Comeback, Replica, Study

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Comeback, Replica, Study

Post by Echo_Delta_Oscar on Mon Mar 11, 2013 3:11 am

I have been away for a while, and here I post some more.



It is a sort of P-38 Lightning keyboard controlled replica.

Code:

Val
{
   RollE(default=0,min=-20,max=20,disp=1)
   RollW(default=0,min=-20,max=20,disp=1)
   Ybar(default=0, min=-20,max=20, step=2)
   RBar(default=0, min=-15,max=15, step=1)
   PBar(default=-10,min=-40,max=20, step=1, disp=1)
   Pitch(default=-10,min=-40,max=20, disp=1)
   Yaw(default=0, min=-10, max=10, step=2, disp=0)
   Rudd(default=0, min=-10, max=10, step=0)
   Ster(default=0, min=-20, max=20, disp=0)
   Trim(default=0, min=-360, max=360, disp=0)
   Throttle(default=0, min=0, max=198000, disp=0)
   Engine1(default=0, min=0, max=200000, disp=0)
   Chocke1(default=0, min=0, max=2000, disp=0)
   Engine2(default=0, min=0, max=200000, disp=0)
   Chocke2(default=0, min=0, max=2000, disp=0)
   Prop1(default=90, min=45, max=90, disp=0)
   Feat1(default=45, min=0, max=45, disp=0)
   Prop2(default=90, min=45, max=90, disp=0)
   Feat2(default=45, min=0, max=45, disp=0)
   SO1(default=0, disp=0)
   SO2(default=0, disp=0)
   Gear(default=0, min=0, max=1, step=0, disp=0)
   Gear2(default=0, min=-90, max=0, disp=0)
   Gear1(default=90, min=0, max=90, disp=0)
   Gear3(default=0, min=-180, max=0)
   ALVL(default=0, min=0, max=1, step=0, disp=0)
   AALT(default=0, min=0, max=1, step=0, disp=0)
   EB1(max=100, step=100, disp=0)
   EB2(max=100, step=100, disp=0)
   Ypar(default=0, disp=0)
   BRK(default=0, min=0, max=200, step=200, disp=0)
   Col1(default=#304000, disp=0)
   Col1C(default=#608000, disp=0)
   Col2(default=#151500)
   Col2C(default=#353500)
//   Col2(default=#800000, disp=0)
//   Col2C(default=#ff0000, disp=0)
//   Col1(default=#303032)
//   Col1C(default=#606064)
   SPR()
   DMP()
   TRCOL()
   TRO1(default=#ffffff)
   TRO2(default=#ffff00)
   Combat()
   Route(min=-360, max=360, disp=0)
   
}

Key
{

   0:Pbar(step=1)
   1:Pbar(step=-1)
   2:Rbar(step=1)
   3:Rbar(step=-1)
   7:Ybar(step=-1)
   9:Ybar(step=1)
   15:Throttle(step=2000)
   8:Throttle(step=-2000)
   16:BRK(step=10)
   
}

Body {
   Core(){

      S:Frame(angle=160, option=1){S:Frame(angle=-160, option=1){

      S:Cowl(angle=90, effect=#ffff){S:Cowl(angle=90, color=Col1){}E:Cowl(angle=90, color=Col1){}W:Cowl(angle=90, color=Col1){}}

      N:Weight(option=2, color=Col1C){

      S:Cowl(angle=90, option=1){S:Cowl(angle=90, color=Col1){}E:Cowl(angle=90, color=Col1){}W:Cowl(angle=90, color=Col1){}}
      S:Cowl(angle=30, option=5, color=#604000){}

      N:Weight(name=Nose, option=3, color=Col2C){

      N:Cowl(angle=30, color=Col2){E:Cowl(angle=95, option=3, color=Col2){}W:Cowl(angle=95, option=4, color=Col2){}}
      N:Cowl(angle=90, option=1){N:Cowl(angle=-120, color=Col2){E:Cowl(angle=-95, option=3, color=Col2){}W:Cowl(angle=-95, option=4, color=col2){}}}
      S:Cowl(angle=90, option=1){S:Cowl(angle=90, color=Col1){}E:Cowl(angle=90, color=Col1){}W:Cowl(angle=90, color=Col1){}}
      S:Cowl(angle=-30, effect=#a000){E:Cowl(angle=92, effect=#a000){}W:Cowl(angle=92, effect=#a000){}
      S:Cowl(angle=25, effect=#a000){E:Cowl(angle=92, effect=#a000){}W:Cowl(angle=92, effect=#a000){}
      S:Cowl(angle=25, effect=#a000){E:Cowl(angle=92, effect=#a000){}W:Cowl(angle=92, effect=#a000){}
      S:Cowl(angle=25, option=5, color=Col1){E:Cowl(angle=92, option=4, color=Col1){}W:Cowl(angle=92, option=3, color=Col1){}}}}}

      S:TrimF(angle=90, option=1){N:Frame(option=1){W:RudderF(angle=-Gear2, option=1){

      E:Cowl(angle=-180, option=5, color=Col2){}

      W:RudderF(angle=Gear3, option=1){
      E:TrimF(angle=Ster, option=1){W:Frame(option=1){N:RudderF(option=1, spring=SPR, damper=DMP){S:Wheel(brake=Gear, effect=2, color=0){}}}}}}}}}}
      S:Frame(option=1){

//FUEL TANK: DELETE IF NOT USEFUL
      N:TrimF(name=Tank, angle=90, option=1){
      E:Weight(option=2, color=Col1C){S:Weight(option=2, color=Col1C){
      S:Trim(angle=45, color=Col2C){}S:Trim(angle=-45, color=Col2C){}}}}

      N:Cowl(angle=170, option=1){N:Cowl(angle=20, color=Col1){N:Cowl(angle=160, color=Col1){N:Cowl(angle=20, option=5, color=Col1){
      N:Cowl(angle=30, color=#604000){}}}}}

      S:Cowl(angle=90, option=1){S:Cowl(angle=90, color=Col1){}E:Cowl(angle=90, color=Col1){}W:Cowl(angle=90, color=Col1){}
      S:Cowl(angle=-135, color=Col1){E:Cowl(angle=-95, option=4, color=Col1){}W:Cowl(angle=-95, option=3, color=Col1){}}}
      S:Cowl(angle=0, color=Col1){E:Cowl(angle=95, option=4, color=Col1){}W:Cowl(angle=95, option=3, color=Col1){}
      N:Cowl(angle=60, option=5, color=#604000){}}

      E:Frame(option=1){

      N:Cowl(angle=170, color=Col1){N:Cowl(angle=20, color=Col1){}}
      N:Cowl(angle=-170, color=Col1){N:Cowl(angle=-20, color=Col1){}}

      E:Chip(color=Col1C){

      N:Cowl(angle=170, color=Col1){N:Cowl(angle=20, color=Col1){}}
      N:Cowl(angle=-170, color=Col1){N:Cowl(angle=-20, color=Col1){}}

      N:Frame(angle=-30, option=1){
      N:RLW(name=Eng21, angle=120, power=-Engine2, brake=EB2, effect=4, color=0){

      N:Cowl(angle=-120, option=5, color=0){}
      S:Cowl(angle=-120, option=5, color=0){}
      E:Cowl(angle=-120, option=5){}
      W:Cowl(angle=-120, option=5){}

      N:Trim(angle=Prop2, color=#500000){}S:Trim(angle=Prop2, color=#500000){}}}
      S:TrimF(angle=90, option=1){N:RudderF(angle=-Gear1, option=1){

      S:Cowl(angle=-180, option=5, color=Col2){}

      N:Frame(option=1){E:RudderF(option=1, spring=SPR, damper=DMP){W:Wheel(brake=BRK, effect=2, color=0){}}}}}
      S:Frame(option=1){

      N:Cowl(angle=-30, option=1){N:Cowl(angle=30, option=5, color=Col2){}N:Cowl(angle=50, option=5, color=#202020){}
      N:Cowl(angle=120, option=1){N:Cowl(angle=-90, option=5, color=Col2){}N:Cowl(angle=-110, option=5, color=#202020){}
      E:Cowl(angle=-90, option=5, color=Col2){}E:Cowl(angle=-110, option=5, color=#202020){}
      W:Cowl(angle=-90, option=5, color=Col2){}W:Cowl(angle=-110, option=5, color=#202020){}}}

      S:Frame(option=1){

      N:Cowl(angle=-30, option=1){N:Cowl(angle=30, color=Col1){
      S:Cowl(angle=10, color=Col1){E:Cowl(angle=160, color=Col1){}W:Cowl(angle=160, color=Col1){}
      S:Cowl(color=Col1){E:Cowl(angle=160, color=Col1){}W:Cowl(angle=160, color=Col1){}
      S:Cowl(color=Col1){E:Cowl(angle=160, option=4, color=Col1){}W:Cowl(angle=160, option=3, color=Col1){}}}}}
      N:Cowl(angle=120, option=1){N:Cowl(angle=-90, color=Col1){
      S:Cowl(angle=-10, color=Col1){E:Cowl(angle=-160, color=Col1){}W:Cowl(angle=-160, color=Col1){}
      S:Cowl(color=Col1){E:Cowl(angle=-160, color=Col1){}W:Cowl(angle=-160, color=Col1){}
      S:Cowl(color=Col1){E:Cowl(angle=-160, option=4, color=Col1){}W:Cowl(angle=-160, option=3, color=Col1){}}}}}
      E:Cowl(angle=-90, color=Col1){}W:Cowl(angle=-90, color=Col1){}}}

      S:Frame(name=TailE, option=1){
      S:TrimF(angle=90, option=1){

      N:Cowl(color=Col1){E:Cowl(option=3, color=Col1){}N:Cowl(option=5, color=Col1){}}

      E:Trim(angle=Yaw, color=Col2C){W:Chip(color=Col2C){}}
      E:Frame(angle=90, option=1){
      W:Trim(angle=-Pitch, color=Col2C){W:Chip(color=Col2C){}}}}}}}
      E:Chip(name=EW, color=Col1C){

