperate controls for it would be nice.
Binding... works just fine on my XBox controller...? I don't know why my stick broke every time unless I opened the menu, but here we are.
Yaw still feels lacking to me, just a little bit at this point, again, not sure what I managed to do yesterday but apparently I've figured something out overnight.
Choosing what control surfaces do what.... these sliders are ... bad.
Take it from KSP; if the game thinks surface X should have aileron input, and I have it where an elevator is, just allow me to "disable" all inputs besides elevator. It works great in KSP, just make it the same here.
Not everything has to be a slider, and that mentality is making things still kind of frustrating!
That said, I think it's just the lack of wind, thermals, and ridge lift that are now really killing it for me. The world feels empty, and despite hearing wind, and there being none, and not seeing a way to make it exist is kind of strange.
After some digging around, I noticed that the VKB stick is known to Windows under a name with a leading and trailing space. Why VKB adds these spaces? No idea.
The spaces later get lost when the name is used inside Balsa and/or stored in the configuration file. So Balsa thinks it has found a new joystick, over and over again.
I contacted Balsa's developer on Discord and he already has a good idea where and how to fix it.
I'd more importantly however like to hear about any wind and lift generation though.... and what's going on with VR support.