Stormworks: Build and Rescue

Stormworks: Build and Rescue

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FV-4 Venus | Fighter Aircraft
   
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File Size
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1.627 MB
14 Jun @ 8:57am
18 Jun @ 11:42am
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FV-4 Venus | Fighter Aircraft

In 1 collection by Slinging
-Λlternative Industries
1 item
Description



The FV-4 Venus is a high speed, server friendly, multi-role fighter aircraft

This aircraft has been made for the Stormworks National Airshow build challenge

History of this IRL and In-game aircraft:
The FV-4 Venus is named after a Venus Fly Trap, which is in conjunction with all of Alternative's fighters being named after a plant related subject. The FV-4 is based of the YF-23, Northrop's answer to the Advanced Tactical Fighter program. The YF-22 from Lockheed won this contract, and the YF-23 was never put into production. While the YF-22 was more agile and had more internal weapon surface area, the YF-23 had better stealth and speed.
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There are two versions of the YF-23. One is called the Gray Ghost and the other is the Black Widow. I've chosen use the the Black Widow variant as I was able to make it look better on such a small time slot. The Gray Ghost variant will be available later.
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The '4' in FV-4 stand for where on the timeline this aircraft was conjured up. This means that there is 3 other separate aircraft that I have yet to post. These will be coming out in the near future, with the FV-1 soon to be posted within a month's time. You can see their development on my discord.
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Around this time last year, I started working on the FV-1 Raphide. The FV-1 is a technologically advanced aircraft comparative to the FV-4 as it boasts HMDs, Datalink, better weapon systems, and more internal hardpoint space, making it a true multi-role fighter. It's nearly year long development by now paved the way for the FV-4 to happen in under 2 months.


Specification:
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Crew Capacity: 1 Pilot
Length: 2.25m
Wingspan: 13.75m
Height: 2.25m
Height w/ Gear: 3.75m
Cost: $169,402 including hardpoint weapons
Mass: 57362 Units
Hardpoints: 9 Hardpoint in total. 3 of them are internal
Internal Gun: 2 Machines guns w/ 100 rounds each. Can be reloaded within cockpit
Speed: Top speed is around 500 m/s, can get to 550 m/s on a good day
Range: Estimated to be over 1000km at full speed (not tested)
Preformance Impact: Low Ranges


Features:
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- Fully automatic weapons bay. Can support 3 3x1 weaponds or 1 3x3 weapon.
- Mouse fly control
- Precision guidance mode
- Fuel pylon support (not balls)
- Internal bay fuel pylon support (also not balls)
- Adaptive maneuverability based on aircraft speed

Documentation on the FV-4 may release in the future. Most of the thing you may want to know will found in the FV-1 documentation when that releases.

Credits:
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thatcoolcat1 - NNTC Gyro V2, Jet Engine Controller, AIM-9Xs boat load of menu micros
Klara - EHCS, HEVS heads-up display, Fuel Pylons
Space - AIM120 Drop Version
Kahstrom - General Radio (I'm an idiot, this is for a 3x1 screen. Will need to be changed)


- Do Not Re-upload This Creation Without My Permission -


If you want to see my other projects, or if you want to contact me, join the Alternative Industries SW discord server:
https://discord.gg/GJpjJ3bYER
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Anyways, have fun!
12 Comments
Slinging  [author] 3 Jul @ 7:01pm 
@denis213 Unfortunately, what you are referring to is not an autopilot and alt hold system, but a coordinate targeting system. The large keypad takes x and y coordinates while the small keypad takes the z (height). It's only for telling guided EHCS weapons where to go, sorry.
denis213 2 Jul @ 9:43am 
how do you engage autopilot and alt hold?
TheBad_GamerXD 19 Jun @ 7:25am 
good jet, keep it up!
bmtsm 17 Jun @ 5:58pm 
Bro your the best, the fact that u took this much time to look into it. ill start modifying it soon
Slinging  [author] 16 Jun @ 5:29pm 
4) Properly configuring the joint connectors in crucial to achieving the most power out of them. A 1:1 ratio will make the connector's movement slow, but it will also give it more power. Making the connector ratio 1:32 will make the connector's movement fast, but it will have less power. Balancing what is wanted in theory and what is needed in practice can give the best result. I'd recommend keep the connector speed slider at full and adjusting the ratio until the speed is desirable. If your ratio is all ready at 1:1, and your want it slower, then you can adjust the connector's speed slider to do so.
Slinging  [author] 16 Jun @ 5:29pm 
3) The weight of the aircraft is a large factor in how well joint connectors preform. The more the central vehicle body weights, the more rigid the connection between vehicle bodies will be. I've personally solved this problem by adding hundreds or invisible cannon barrel extensions (best weight to size ratio) atop the wings to try and add weight. This improves the joint connector performance as well as speed performance of my aircraft because the drag the weight ratio is weird or something idk. Be warned though, this method reduces the aircraft's lift drastically, making the need for more fins imperative.
Slinging  [author] 16 Jun @ 5:29pm 
2) Daisy chaining joint connectors onto one another makes the connections between vehicle bodies very flimsy. This will exemplify the effect I've stated in #1. In the specific case that I saw, you put another slide between the hardpoint assembly and the main slide assembly in order to get enough extension for the missiles to clear the aircraft (this is a major problem that I've run into myself that I have been struggling to get around). Because of this flimsy connection, the robotic slides will shift more than usual, causing even more un-alignment.
Slinging  [author] 16 Jun @ 5:29pm 
Ight, overall and the TDLR; I'd recommend trying to make the connections between vehicle bodies more rigid by adding more more linear tack bases .

Here is "some" more information on everything I can point out if you do desire such. I'll referring to parts like robotic pivots and linear track bases as "joint connectors":

1) Stormwork's physics engine sucks. All joint connectors like to shift in unwanted ways when they experience force such as turning, drag, or even gravity. In this case, in order for the doors to open and the slides to come down, the physics bodies (the boxes seen when pressing f2) must be aligned near perfectly for this to happen, and if the slide is shifted even slightly, it might get suck or get caught on a nearby fixed physics body.

I need to split this into multiple messages
Slinging  [author] 16 Jun @ 4:00pm 
@bmtsm Tysm!! I'll take a look at your F-22 and see if I can do anything to help.
bmtsm 16 Jun @ 1:26pm 
Great build