      N:Cowl(angle=170, color=Col1){E:Cowl(color=Col1){E:Cowl(angle=10, option=4, color=Col1){}}}
      N:Cowl(angle=-170, color=Col1){E:Cowl(color=Col1){E:Cowl(angle=-10, option=4, color=Col1){}}}

      S:Chip(angle=RollE, color=Col2C){

      S:Cowl(angle=170, color=Col2){}S:Cowl(angle=-170, color=Col2){}

      E:Chip(color=Col2C){

      S:Cowl(angle=170, color=Col2){E:Cowl(angle=10, option=3, color=Col2){}}
      S:Cowl(angle=-170, color=Col2){E:Cowl(angle=-10, option=3, color=Col2){}}

      }}}}}

      W:Frame(option=1){

      N:Cowl(angle=170, color=Col1){N:Cowl(angle=20, color=Col1){}}
      N:Cowl(angle=-170, color=Col1){N:Cowl(angle=-20, color=Col1){}}

      W:Chip(color=Col1C){N:Frame(angle=-30, option=1){
      N:RLW(name=Eng11, angle=120, power=Engine1, brake=EB1, effect=4, color=0){

      N:Cowl(angle=-120, option=5, color=0){}
      S:Cowl(angle=-120, option=5, color=0){}
      E:Cowl(angle=-120, option=5){}
      W:Cowl(angle=-120, option=5){}

      N:Trim(angle=-Prop1, color=#500000){}S:Trim(angle=-Prop1, color=#500000){}}}
      S:TrimF(angle=90, option=1){N:RudderF(angle=-Gear1, option=1){

      S:Cowl(angle=-180, option=5, color=Col2){}

      N:Frame(option=1){E:RudderF(option=1, spring=SPR, damper=DMP){W:Wheel(brake=BRK, effect=2, color=0){}}}}}
      S:Frame(option=1){

      N:Cowl(angle=-30, option=1){N:Cowl(angle=30, option=5, color=Col2){}N:Cowl(angle=50, option=5, color=#202020){}
      N:Cowl(angle=120, option=1){N:Cowl(angle=-90, option=5, color=Col2){}N:Cowl(angle=-110, option=5, color=#202020){}
      E:Cowl(angle=-90, option=5, color=Col2){}E:Cowl(angle=-110, option=5, color=#202020){}
      W:Cowl(angle=-90, option=5, color=Col2){}W:Cowl(angle=-110, option=5, color=#202020){}}}

      S:Frame(option=1){

      N:Cowl(angle=-30, option=1){N:Cowl(angle=30, color=Col1){
      S:Cowl(angle=10, color=Col1){E:Cowl(angle=160, color=Col1){}W:Cowl(angle=160, color=Col1){}
      S:Cowl(color=Col1){E:Cowl(angle=160, color=Col1){}W:Cowl(angle=160, color=Col1){}
      S:Cowl(color=Col1){E:Cowl(angle=160, option=4, color=Col1){}W:Cowl(angle=160, option=3, color=Col1){}}}}}
      N:Cowl(angle=120, option=1){N:Cowl(angle=-90, color=Col1){
      S:Cowl(angle=-10, color=Col1){E:Cowl(angle=-160, color=Col1){}W:Cowl(angle=-160, color=Col1){}
      S:Cowl(color=Col1){E:Cowl(angle=-160, color=Col1){}W:Cowl(angle=-160, color=Col1){}
      S:Cowl(color=Col1){E:Cowl(angle=-160, option=4, color=Col1){}W:Cowl(angle=-160, option=3, color=Col1){}}}}}
      E:Cowl(angle=-90, color=Col1){}W:Cowl(angle=-90, color=Col1){}}}

      S:Frame(name=TailW, option=1){
      S:TrimF(angle=-90, option=1){

      N:Cowl(color=Col1){W:Cowl(option=4, color=Col1){}N:Cowl(option=5, color=Col1){}}

      W:Trim(angle=Yaw, color=Col2C){E:Chip(color=Col2C){}}
      W:Frame(angle=90, option=1){
      E:Trim(angle=Pitch, color=Col2C){E:Chip(color=Col2C){}}}}}}}
      W:Chip(name=WW, color=Col1C){

      N:Cowl(angle=170, color=Col1){W:Cowl(color=Col1){W:Cowl(angle=10, option=3, color=Col1){}}}
      N:Cowl(angle=-170, color=Col1){W:Cowl(color=Col1){W:Cowl(angle=-10, option=3, color=Col1){}}}

      S:Chip(angle=RollW, color=Col2C){

      S:Cowl(angle=170, color=Col2){}
      S:Cowl(angle=-170, color=Col2){}

      W:Chip(color=Col2C){

      S:Cowl(angle=170, color=Col2){W:Cowl(angle=10, option=4, color=Col2){}}
      S:Cowl(angle=-170, color=Col2){W:Cowl(angle=-10, option=4, color=Col2){}}

      }}}}}}}}


}}

Script(){

   print 0,"Echo Delta Oscar Inc. Intl. R-119A Lightning II"
   print 1,"Arrow Keys for Pitch And Roll, A/D for Yaw"
   print 2,"Z,X to switch on and off Engines"
   print 3,"W/S for Throttle"
   print 4,"F to toggle Gears, G to toggle Auto LEvel, B to toggle Altitude Hold AP"
   print 5,"C to toggle HUD (slows down the games, not LUAed yet)"
   

   Route=_TODEG(_PI()/2-_ATAN2(_Z(), _X()))
   RouteRad=-_PI()/2-_ATAN2(_Z(), _X())

   Combat=_MOD(Combat+_KEYDOWN(6),2)

   SO1=_MOD(SO1+_KEYDOWN(4),2)
   SO2=_MOD(SO2+_KEYDOWN(5),2)
   Prop1=45+_VEL()/(9-2*Gear)*2+Feat1
   Prop2=45+_VEL()/(9-2*Gear)*2+Feat2

   if SO1=(1){
   Chocke1=2000
   Engine1=Throttle+Chocke1
   Feat1=Feat1-1/3
   Ex1=(Throttle+Chocke1)/(5+_ABS(105-_VEL())/20+_ABS(500-_Y())/20)}

   if SO1=(0){
   Chocke1=0
   Engine1=0
   Feat1=Feat1+1/3
   EB1=EB1+10
   Ex1=0}

   if SO2=(1){
   Chocke2=2000
   Engine2=Throttle+Chocke2
   Feat2=Feat2-1/3
   Ex2=(Throttle+Chocke2)/(5+_ABS(105-_VEL())/20+_ABS(500-_Y())/20)}

   if SO2=(0){
   Chocke2=0
   Engine2=0
   Feat2=Feat2+1/3
   EB2=EB2+10
   Ex2=0}

   ALVL=_MOD(ALVL+_KEYDOWN(13),2)
   AALT=_MOD(AALT+_KEYDOWN(11),2)

   if ALVL=(0){
   Yaw=Ybar/2
   RollE=Rbar-(_VY(EW)-_VY(WW))/(1+_ABS(Rbar))
   RollW=-Rbar-(_VY(WW)-_VY(EW))/(1+_ABS(Rbar))
   Rudd=0
   Pitch=Pbar
   Trim=_TODEG(_AX(Nose))}

   Gear=_MOD(Gear+_KEYDOWN(12),2)

   if Gear=(0){
   Gear1=Gear1+1
   Gear2=Gear2+1
   Gear3=Gear3+2
   Gear4=Gear4+5/2
   Ster=-Ybar
   SPR=1/20
   DMP=1/5}

   if Gear=(1){
   Gear1=Gear1-1
   Gear2=Gear2-1
   Gear3=Gear3-2
   Gear4=Gear4-5/2
   Ster=0
   BRK=BRK+1
   SPR=1/2
   DMP=1/2}

   if _KEY(14)>(0){
   _BYE(Tank)}

   if ALVL=(1) & AALT=(0){
   TRCOL=TRO1
   Pitch=-10-Trim+_TODEG(_AX(Nose))+(_VY(Nose)-(_VY(TailE)+_VY(TailW))/2)}

   if AALT=(0){
   Ypar=_Y(Control)}

   if ALVL=(1){
   Rudd=Rudd+_KEY(9)/4-_KEY(7)/4
   Trim=Trim+_KEY(1)/2-_KEY(0)/2
   Yaw=Rudd
   RollE=-_TODEG(_AZ(Nose))-Yaw*2-_VY(EW)
   RollW=_TODEG(_AZ(Nose))+Yaw*2-_VY(WW)}

   if ALVL=(1) & AALT=(1) & _ABS(Ypar-_Y())<20{
   Ypar=Ypar+Trim/100
   Pitch=((_Y())-(Ypar+13))+_TODEG(_AX(Nose))+(_VY(Nose)-(_VY(TailE)+_VY(TailW))/2)}

   if ALVL=(1) & AALT=(1) & Ypar-_Y()>20{
   Ypar=Ypar+Trim/100
   Pitch=-33+_TODEG(_AX(Nose))+(_VY(Nose)-(_VY(TailE)+_VY(TailW))/2)}

   if ALVL=(1) & AALT=(1) & Ypar-_Y()<(-20){
   Ypar=Ypar+Trim/100
   Pitch=7+_TODEG(_AX(Nose))+(_VY(Nose)-(_VY(TailE)+_VY(TailW))/2)}

   if ALVL=(1) & AALT=(1){
   TRCOL=TRO2
   AltA=_TORAD(Ypar/10*36)
   AltB=_TORAD(Ypar/100*36)
   AltC=_TORAD(Ypar/1000*36)}

   if _KEY(11)>(0) & AALT=(1){
   Trim=0}

   if _KEY(11)>(0) & AALT=(0){
   Trim=2*_TODEG(_AX(Nose))}

   if _ABS(_WY(ENG11)-_WY(ENG12))>=(170) | _ABS(_WY(ENG11)-_WY(ENG12))<=(1) & SO1=(1) & Combat>(0){
   Timer=0
   blerf=_SETCOLOR(#ffff00)
   blerf=_MOVE2D(-62/32,-30/32)
   blerf=_LINE2D(-52/32,-30/32)
   blerf=_LINE2D(-52/32,-19/32)
   blerf=_LINE2D(-62/32,-19/32)
   blerf=_LINE2D(-62/32,-30/32)
   blerf=_LINE2D(-52/32,-19/32)}

