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- vtol = 1;
- flaps = 1;
- airBrake = 1;
- fuelCapacity = 1000;
- gearRetracting = 1;
- gearUpTime = 3.5;
- gearDownTime = 3.5;
- maxSpeed = 1100;
- // effectiveness according to current speed and maxSpeed ratio
- // last value goes for 150% of max speed
- // 00% 10% 20% 30% 40% 50% 60% 70% 80% 90% 100% 110% 120% 130% 140% 150%
- thrustCoef[]= { 1.0, 1.3, 1.6, 1.4, 1.3, 1.2, 1.1, 0.9, 1.3, 2.3, 1.2, 0.05, 0.0, 0.0, 0.0, 0.0};
- rudderInfluence=0.9; /// coefficient of rudder affecting steering of the plane
- aileronSensitivity=1.3; /// coefficient of ailerons affecting twisting the plane
- elevatorSensitivity=1.3; /// coefficient of elevators affecting changing of plane horizontal heading
- //! coefficient of player's controller sensitivity (does not affect AI)
- elevatorControlsSensitivityCoef = 4;
- aileronControlsSensitivityCoef = 4;
- rudderControlsSensitivityCoef = 4;
- /// rudder, elevator, aileron, if empty old settings is used
- elevatorCoef[]= {};
- aileronCoef[]= {};
- rudderCoef[]= {};
- flapsFrictionCoef=3.0;
- ejectDamageLimit = 0.65;
- stallWarningTreshold = 0.01;
- altFullForce = 10000;
- altNoForce = 35000;
- envelope[]={0.0, 0.4 , 1.0, 1.0, 1.0, 1.3, 1.5, 1.0, 1.2, 1.0, 1.0, 0.8, 0.7, 0};
- /// angle of incidence - difference between forward and airfold chord line - def. val is 3*PI/180 (meaning three degrees)
- angleOfIndicence="rad 3";
- /// forces keeping plane aligned with its speed direction
- draconicForceXCoef=30.5; //feels like side slip gliding but hard to determine effect (rudder
- draconicForceYCoef=5.5; //deceleratres aircraft, if elevator is applied very noticeable effect
- draconicForceZCoef=30.5; // couldnt determine effect
- draconicTorqueXCoef=0.01; //causes "rudder fall"
- draconicTorqueYCoef=0.01; //causes "elevator fall"
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