Just wanted to showcase my current progress on my V-22 Osprey build. I'm trynna make it fully functional and survival friendly. It still needs texturing, but the overall shape and details are finished. If any of you have some tips on how to improve, feel free to give suggestions. This is my first aircraft builds using VS and Create. Hope you guys enjoy.
#V-22 Osprey [WIP]
1 messages · Page 1 of 1 (latest)
I will probably post a few more pictures once in a while in this thread as I make progress with my build
peakopter
why is it two wide in the cockpit 
tried to make smth like this recently
its painful
but if I can get it to work
then ittl be super cool
how'd u get yours to work?
Im using real life dimensions scaled up by a third, so that's about as big as the irl one would be, just in minecraft proportions
I still haven't tested any of the propellers and tiltrotors yet so idk if it will work or not
I only tested the hatch at the back to see if it would stay aligned and tested the engines to see if they at least can provide a bit of thrust to move the aircraft
All the navigation stuff havent done yet
but im planning on controlling the tiltrotors together, while the propeller's rotation speed independently using drive by wire mod
ah haha
Yea, right now it's just running on hopes n dreams
I wanna finish the texturing and main mechanisms first
Then I'll move on to testing and optimization
cool
Hi, I'm also trying to build an ofsprey-like vtol
Are you planning on using vanilla clockwork and drive by wire, or making a cc system?
Also what are going to use for pitch and yaw?
I have no idea how to code at all, so im definitely not gonna use cc
I dont wanna waste like half a year learning Lua just to make a small navigation system in game
The V-22 Osprey, and probably all other VTOLs ever made have 2 flying modes
Helicopter mode and plane mode
Helicopter mode is when the tiltrotors are vertical, with propellers facing up
in this mode the VTOL uses a difference in thrust from propellers to adjust control its yaw
basically to turn in one direction, one propeller must spin faster than the other to create a difference in drag
and turn the aircraft
In airplane mode, the V-22 Osprey has flaps on its wings and on its tail, which are often used as help to control both pitch and yaw
Then if im not mistaken, the propellers also still spin at different speeds when turning to reduce the load on the flaps
Hope this helps 😁
My question was what were you going to do in vs2 to achieve this
The thing is that was what I thought earlier too, but today I found out that they actually do it with rotor disk tilt on helis and v22, which is not achievable in vs2
So I'll try using nacelle tilt(tilting the motors to simulate rotor disk tilt)
Also, i'm trying to make a cc vtol framework(in collaboration with AstroGamer) so if I succeed, maybe that'll be an option
I want to make it configurable for different aircrafts
And have multiple modes including transitions
Its in early development right now, but I hope we can finish it
That's sick
How long have u been working on it already
Ohh to make a difference in thrust from each propeller u mean?
I was gonna use redstone resistors from clockwork
But now that you pointed it out, it might not work due to vs2 limitations
1-2 months
Hey @hasty glade random question are you using phys bearings or prop bearings and have you assembled them yet
Bc in my prototype I have 4 phys bearings: two for rotors and two for nacelle tilt, and the vs entity just flies off thousands of blocks in a split second when I log into the world
I'm using vs 2.3.0-beta.10 for my build. I haven't tested if it works, but I'm using phys bearings for the tiltrotors, and propeller bearings for the propellers
So far I haven't encountered any issue while moving it
And yes, it is assembled
I think its because u have phys bearings connected to other phys bearings, so the game freaks out a bit
cuz Im having no issues with the prop bearings
I'm using a setup where the rotor is a vs ship on a phys bearing with a cc computer in the middle and two flaps on the sides
Ohh that's why
Alright all the mechanisms r basically done
I just need to connect everything and test it and then texture it
why am I so scared to take it for a test flight T_T
How did it go?
Well...
After a few explosions, I managed to get most of the stuff working
but then I realized I forgot to leave space to power the flaps ;-;
so now theres just 2 flap bearings that cannot
well
flap
Bro I genuinely hate the clockwokr phys bearings
The phys bearings werent a problem for me
it was mostly just the engine
getting it to turn in the right direction
I decided to make it with control craft, but haven't started yet bc don't have time
Yeah bc you have just a few
Yea tru
I have no idea how they make the mechs with like 8 bearings
Its a mystery to me
They probably have some datapacks or additional mods for that
or maybe just different mod versions
where that bug didnt exist yet or smt
In older versions it was even more broken
Welp we've got what we've got