   if _ABS(_WY(ENG21)-_WY(ENG22))>=(170) | _ABS(_WY(ENG21)-_WY(ENG22))<=(1) & SO2=(1) & Combat>(0){
   Timer=0
   blerf=_SETCOLOR(#ffff00)
   blerf=_MOVE2D(-47/32,-30/32)
   blerf=_LINE2D(-37/32,-30/32)
   blerf=_LINE2D(-37/32,-19/32)
   blerf=_LINE2D(-47/32,-19/32)
   blerf=_LINE2D(-47/32,-30/32)
   blerf=_LINE2D(-37/32,-19/32)}

   if Feat1>(0)  & Combat>(0){
   blerf=_SETCOLOR(#aa00ff)
   blerf=_MOVE2D(-62/32,-30/32)
   blerf=_LINE2D(-57/32,-30/32)
   blerf=_LINE2D(-57/32,-25/32)
   blerf=_LINE2D(-62/32,-25/32)
   blerf=_LINE2D(-62/32,-30/32)
   blerf=_LINE2D(-57/32,-25/32)}

   if Feat2>(0)  & Combat>(0){
   blerf=_SETCOLOR(#aa00ff)
   blerf=_MOVE2D(-46/32,-30/32)
   blerf=_LINE2D(-41/32,-30/32)
   blerf=_LINE2D(-41/32,-25/32)
   blerf=_LINE2D(-46/32,-25/32)
   blerf=_LINE2D(-46/32,-30/32)
   blerf=_LINE2D(-41/32,-25/32)}

   if Combat>(0){
//ATTITUDE CONTROL
   Blerf=_SETCOLOR(#00ff00)
   Blerf=_MOVE2D(-1/2,0)
   Blerf=_LINE2D(-6/10,0)
   Blerf=_MOVE2D(1/2,0)
   Blerf=_LINE2D(6/10,0)
   Blerf=_MOVE2D(-1/2,-1/3*_TORAD(25))
   Blerf=_LINE2D(-6/10,-1/3*_TORAD(25))
   Blerf=_MOVE2D(1/2,-1/3*_TORAD(25))
   Blerf=_LINE2D(6/10,-1/3*_TORAD(25))
   Blerf=_MOVE2D(0,-1/2)
   Blerf=_LINE2D(0,-6/10)
   Blerf=_MOVE2D(-1/5,-1/40)
   Blerf=_LINE2D(-1/40,-1/40)
   Blerf=_MOVE2D(1/5,-1/40)
   Blerf=_LINE2D(1/40,-1/40)
   Blerf=_MOVE2D(-1/40,-1/40)
   Blerf=_LINE2D(-1/40,-2/3)
   Blerf=_MOVE2D(1/40,-1/40)
   Blerf=_LINE2D(1/40,-2/3)
   Blerf=_MOVE2D(-1/10,-1/2)
   Blerf=_LINE2D(-1/40,-1/2)
   Blerf=_MOVE2D(1/10,-1/2)
   Blerf=_LINE2D(1/40,-1/2)
   Blerf=_MOVE2D(-1/2,1/40)
   Blerf=_LINE2D(1/2,1/40)

   CRPU=-5/80
   Blerf=_MOVE2D(-1/3,CRPU+1/80)
   Blerf=_LINE2D(-1/40,CRPU+1/80)
   Blerf=_MOVE2D(1/3,CRPU+1/80)
   Blerf=_LINE2D(1/40,CRPU+1/80)
   Blerf=_MOVE2D(-1/3,CRPU-1/80)
   Blerf=_LINE2D(-1/40,CRPU-1/80)
   Blerf=_MOVE2D(1/3,CRPU-1/80)
   Blerf=_LINE2D(1/40,CRPU-1/80)
   Blerf=_SETCOLOR(#000000)
   Blerf=_MOVE2D(79/192,CRPU+1/80)
   Blerf=_LINE2D(77/192,CRPU+1/80)
   Blerf=_MOVE2D(79/192,CRPU+1/80)
   Blerf=_LINE2D(39/96,CRPU+1/80)
   Blerf=_LINE2D(39/96,CRPU-3/320)
   Blerf=_LINE2D(5/12,CRPU-1/80)

   Blerf=_SETCOLOR(#00ff00)
   PA=-_COS(_EZ(Nose))
   PB=_COS(_EZ(Nose))
   PC=-3*_AX(Nose)-_SIN(_EZ(Nose))
   PD=-3*_AX(Nose)+_SIN(_EZ(Nose))
   PE=-3*_AX(Nose)
   PF=-_SIN(-_EZ(Nose))
   PG=-3*_AX(Nose)-_COS(_EZ(Nose))
   blerf=_MOVE2D(3/7*PA,3/7*PC)
   blerf=_LINE2D(3/7*PB,3/7*PD)
   blerf=_MOVE2D(-1/80*_COS(_EZ(Nose)),3/7*PE-1/80*_SIN(_EZ(Nose)))
   blerf=_LINE2D(-1/80*_COS(_EZ(Nose))+3/7*PF,3/7*PG-1/80*_SIN(_EZ(Nose)))
   blerf=_MOVE2D(1/80*_COS(_EZ(Nose)),3/7*PE+1/80*_SIN(_EZ(Nose)))
   blerf=_LINE2D(1/80*_COS(_EZ(Nose))+3/7*PF,3/7*PG+1/80*_SIN(_EZ(Nose)))

//ANEMOMETER
   VPAR=_TORAD((_VEL()/90)*360)
   blerf=_SETCOLOR(#ffffff)
   blerf=_MOVE2D(5/4,1/2)
   blerf=_LINE2D(5/4+1/5*_SIN(VPAR),1/2+1/5*_COS(VPAR))
   blerf=_SETCOLOR(#00ff00)
   blerf=_MOVE2D(5/4,1/2)
   blerf=_LINE2D(5/4+1/5*_SIN(0),1/2+1/5*_COS(0))
   blerf=_LINE2D(5/4+1/5*_SIN(_TORAD(20)),1/2+1/5*_COS(_TORAD(20)))
   blerf=_LINE2D(5/4+1/5*_SIN(_TORAD(40)),1/2+1/5*_COS(_TORAD(40)))
   blerf=_LINE2D(5/4+1/5*_SIN(_TORAD(60)),1/2+1/5*_COS(_TORAD(60)))
   blerf=_LINE2D(5/4+1/5*_SIN(_TORAD(80)),1/2+1/5*_COS(_TORAD(80)))
   blerf=_LINE2D(5/4+1/5*_SIN(_TORAD(100)),1/2+1/5*_COS(_TORAD(100)))
   blerf=_LINE2D(5/4+1/5*_SIN(_TORAD(120)),1/2+1/5*_COS(_TORAD(120)))
   blerf=_LINE2D(5/4+1/5*_SIN(_TORAD(140)),1/2+1/5*_COS(_TORAD(140)))
   blerf=_LINE2D(5/4+1/5*_SIN(_TORAD(160)),1/2+1/5*_COS(_TORAD(160)))
   blerf=_SETCOLOR(#ffff00)
   blerd=_MOVE2D(5/4,1/2)
   blerf=_LINE2D(5/4+1/5*_SIN(_TORAD(160)),1/2+1/5*_COS(_TORAD(160)))
   blerf=_SETCOLOR(#00ff00)
   blerf=_LINE2D(5/4+1/5*_SIN(_TORAD(180)),1/2+1/5*_COS(_TORAD(180)))
   blerf=_LINE2D(5/4+1/5*_SIN(_TORAD(200)),1/2+1/5*_COS(_TORAD(200)))
   blerf=_LINE2D(5/4+1/5*_SIN(_TORAD(220)),1/2+1/5*_COS(_TORAD(220)))
   blerf=_LINE2D(5/4+1/5*_SIN(_TORAD(240)),1/2+1/5*_COS(_TORAD(240)))
   blerf=_LINE2D(5/4+1/5*_SIN(_TORAD(260)),1/2+1/5*_COS(_TORAD(260)))
   blerf=_LINE2D(5/4+1/5*_SIN(_TORAD(280)),1/2+1/5*_COS(_TORAD(280)))
   blerf=_LINE2D(5/4+1/5*_SIN(_TORAD(300)),1/2+1/5*_COS(_TORAD(300)))
   blerf=_LINE2D(5/4+1/5*_SIN(_TORAD(320)),1/2+1/5*_COS(_TORAD(320)))
   blerf=_LINE2D(5/4+1/5*_SIN(_TORAD(340)),1/2+1/5*_COS(_TORAD(340)))
   blerf=_SETCOLOR(#aa0000)
   blerf=_LINE2D(5/4,1/2)

//ALTIMETER
   Alt1=_TORAD(_Y()/10*36)
   Alt2=_TORAD(_Y()/100*36)
   Alt3=_TORAD(_Y()/1000*36)
   blerf=_SETCOLOR(#ffffff)
   blerf=_MOVE2D(5/4,-5/8)
   blerf=_LINE2D(5/4+1/4*_SIN(Alt1),-5/8+1/4*_COS(Alt1))
   blerf=_MOVE2D(5/4,-5/8)
   blerf=_LINE2D(5/4+1/5*_SIN(Alt2),-5/8+1/5*_COS(Alt2))
   blerf=_MOVE2D(5/4,-5/8)
   blerf=_LINE2D(5/4+1/7*_SIN(Alt3),-5/8+1/7*_COS(Alt3))
   blerf=_SETCOLOR(#00ff00)
   blerf=_MOVE2D(5/4,-5/8)
   blerf=_LINE2D(5/4+1/4*_SIN(0),-5/8+1/4*_COS(0))
   blerf=_LINE2D(5/4+1/4*_SIN(_TORAD(20)),-5/8+1/4*_COS(_TORAD(20)))
   blerf=_LINE2D(5/4+1/4*_SIN(_TORAD(40)),-5/8+1/4*_COS(_TORAD(40)))
   blerf=_LINE2D(5/4+1/4*_SIN(_TORAD(60)),-5/8+1/4*_COS(_TORAD(60)))
   blerf=_LINE2D(5/4+1/4*_SIN(_TORAD(80)),-5/8+1/4*_COS(_TORAD(80)))
   blerf=_LINE2D(5/4+1/4*_SIN(_TORAD(100)),-5/8+1/4*_COS(_TORAD(100)))
   blerf=_LINE2D(5/4+1/4*_SIN(_TORAD(120)),-5/8+1/4*_COS(_TORAD(120)))
   blerf=_LINE2D(5/4+1/4*_SIN(_TORAD(140)),-5/8+1/4*_COS(_TORAD(140)))
   blerf=_LINE2D(5/4+1/4*_SIN(_TORAD(160)),-5/8+1/4*_COS(_TORAD(160)))
   blerf=_LINE2D(5/4+1/4*_SIN(_TORAD(180)),-5/8+1/4*_COS(_TORAD(180)))
   blerf=_LINE2D(5/4+1/4*_SIN(_TORAD(200)),-5/8+1/4*_COS(_TORAD(200)))
   blerf=_LINE2D(5/4+1/4*_SIN(_TORAD(220)),-5/8+1/4*_COS(_TORAD(220)))
   blerf=_LINE2D(5/4+1/4*_SIN(_TORAD(240)),-5/8+1/4*_COS(_TORAD(240)))
   blerf=_LINE2D(5/4+1/4*_SIN(_TORAD(260)),-5/8+1/4*_COS(_TORAD(260)))
   blerf=_LINE2D(5/4+1/4*_SIN(_TORAD(280)),-5/8+1/4*_COS(_TORAD(280)))
   blerf=_LINE2D(5/4+1/4*_SIN(_TORAD(300)),-5/8+1/4*_COS(_TORAD(300)))
   blerf=_LINE2D(5/4+1/4*_SIN(_TORAD(320)),-5/8+1/4*_COS(_TORAD(320)))
   blerf=_LINE2D(5/4+1/4*_SIN(_TORAD(340)),-5/8+1/4*_COS(_TORAD(340)))
   blerf=_LINE2D(5/4+1/4*_SIN(_TORAD(360)),-5/8+1/4*_COS(_TORAD(360)))
   blerf=_SETCOLOR(#00ff00)
   blerf=_LINE2D(5/4,-5/8)
   blerf=_SETCOLOR(#00ff00)
   blerf=_MOVE2D(5/4+1/7*_SIN(0),-5/8+1/7*_COS(0))
   blerf=_LINE2D(5/4+1/7*_SIN(_TORAD(20)),-5/8+1/7*_COS(_TORAD(20)))
   blerf=_LINE2D(5/4+1/7*_SIN(_TORAD(40)),-5/8+1/7*_COS(_TORAD(40)))
   blerf=_LINE2D(5/4+1/7*_SIN(_TORAD(60)),-5/8+1/7*_COS(_TORAD(60)))
   blerf=_LINE2D(5/4+1/7*_SIN(_TORAD(80)),-5/8+1/7*_COS(_TORAD(80)))
   blerf=_LINE2D(5/4+1/7*_SIN(_TORAD(100)),-5/8+1/7*_COS(_TORAD(100)))
   blerf=_LINE2D(5/4+1/7*_SIN(_TORAD(120)),-5/8+1/7*_COS(_TORAD(120)))
   blerf=_LINE2D(5/4+1/7*_SIN(_TORAD(140)),-5/8+1/7*_COS(_TORAD(140)))
   blerf=_LINE2D(5/4+1/7*_SIN(_TORAD(160)),-5/8+1/7*_COS(_TORAD(160)))
   blerf=_LINE2D(5/4+1/7*_SIN(_TORAD(180)),-5/8+1/7*_COS(_TORAD(180)))
   blerf=_LINE2D(5/4+1/7*_SIN(_TORAD(200)),-5/8+1/7*_COS(_TORAD(200)))
   blerf=_LINE2D(5/4+1/7*_SIN(_TORAD(220)),-5/8+1/7*_COS(_TORAD(220)))
   blerf=_LINE2D(5/4+1/7*_SIN(_TORAD(240)),-5/8+1/7*_COS(_TORAD(240)))
   blerf=_LINE2D(5/4+1/7*_SIN(_TORAD(260)),-5/8+1/7*_COS(_TORAD(260)))
   blerf=_LINE2D(5/4+1/7*_SIN(_TORAD(280)),-5/8+1/7*_COS(_TORAD(280)))
   blerf=_LINE2D(5/4+1/7*_SIN(_TORAD(300)),-5/8+1/7*_COS(_TORAD(300)))
   blerf=_LINE2D(5/4+1/7*_SIN(_TORAD(320)),-5/8+1/7*_COS(_TORAD(320)))
   blerf=_LINE2D(5/4+1/7*_SIN(_TORAD(340)),-5/8+1/7*_COS(_TORAD(340)))
   blerf=_LINE2D(5/4+1/7*_SIN(_TORAD(360)),-5/8+1/7*_COS(_TORAD(360)))

//GEAR
   blerf=_SETCOLOR(#00ff00)
   blerf=_MOVE2D(-1,0)
   blerf=_LINE2D(-9/10,0)
   blerf=_LINE2D(-19/20,-1/10*(1-2*Gear))
   blerf=_LINE2D(-1,0)

//Throttle Panel
   Blerf=_SETCOLOR(#ffffff)
   TRP=((Chocke1+Chocke2)/2+Throttle)/20000*18
   CRP=148916/20000*18
   blerf=_MOVE2D(0,9/10)
   blerf=_LINE2D(-1/2*_COS(_TORAD(TRP)),9/10-1/2*_SIN(_TORAD(TRP)))
   Blerf=_SETCOLOR(#00ff00)
   blerf=_MOVE2D(7/10,19/20)
   blerf=_LINE2D(-13/10,19/20)
   blerf=_LINE2D(-13/10,13/20)
   blerf=_LINE2D(-13/10+3/10*_SIN(_TORAD(10)),19/20-3/10*_COS(_TORAD(10)))
   blerf=_LINE2D(-13/10+3/10*_SIN(_TORAD(20)),19/20-3/10*_COS(_TORAD(20)))
   blerf=_LINE2D(-13/10+3/10*_SIN(_TORAD(30)),19/20-3/10*_COS(_TORAD(30)))
   blerf=_LINE2D(-13/10+3/10*_SIN(_TORAD(40)),19/20-3/10*_COS(_TORAD(40)))
   blerf=_LINE2D(-13/10+3/10*_SIN(_TORAD(50)),19/20-3/10*_COS(_TORAD(50)))
   blerf=_LINE2D(-13/10+3/10*_SIN(_TORAD(60)),19/20-3/10*_COS(_TORAD(60)))
   blerf=_LINE2D(-13/10+3/10*_SIN(_TORAD(70)),19/20-3/10*_COS(_TORAD(70)))
   blerf=_SETCOLOR(#ffff00)
   blerf=_LINE2D(-13/10+3/10*_SIN(_TORAD(80)),19/20-3/10*_COS(_TORAD(80)))
   blerf=_LINE2D(-13/10+3/10*_SIN(_TORAD(89)),19/20-3/10*_COS(_TORAD(89)))
   blerf=_SETCOLOR(#00ff00)
   blerf=_MOVE2D(-11/20,9/10)
   blerf=_LINE2D(-13/20,9/10)
   blerf=_MOVE2D(-11/20*_COS(_TORAD(15)),9/10-11/20*_SIN(_TORAD(15)))
   blerf=_LINE2D(-13/20*_COS(_TORAD(15)),9/10-13/20*_SIN(_TORAD(15)))
   blerf=_MOVE2D(-11/20*_COS(_TORAD(30)),9/10-11/20*_SIN(_TORAD(30)))
   blerf=_LINE2D(-13/20*_COS(_TORAD(30)),9/10-13/20*_SIN(_TORAD(30)))
   blerf=_MOVE2D(-11/20*_COS(_TORAD(45)),9/10-11/20*_SIN(_TORAD(45)))
   blerf=_LINE2D(-13/20*_COS(_TORAD(45)),9/10-13/20*_SIN(_TORAD(45)))
   blerf=_MOVE2D(-11/20*_COS(_TORAD(60)),9/10-11/20*_SIN(_TORAD(60)))
   blerf=_LINE2D(-13/20*_COS(_TORAD(60)),9/10-13/20*_SIN(_TORAD(60)))
   blerf=_MOVE2D(-11/20*_COS(_TORAD(75)),9/10-11/20*_SIN(_TORAD(75)))
   blerf=_LINE2D(-13/20*_COS(_TORAD(75)),9/10-13/20*_SIN(_TORAD(75)))
   blerf=_MOVE2D(-11/20*_COS(_TORAD(90)),9/10-11/20*_SIN(_TORAD(90)))
   blerf=_LINE2D(-13/20*_COS(_TORAD(90)),9/10-13/20*_SIN(_TORAD(90)))
   blerf=_MOVE2D(11/20,9/10)
   blerf=_LINE2D(13/20,9/10)
   blerf=_MOVE2D(11/20*_COS(_TORAD(15)),9/10-11/20*_SIN(_TORAD(15)))
   blerf=_LINE2D(13/20*_COS(_TORAD(15)),9/10-13/20*_SIN(_TORAD(15)))
   blerf=_MOVE2D(11/20*_COS(_TORAD(30)),9/10-11/20*_SIN(_TORAD(30)))
   blerf=_LINE2D(13/20*_COS(_TORAD(30)),9/10-13/20*_SIN(_TORAD(30)))
   blerf=_MOVE2D(11/20*_COS(_TORAD(45)),9/10-11/20*_SIN(_TORAD(45)))
   blerf=_LINE2D(13/20*_COS(_TORAD(45)),9/10-13/20*_SIN(_TORAD(45)))
   blerf=_MOVE2D(11/20*_COS(_TORAD(60)),9/10-11/20*_SIN(_TORAD(60)))
   blerf=_LINE2D(13/20*_COS(_TORAD(60)),9/10-13/20*_SIN(_TORAD(60)))
   blerf=_MOVE2D(11/20*_COS(_TORAD(75)),9/10-11/20*_SIN(_TORAD(75)))
   blerf=_LINE2D(13/20*_COS(_TORAD(75)),9/10-13/20*_SIN(_TORAD(75)))
   blerf=_SETCOLOR(#ff0000)
   blerf=_MOVE2D(9/20*_COS(_TORAD(25)),9/10-9/20*_SIN(_TORAD(25)))
   blerf=_LINE2D(13/20*_COS(_TORAD(25)),9/10-13/20*_SIN(_TORAD(25)))
   blerf=_SETCOLOR(#ffff00)
   blerf=_MOVE2D(7/20*_COS(_TORAD(180-CRP+1)),9/10-7/20*_SIN(_TORAD(180-CRP+1)))
   blerf=_LINE2D(13/20*_COS(_TORAD(180-CRP+1)),9/10-13/20*_SIN(_TORAD(180-CRP+1)))
   blerf=_MOVE2D(7/20*_COS(_TORAD(180-CRP-3)),9/10-7/20*_SIN(_TORAD(180-CRP-3)))
   blerf=_LINE2D(13/20*_COS(_TORAD(180-CRP-3)),9/10-13/20*_SIN(_TORAD(180-CRP-3)))
//RPMs
   blerf=_SETCOLOR(#ffffff)
   RPM1=(_ABS(_WY(ENG11)-_WY(ENG12)))*5/40*9
   Jet1=Ex1/3000*9
   blerf=_MOVE2D(-15/8,-7/8)
   blerf=_LINE2D(-15/8+1/4*_SIN(_TORAD(RPM1)),-7/8+1/4*_COS(_TORAD(RPM1)))
   blerf=_SETCOLOR(#00ff00)
   blerf=_MOVE2D(-61/32,-29/32)
   blerf=_LINE2D(-61/32,-9/16)
   blerf=_LINE2D(-61/32+11/32*_SIN(_TORAD(15)),-29/32+11/32*_COS(_TORAD(15)))
   blerf=_LINE2D(-61/32+11/32*_SIN(_TORAD(30)),-29/32+11/32*_COS(_TORAD(30)))
   blerf=_LINE2D(-61/32+11/32*_SIN(_TORAD(45)),-29/32+11/32*_COS(_TORAD(45)))
   blerf=_LINE2D(-61/32+11/32*_SIN(_TORAD(60)),-29/32+11/32*_COS(_TORAD(60)))
   blerf=_LINE2D(-61/32+11/32*_SIN(_TORAD(75)),-29/32+11/32*_COS(_TORAD(75)))
   blerf=_LINE2D(-61/32+11/32*_SIN(_TORAD(90)),-29/32+11/32*_COS(_TORAD(90)))
   blerf=_LINE2D(-51/32,-29/32)
   blerf=_LINE2D(-61/32,-29/32)
   blerf=_SETCOLOR(#ff0000)
   blerf=_MOVE2D(-61/32,-29/32)
   blerf=_LINE2D(-61/32+11/32*_SIN(_TORAD(75)),-29/32+11/32*_COS(_TORAD(75)))
   blerf=_SETCOLOR(#ffffff)
   RPM2=(_ABS(_WY(ENG21)-_WY(ENG22)))*5/40*9
   Jet2=Ex2/3000*9
   blerf=_MOVE2D(-11/8,-7/8)
   blerf=_LINE2D(-11/8+1/4*_SIN(_TORAD(RPM2)),-7/8+1/4*_COS(_TORAD(RPM2)))
   blerf=_SETCOLOR(#00ff00)
   blerf=_MOVE2D(-45/32,-29/32)
   blerf=_LINE2D(-45/32,-9/16)
   blerf=_LINE2D(-45/32+11/32*_SIN(_TORAD(15)),-29/32+11/32*_COS(_TORAD(15)))
   blerf=_LINE2D(-45/32+11/32*_SIN(_TORAD(30)),-29/32+11/32*_COS(_TORAD(30)))
   blerf=_LINE2D(-45/32+11/32*_SIN(_TORAD(45)),-29/32+11/32*_COS(_TORAD(45)))
   blerf=_LINE2D(-45/32+11/32*_SIN(_TORAD(60)),-29/32+11/32*_COS(_TORAD(60)))
   blerf=_LINE2D(-45/32+11/32*_SIN(_TORAD(75)),-29/32+11/32*_COS(_TORAD(75)))
   blerf=_LINE2D(-45/32+11/32*_SIN(_TORAD(90)),-29/32+11/32*_COS(_TORAD(90)))
   blerf=_LINE2D(-35/32,-29/32)
   blerf=_LINE2D(-45/32,-29/32)
   blerf=_SETCOLOR(#ff0000)
   blerf=_MOVE2D(-45/32,-29/32)
   blerf=_LINE2D(-45/32+11/32*_SIN(_TORAD(75)),-29/32+11/32*_COS(_TORAD(75)))

//FUEL GAUGE
   FPAR=_TORAD(_FUEL()/68000000*90)
   blerf=_SETCOLOR(#ffffff)
   blerf=_MOVE2D(-13/10,19/20)
   blerf=_LINE2D(-13/10+3/10*_COS(FPAR),19/20-3/10*_SIN(FPAR))

//COMPASS
   blerf=_SETCOLOR(#00ff00)
   blerf=_MOVE2D(1/2,-2/3)
   blerf=_LINE2D(1/2-1/7*_SIN(_AY(Nose)),-2/3+1/7*_COS(_AY(Nose)))
   blerf=_SETCOLOR(#ffffff)
   blerf=_LINE2D(1/2-1/8*_SIN(_AY(Nose)+1/10),-2/3+1/8*_COS(_AY(Nose)+1/10))
   blerf=_LINE2D(1/2-1/8*_SIN(_AY(Nose)-1/10),-2/3+1/8*_COS(_AY(Nose)-1/10))
   blerf=_LINE2D(1/2-1/7*_SIN(_AY(Nose)),-2/3+1/7*_COS(_AY(Nose)))
   blerf=_SETCOLOR(#00ff00)
   blerf=_MOVE2D(1/2,-2/3)
   blerf=_LINE2D(1/2-1/7*_SIN(_AY(Nose)+_TORAD(90)),-2/3+1/7*_COS(_AY(Nose)+_TORAD(90)))
   blerf=_MOVE2D(1/2,-2/3)
   blerf=_LINE2D(1/2-1/7*_SIN(_AY(Nose)-_TORAD(90)),-2/3+1/7*_COS(_AY(Nose)-_TORAD(90)))
   blerf=_MOVE2D(1/2,-2/3)
   blerf=_LINE2D(1/2-1/7*_SIN(_AY(Nose)+_TORAD(180)),-2/3+1/7*_COS(_AY(Nose)+_TORAD(180)))
   blerf=_SETCOLOR(#ffff00)
   blerf=_MOVE2D(1/2,-2/3)
   blerf=_LINE2D(1/2+1/24*_SIN(_AY(Nose)-RouteRad-_PI()/36),-2/3-1/24*_COS(_AY(Nose)-RouteRad-_PI()/36))
   blerf=_LINE2D(1/2+1/9*_SIN(_AY(Nose)-RouteRad),-2/3-1/9*_COS(_AY(Nose)-RouteRad))
   blerf=_LINE2D(1/2+1/24*_SIN(_AY(Nose)-RouteRad+_PI()/36),-2/3-1/24*_COS(_AY(Nose)-RouteRad+_PI()/36))
   blerf=_LINE2D(1/2,-2/3)
   blerf=_SETCOLOR(#00ff00)
   blerf=_MOVE2D(1/2,-2/3+1/6)
   blerf=_LINE2D(1/2+1/6*_SIN(_PI()/9),-2/3+1/6*_COS(_PI()/9))
   blerf=_LINE2D(1/2+1/6*_SIN(2*_PI()/9),-2/3+1/6*_COS(2*_PI()/9))
   blerf=_LINE2D(1/2+1/6*_SIN(_PI()/3),-2/3+1/6*_COS(_PI()/3))
   blerf=_LINE2D(1/2+1/6*_SIN(4*_PI()/9),-2/3+1/6*_COS(4*_PI()/9))
   blerf=_LINE2D(1/2+1/6*_SIN(5*_PI()/9),-2/3+1/6*_COS(5*_PI()/9))
   blerf=_LINE2D(1/2+1/6*_SIN(2*_PI()/3),-2/3+1/6*_COS(2*_PI()/3))
   blerf=_LINE2D(1/2+1/6*_SIN(7*_PI()/9),-2/3+1/6*_COS(7*_PI()/9))
   blerf=_LINE2D(1/2+1/6*_SIN(8*_PI()/9),-2/3+1/6*_COS(8*_PI()/9))
   blerf=_LINE2D(1/2,-2/3-1/6)
   blerf=_SETCOLOR(#ff0000)
   blerf=_LINE2D(1/2,-2/3+1/6)
   blerf=_SETCOLOR(#00ff00)
   blerf=_LINE2D(1/2-1/6*_SIN(_PI()/9),-2/3+1/6*_COS(_PI()/9))
   blerf=_LINE2D(1/2-1/6*_SIN(2*_PI()/9),-2/3+1/6*_COS(2*_PI()/9))
   blerf=_LINE2D(1/2-1/6*_SIN(_PI()/3),-2/3+1/6*_COS(_PI()/3))
   blerf=_LINE2D(1/2-1/6*_SIN(4*_PI()/9),-2/3+1/6*_COS(4*_PI()/9))
   blerf=_LINE2D(1/2-1/6*_SIN(5*_PI()/9),-2/3+1/6*_COS(5*_PI()/9))
   blerf=_LINE2D(1/2-1/6*_SIN(2*_PI()/3),-2/3+1/6*_COS(2*_PI()/3))
   blerf=_LINE2D(1/2-1/6*_SIN(7*_PI()/9),-2/3+1/6*_COS(7*_PI()/9))
   blerf=_LINE2D(1/2-1/6*_SIN(8*_PI()/9),-2/3+1/6*_COS(8*_PI()/9))
   blerf=_LINE2D(1/2,-2/3-1/6)
   blerf=_MOVE2D(1/2,-2/3+1/5)
   blerf=_LINE2D(1/2+1/5*_SIN(_PI()/9),-2/3+1/5*_COS(_PI()/9))
   blerf=_LINE2D(1/2+1/5*_SIN(2*_PI()/9),-2/3+1/5*_COS(2*_PI()/9))
   blerf=_LINE2D(1/2+1/5*_SIN(_PI()/3),-2/3+1/5*_COS(_PI()/3))
   blerf=_LINE2D(1/2+1/5*_SIN(4*_PI()/9),-2/3+1/5*_COS(4*_PI()/9))
   blerf=_LINE2D(1/2+1/5*_SIN(5*_PI()/9),-2/3+1/5*_COS(5*_PI()/9))
   blerf=_LINE2D(1/2+1/5*_SIN(2*_PI()/3),-2/3+1/5*_COS(2*_PI()/3))
   blerf=_LINE2D(1/2+1/5*_SIN(7*_PI()/9),-2/3+1/5*_COS(7*_PI()/9))
   blerf=_LINE2D(1/2+1/5*_SIN(8*_PI()/9),-2/3+1/5*_COS(8*_PI()/9))
   blerf=_LINE2D(1/2,-2/3-1/5)
   blerf=_SETCOLOR(#ff0000)
   blerf=_LINE2D(1/2,-2/3+1/5)
   blerf=_SETCOLOR(#00ff00)
   blerf=_LINE2D(1/2-1/5*_SIN(_PI()/9),-2/3+1/5*_COS(_PI()/9))
   blerf=_LINE2D(1/2-1/5*_SIN(2*_PI()/9),-2/3+1/5*_COS(2*_PI()/9))
   blerf=_LINE2D(1/2-1/5*_SIN(_PI()/3),-2/3+1/5*_COS(_PI()/3))
   blerf=_LINE2D(1/2-1/5*_SIN(4*_PI()/9),-2/3+1/5*_COS(4*_PI()/9))
   blerf=_LINE2D(1/2-1/5*_SIN(5*_PI()/9),-2/3+1/5*_COS(5*_PI()/9))
   blerf=_LINE2D(1/2-1/5*_SIN(2*_PI()/3),-2/3+1/5*_COS(2*_PI()/3))
   blerf=_LINE2D(1/2-1/5*_SIN(7*_PI()/9),-2/3+1/5*_COS(7*_PI()/9))
   blerf=_LINE2D(1/2-1/5*_SIN(8*_PI()/9),-2/3+1/5*_COS(8*_PI()/9))
   blerf=_LINE2D(1/2,-2/3-1/5)

}

//AALT
   if Combat>(0) & ALVL=(1) & AALT=(1){
   blerf=_SETCOLOR(#ffff00)
   blerf=_MOVE2D(5/4,-5/8)
   blerf=_LINE2D(5/4+1/4*_SIN(AltA),-5/8+1/4*_COS(AltA))
   blerf=_MOVE2D(5/4,-5/8)
   blerf=_LINE2D(5/4+1/5*_SIN(AltB),-5/8+1/5*_COS(AltB))
   blerf=_MOVE2D(5/4,-5/8)
   blerf=_LINE2D(5/4+1/7*_SIN(AltC),-5/8+1/7*_COS(AltC))}
//ALVL
   if Combat>(0) & ALVL=(1){
   blerf=_SETCOLOR(TRCOL)
   blerf=_MOVE2D(-1/2,-1/3*_TORAD(Trim))
   blerf=_LINE2D(1/2,-1/3*_TORAD(Trim))
   blerf=_MOVE2D(1/2*_TORAD(Rudd),0)
   blerf=_LINE2D(1/2*_TORAD(Rudd),-1/2)}

}

This is also my first tractor propeller aircraft to be stable along the Yaw axis.
I have been studying the effect on stability of a propeller in Rigid Chips, because in the real world a veichle is stable (generally speaking) when the center od Thrust, whatever the nature, is forward the center of mass, thus making a tractor propeller more stable than a pusher propeller, everything else being equal.

In Rigid Chips it is otherwise. It is possibly due to the fact that a propeller blade is made with a Trim Chip, giving the propeller a surface comparable to that of a Rudder or Elevator.

The R-119A twin boom configuration (which allows a greater rudder surface), nose-heavy attitude, and short propeller-to-CG distance make it stable along the Yaw axis.
To tell the truth it is not any faster than my previous models with comparable power and wing loading, but it is rather stable and fairly easy to fly.
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Echo_Delta_Oscar
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Re: Comeback, Replica, Study

Post by RA2lover on Mon Mar 11, 2013 9:55 am

I've had the same experiences when trying to create a high acceleration trim-based propeller fighter.

Early versions of it had the propeller in front, only to fail miserably when flailing around out of control.

A pusher configuration made it stable, but to a point where it's undesirable for a fighter(it couldn't circle around the stadium at water level while on a 30 degree elevator deflection - just so you know how undesirable that stability is) - so it became useless.

Anyway - i believe the high propeller area is the cause. external force model data analysis showed that on a pusher configuration less airflow was generated when the propeller blade was facing the same direction as a plane's angle of attack, and more on the opposite direction - which countered elevator movement too well.

The same thing tended to happen when the propeller was located in front of the CG, having an inverse effect on stability due to the blades' location.
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Re: Comeback, Replica, Study

Post by Echo_Delta_Oscar on Mon Mar 11, 2013 11:30 am

Here is a comparison between two aircraft based on the same platform, the C-86 Dinghy:

C-86A (tractor propeller)
Code:

Val
{
   RollE(default=0,min=-25,max=25,step=2)
   RollW(default=0,min=-25,max=25,step=2)
   PBar(default=-4,min=-30,max=30,step=2)
   Pitch(default=-4,min=-30,max=30)
   DampE(default=-160, min=-180, max=-140)
   DampW(default=-160, min=-180, max=-140)
   Yaw(default=0, min=-20, max=20, step=2)
   Rudd(default=0, min=-20, max=20, step=0)
   Ster(default=0, min=-20, max=20)
   Trim(default=0, min=-360, max=360, step=0)
   Throttle(default=0, min=0, max=198000, step=0)
   Engine1(default=0, min=0, max=200000, step=0)
   Chocke1(default=0, min=0, max=2000, step=0)
   Prop1(default=90, min=45, max=90)
   Feat1(default=45, min=0, max=45)
   SO1(default=0)
   Gear(default=0, min=0, max=1, step=0)
   Gear1(default=30, min=30, max=180)
   Gear2(default=60, min=-180, max=60)
   Flap()
   FLP(default=165, min=165, max=180)
   ALVL(default=0, min=0, max=1, step=0)
   AALT(default=0, min=0, max=1, step=0)
   EB1(max=100, step=100)
   Ypar(default=0)
   BRK(default=0, min=0, max=200, step=200)
   Col1(default=#aaaa00)
   Col1C(default=#ffff00)
   Col2(default=#aa00aa)
   Col2C(default=#ff00ff)
   Timer()
   SPR()
   DMP()
   TRCOL(disp=0)
   TRO1(default=#ffffff,disp=0)
   TRO2(default=#ffff00,disp=0)
   Combat(disp=0)
   Route(min=-360, max=360, disp=0)

   
}

Key
{

   7:Yaw(step=-2)
   9:Yaw(step=2)
   0:Pbar(step=1)
   1:Pbar(step=-1)
   2:RollE(step=1),RollW(step=-1)
   3:RollE(step=-1),RollW(step=1)
   15:Throttle(step=2000)
   8:Throttle(step=-2000)
   16:BRK(step=10)
   
   
   
   
   
}

Body {
   Core(){

      S:Frame(angle=150, option=1){S:Frame(angle=-150, option=1){

      N:Cowl(angle=-20, option=1){
      N:Cowl(angle=110, option=1){
      N:Cowl(angle=90, color=col1){}S:Cowl(angle=45, option=5, effect=#a000){}
      S:Cowl(angle=135, color=#503000){S:Cowl(angle=-100, color=#503000){}}
      E:Cowl(angle=90, color=col1){}W:Cowl(angle=90, color=col1){}}}

      N:Frame(option=1){
      E:Frame(color=col1C){N:Chip(angle=FLP, color=Col1C){}

      S:cowl(color=Col1){}

      E:Chip(color=col1C){E:Chip(name=EW, color=col1C){S:Chip(angle=RollE, color=col2C){

      W:Cowl(color=Col2){}}}}}

      W:Frame(color=col1C){N:Chip(angle=FLP, color=Col1C){}

      S:Cowl(color=col1){}

      W:Chip(color=col1C){W:Chip(name=WW, color=col1C){S:Chip(angle=RollW, color=col2C){

      E:Cowl(color=Col2){}}}}}

      N:Cowl(angle=-20, option=1){
      N:Cowl(angle=110, option=1){
      N:Cowl(angle=90, color=col1){}S:Cowl(angle=90, color=col1){}
      E:Cowl(angle=90, color=col1){}W:Cowl(angle=90, color=col1){}}}

      N:Frame(option=1){
      N:Frame(angle=30, option=1){
      N:RLW(name=ENG11, angle=-120, power=Engine1, effect=3, brake=EB1){
      N:Trim(angle=Prop1, color=col2C){}S:Trim(angle=Prop1, color=col2C){}}}
      E:Frame(angle=-120){E:Chip(angle=120, color=Col1C){

      S:Cowl(option=4, color=Col1){}

      E:Frame(color=Col1C){N:Chip(angle=FLP, color=Col1C){}

      S:Cowl(color=Col1){E:Cowl(angle=120, option=1){}}

      E:Chip(color=Col1C){

      E:Cowl(option=3, color=Col1){}

      S:Chip(angle=RollE, color=Col2C){E:Chip(color=Col2C){}}}}}}
      W:Frame(angle=-120){W:Chip(angle=120, color=Col1C){

      S:Cowl(option=3, color=Col1){}

      W:Frame(color=Col1C){N:Chip(angle=FLP, color=Col1C){}

      S:Cowl(color=Col1){W:Cowl(angle=120, option=1){}}

      W:Chip(color=Col1C){

      W:Cowl(option=4, color=Col1){}

      S:Chip(angle=RollW, color=Col2C){W:Chip(color=Col2C){}}}}}}

      E:Cowl(angle=-25, option=1){E:Cowl(option=1){}}
      W:Cowl(angle=-25, option=1){W:Cowl(option=1){}}

      N:Cowl(angle=-20, option=1){N:Cowl(angle=50, color=Col2){
      E:Cowl(angle=92, option=3, color=col2){}W:Cowl(angle=92, option=4, color=col2){}}
      N:Cowl(angle=110, option=1){N:Cowl(angle=-120, color=col2){
      E:Cowl(angle=-92, option=3, color=col2){}W:Cowl(angle=-92, option=4, color=col2){}}
      N:Cowl(angle=90, color=col1){}S:Cowl(angle=90, color=col1){}
      E:Cowl(angle=90, color=col1){}W:Cowl(angle=90, color=col1){}}}

      E:Frame(angle=Gear1, spring=SPR, damper=DMP){E:Wheel(angle=Gear2, option=1, brake=BRK, color=col2C){}}
      W:Frame(angle=Gear1, spring=SPR, damper=DMP){W:Wheel(angle=Gear2, option=1, brake=BRK, color=col2C){}}
      N:Weight(name=Nose, option=3, color=col2C){
      }}}

      S:Frame(option=1){

      N:Cowl(angle=-20, option=1){
      N:Cowl(angle=110, option=1){
      N:Cowl(angle=90, color=col1){}S:Cowl(angle=90, color=col1){}
      E:Cowl(angle=90, color=col1){}W:Cowl(angle=90, color=col1){}}}

      S:TrimF(angle=90, option=1){E:Trim(angle=Yaw, color=col2C){W:Chip(color=col2C){W:Wheel(brake=Gear, effect=2, color=col2C){}}}}
      S:Frame(name=Tail, option=1){

      N:Cowl(angle=-20, option=1){
      N:Cowl(angle=110, option=1){
      N:Cowl(angle=90, color=col1){N:Cowl(angle=30, color=Col1){}}
      S:Cowl(angle=90, color=col1){S:Cowl(angle=30, color=Col1){}}
      E:Cowl(angle=90, color=col1){E:Cowl(option=5, color=col1){}}
      W:Cowl(angle=90, color=col1){W:Cowl(option=5, color=Col1){}}}}

      E:Trim(angle=Pitch, color=col2C){}W:Trim(angle=-Pitch, color=col2C){}}}
}}
}}

Script(){

   print 0,"Echo Delta Oscar Inc. Intl."
   print 1,"Arrow Keys for Pitch And Roll, A/D for Yaw"
   print 2,"Z,X to switch on and off Engines"
   print 3,"W/S for Throttle"
   print 4,"F to toggle Gears, V to toggle Flaps"
   print 5,"G to toggle Auto Level, B to toggle Altitude Hold AP"
   print 6,"C to toggle HUD (slows down the games, not LUAed yet)"

   Route=_TODEG(_PI()/2-_ATAN2(_Z(), _X()))
   RouteRad=-_PI()/2-_ATAN2(_Z(), _X())

   Combat=_MOD(Combat+_KEYDOWN(6),2)

   SO1=_MOD(SO1+_KEYDOWN(4),2)
   Prop1=45+_VEL()/(9-2*Gear)*2+Feat1

   if SO1=(1){
   Chocke1=2000
   Engine1=Throttle+Chocke1
   Feat1=Feat1-1/3}

   if SO1=(0){
   Chocke1=0
   Engine1=0
   Feat1=Feat1+1/3
   EB1=EB1+1}

   ALVL=_MOD(ALVL+_KEYDOWN(13),2)
   AALT=_MOD(AALT+_KEYDOWN(11),2)

   if ALVL=(0){
   Rudd=0
   Pitch=Pbar+(_VY(Nose)-_VY(Tail))*10/(1+_ABS(Pbar+4)*20)
   Trim=3+_TODEG(_AX(Nose))}

   Flap=_MOD(Flap+_KEYDOWN(10),2)

   if Flap=(0){
   FLP=FLP-1/2}

   if Flap=(1){
   FLP=FLP+1/2}

   Gear=_MOD(Gear+_KEYDOWN(12),2)

   if Gear=(0){
   Gear1=Gear1-1
   Gear2=Gear2+8/5
   SPR=1/4
   DMP=1/5}

   if Gear=(1){
   Gear1=Gear1+1
   Gear2=Gear2-8/5
   BRK=BRK+1
   SPR=1/2
   DMP=1/2}

   if ALVL=(1) & AALT=(0){
   TRCOL=TRO1
   Pitch=-Trim+_TODEG(_AX(Nose))}

   if AALT=(0){
   Ypar=_Y(Control)}

   if ALVL=(1){
   Rudd=Rudd+_KEY(9)/4-_KEY(7)/4
   Trim=Trim+_KEY(1)/2-_KEY(0)/2
   Yaw=Rudd
   RollE=-_TODEG(_AZ(Nose))-Yaw*2-_VY(EW)+_VY(WW)
   RollW=_TODEG(_AZ(Nose))+Yaw*2-_VY(WW)+_VY(EW)}

   if ALVL=(1) & AALT=(1) & _ABS(Ypar-_Y())<20{
   Ypar=Ypar+Trim/100
   Pitch=((_Y())-(Ypar+13))+_TODEG(_AX(Nose))+(_VY(Nose)-_VY(Tail))}

   if ALVL=(1) & AALT=(1) & Ypar-_Y()>20{
   Ypar=Ypar+Trim/100
   Pitch=-33+_TODEG(_AX(Nose))+(_VY(Nose)-_VY(Tail))}

   if ALVL=(1) & AALT=(1) & Ypar-_Y()<(-20){
   Ypar=Ypar+Trim/100
   Pitch=7+_TODEG(_AX(Nose))+(_VY(Nose)-_VY(Tail))}

   if ALVL=(1) & AALT=(1){
   TRCOL=TRO2
   AltA=_TORAD(Ypar/10*36)
   AltB=_TORAD(Ypar/100*36)
   AltC=_TORAD(Ypar/1000*36)}

   if _KEY(11)>(0) & AALT=(1){
   Trim=0}

   if _KEY(11)>(0) & AALT=(0){
   Trim=2*_TODEG(_AX(Nose))}

   if _ABS(_WY(ENG11)-_WY(ENG12))>=(170) | _ABS(_WY(ENG11)-_WY(ENG12))<=(1) & SO1=(1) & Combat>(0){
   Timer=0
   blerf=_SETCOLOR(#ffff00)
   blerf=_MOVE2D(-62/32,-30/32)
   blerf=_LINE2D(-52/32,-30/32)
   blerf=_LINE2D(-52/32,-19/32)
   blerf=_LINE2D(-62/32,-19/32)
   blerf=_LINE2D(-62/32,-30/32)
   blerf=_LINE2D(-52/32,-19/32)}

   if Feat1>(0)  & Combat>(0){
   blerf=_SETCOLOR(#aa00ff)
   blerf=_MOVE2D(-62/32,-30/32)
   blerf=_LINE2D(-57/32,-30/32)
   blerf=_LINE2D(-57/32,-25/32)
   blerf=_LINE2D(-62/32,-25/32)
   blerf=_LINE2D(-62/32,-30/32)
   blerf=_LINE2D(-57/32,-25/32)}

   if Combat>(0){
//ATTITUDE CONTROL
   Blerf=_SETCOLOR(#00ff00)
   Blerf=_MOVE2D(-1/2,0)
   Blerf=_LINE2D(-6/10,0)
   Blerf=_MOVE2D(1/2,0)
   Blerf=_LINE2D(6/10,0)
   Blerf=_MOVE2D(-1/2,-1/3*_TORAD(25))
   Blerf=_LINE2D(-6/10,-1/3*_TORAD(25))
   Blerf=_MOVE2D(1/2,-1/3*_TORAD(25))
   Blerf=_LINE2D(6/10,-1/3*_TORAD(25))
   Blerf=_MOVE2D(0,-1/2)
   Blerf=_LINE2D(0,-6/10)
   Blerf=_MOVE2D(-1/5,-1/40)
   Blerf=_LINE2D(-1/40,-1/40)
   Blerf=_MOVE2D(1/5,-1/40)
   Blerf=_LINE2D(1/40,-1/40)
   Blerf=_MOVE2D(-1/40,-1/40)
   Blerf=_LINE2D(-1/40,-2/3)
   Blerf=_MOVE2D(1/40,-1/40)
   Blerf=_LINE2D(1/40,-2/3)
   Blerf=_MOVE2D(-1/10,-1/2)
   Blerf=_LINE2D(-1/40,-1/2)
   Blerf=_MOVE2D(1/10,-1/2)
   Blerf=_LINE2D(1/40,-1/2)
   Blerf=_MOVE2D(-1/2,1/40)
   Blerf=_LINE2D(1/2,1/40)

   Blerf=_SETCOLOR(#00ff00)
   PA=-_COS(_EZ(Nose))
   PB=_COS(_EZ(Nose))
   PC=-3*_AX(Nose)-_SIN(_EZ(Nose))
   PD=-3*_AX(Nose)+_SIN(_EZ(Nose))
   PE=-3*_AX(Nose)
   PF=-_SIN(-_EZ(Nose))
   PG=-3*_AX(Nose)-_COS(_EZ(Nose))
   blerf=_MOVE2D(3/7*PA,3/7*PC)
   blerf=_LINE2D(3/7*PB,3/7*PD)
   blerf=_MOVE2D(-1/80*_COS(_EZ(Nose)),3/7*PE-1/80*_SIN(_EZ(Nose)))
   blerf=_LINE2D(-1/80*_COS(_EZ(Nose))+3/7*PF,3/7*PG-1/80*_SIN(_EZ(Nose)))
   blerf=_MOVE2D(1/80*_COS(_EZ(Nose)),3/7*PE+1/80*_SIN(_EZ(Nose)))
   blerf=_LINE2D(1/80*_COS(_EZ(Nose))+3/7*PF,3/7*PG+1/80*_SIN(_EZ(Nose)))

//ANEMOMETER
   VPAR=_TORAD((_VEL()/90)*360)
   blerf=_SETCOLOR(#ffffff)
   blerf=_MOVE2D(5/4,1/2)
   blerf=_LINE2D(5/4+1/5*_SIN(VPAR),1/2+1/5*_COS(VPAR))
   blerf=_SETCOLOR(#00ff00)
   blerf=_MOVE2D(5/4,1/2)
   blerf=_LINE2D(5/4+1/5*_SIN(0),1/2+1/5*_COS(0))
   blerf=_LINE2D(5/4+1/5*_SIN(_TORAD(20)),1/2+1/5*_COS(_TORAD(20)))
   blerf=_LINE2D(5/4+1/5*_SIN(_TORAD(40)),1/2+1/5*_COS(_TORAD(40)))
   blerf=_LINE2D(5/4+1/5*_SIN(_TORAD(60)),1/2+1/5*_COS(_TORAD(60)))
   blerf=_LINE2D(5/4+1/5*_SIN(_TORAD(80)),1/2+1/5*_COS(_TORAD(80)))
   blerf=_LINE2D(5/4+1/5*_SIN(_TORAD(100)),1/2+1/5*_COS(_TORAD(100)))
   blerf=_LINE2D(5/4+1/5*_SIN(_TORAD(120)),1/2+1/5*_COS(_TORAD(120)))
   blerf=_LINE2D(5/4+1/5*_SIN(_TORAD(140)),1/2+1/5*_COS(_TORAD(140)))
   blerf=_LINE2D(5/4+1/5*_SIN(_TORAD(160)),1/2+1/5*_COS(_TORAD(160)))
   blerf=_SETCOLOR(#ffff00)
   blerd=_MOVE2D(5/4,1/2)
   blerf=_LINE2D(5/4+1/5*_SIN(_TORAD(100)),1/2+1/5*_COS(_TORAD(100)))
   blerf=_SETCOLOR(#00ff00)
   blerf=_LINE2D(5/4+1/5*_SIN(_TORAD(180)),1/2+1/5*_COS(_TORAD(180)))
   blerf=_LINE2D(5/4+1/5*_SIN(_TORAD(200)),1/2+1/5*_COS(_TORAD(200)))
   blerf=_LINE2D(5/4+1/5*_SIN(_TORAD(220)),1/2+1/5*_COS(_TORAD(220)))
   blerf=_LINE2D(5/4+1/5*_SIN(_TORAD(240)),1/2+1/5*_COS(_TORAD(240)))
   blerf=_LINE2D(5/4+1/5*_SIN(_TORAD(260)),1/2+1/5*_COS(_TORAD(260)))
   blerf=_LINE2D(5/4+1/5*_SIN(_TORAD(280)),1/2+1/5*_COS(_TORAD(280)))
   blerf=_LINE2D(5/4+1/5*_SIN(_TORAD(300)),1/2+1/5*_COS(_TORAD(300)))
   blerf=_LINE2D(5/4+1/5*_SIN(_TORAD(320)),1/2+1/5*_COS(_TORAD(320)))
   blerf=_LINE2D(5/4+1/5*_SIN(_TORAD(340)),1/2+1/5*_COS(_TORAD(340)))
   blerf=_SETCOLOR(#aa0000)
   blerf=_LINE2D(5/4,1/2)

//ALTIMETER
   Alt1=_TORAD(_Y()/10*36)
   Alt2=_TORAD(_Y()/100*36)
   Alt3=_TORAD(_Y()/1000*36)
   blerf=_SETCOLOR(#ffffff)
   blerf=_MOVE2D(5/4,-5/8)
   blerf=_LINE2D(5/4+1/4*_SIN(Alt1),-5/8+1/4*_COS(Alt1))
   blerf=_MOVE2D(5/4,-5/8)
   blerf=_LINE2D(5/4+1/5*_SIN(Alt2),-5/8+1/5*_COS(Alt2))
   blerf=_MOVE2D(5/4,-5/8)
   blerf=_LINE2D(5/4+1/7*_SIN(Alt3),-5/8+1/7*_COS(Alt3))
   blerf=_SETCOLOR(#00ff00)
   blerf=_MOVE2D(5/4,-5/8)
   blerf=_LINE2D(5/4+1/4*_SIN(0),-5/8+1/4*_COS(0))
   blerf=_LINE2D(5/4+1/4*_SIN(_TORAD(20)),-5/8+1/4*_COS(_TORAD(20)))
   blerf=_LINE2D(5/4+1/4*_SIN(_TORAD(40)),-5/8+1/4*_COS(_TORAD(40)))
   blerf=_LINE2D(5/4+1/4*_SIN(_TORAD(60)),-5/8+1/4*_COS(_TORAD(60)))
   blerf=_LINE2D(5/4+1/4*_SIN(_TORAD(80)),-5/8+1/4*_COS(_TORAD(80)))
   blerf=_LINE2D(5/4+1/4*_SIN(_TORAD(100)),-5/8+1/4*_COS(_TORAD(100)))
   blerf=_LINE2D(5/4+1/4*_SIN(_TORAD(120)),-5/8+1/4*_COS(_TORAD(120)))
   blerf=_LINE2D(5/4+1/4*_SIN(_TORAD(140)),-5/8+1/4*_COS(_TORAD(140)))
   blerf=_LINE2D(5/4+1/4*_SIN(_TORAD(160)),-5/8+1/4*_COS(_TORAD(160)))
   blerf=_LINE2D(5/4+1/4*_SIN(_TORAD(180)),-5/8+1/4*_COS(_TORAD(180)))
   blerf=_LINE2D(5/4+1/4*_SIN(_TORAD(200)),-5/8+1/4*_COS(_TORAD(200)))
   blerf=_LINE2D(5/4+1/4*_SIN(_TORAD(220)),-5/8+1/4*_COS(_TORAD(220)))
   blerf=_LINE2D(5/4+1/4*_SIN(_TORAD(240)),-5/8+1/4*_COS(_TORAD(240)))
   blerf=_LINE2D(5/4+1/4*_SIN(_TORAD(260)),-5/8+1/4*_COS(_TORAD(260)))
   blerf=_LINE2D(5/4+1/4*_SIN(_TORAD(280)),-5/8+1/4*_COS(_TORAD(280)))
   blerf=_LINE2D(5/4+1/4*_SIN(_TORAD(300)),-5/8+1/4*_COS(_TORAD(300)))
   blerf=_LINE2D(5/4+1/4*_SIN(_TORAD(320)),-5/8+1/4*_COS(_TORAD(320)))
   blerf=_LINE2D(5/4+1/4*_SIN(_TORAD(340)),-5/8+1/4*_COS(_TORAD(340)))
   blerf=_LINE2D(5/4+1/4*_SIN(_TORAD(360)),-5/8+1/4*_COS(_TORAD(360)))
   blerf=_SETCOLOR(#00ff00)
   blerf=_LINE2D(5/4,-5/8)
   blerf=_SETCOLOR(#00ff00)
   blerf=_MOVE2D(5/4+1/7*_SIN(0),-5/8+1/7*_COS(0))
   blerf=_LINE2D(5/4+1/7*_SIN(_TORAD(20)),-5/8+1/7*_COS(_TORAD(20)))
   blerf=_LINE2D(5/4+1/7*_SIN(_TORAD(40)),-5/8+1/7*_COS(_TORAD(40)))
   blerf=_LINE2D(5/4+1/7*_SIN(_TORAD(60)),-5/8+1/7*_COS(_TORAD(60)))
   blerf=_LINE2D(5/4+1/7*_SIN(_TORAD(80)),-5/8+1/7*_COS(_TORAD(80)))
   blerf=_LINE2D(5/4+1/7*_SIN(_TORAD(100)),-5/8+1/7*_COS(_TORAD(100)))
   blerf=_LINE2D(5/4+1/7*_SIN(_TORAD(120)),-5/8+1/7*_COS(_TORAD(120)))
   blerf=_LINE2D(5/4+1/7*_SIN(_TORAD(140)),-5/8+1/7*_COS(_TORAD(140)))
   blerf=_LINE2D(5/4+1/7*_SIN(_TORAD(160)),-5/8+1/7*_COS(_TORAD(160)))
   blerf=_LINE2D(5/4+1/7*_SIN(_TORAD(180)),-5/8+1/7*_COS(_TORAD(180)))
   blerf=_LINE2D(5/4+1/7*_SIN(_TORAD(200)),-5/8+1/7*_COS(_TORAD(200)))
   blerf=_LINE2D(5/4+1/7*_SIN(_TORAD(220)),-5/8+1/7*_COS(_TORAD(220)))
   blerf=_LINE2D(5/4+1/7*_SIN(_TORAD(240)),-5/8+1/7*_COS(_TORAD(240)))
   blerf=_LINE2D(5/4+1/7*_SIN(_TORAD(260)),-5/8+1/7*_COS(_TORAD(260)))
   blerf=_LINE2D(5/4+1/7*_SIN(_TORAD(280)),-5/8+1/7*_COS(_TORAD(280)))
   blerf=_LINE2D(5/4+1/7*_SIN(_TORAD(300)),-5/8+1/7*_COS(_TORAD(300)))
   blerf=_LINE2D(5/4+1/7*_SIN(_TORAD(320)),-5/8+1/7*_COS(_TORAD(320)))
   blerf=_LINE2D(5/4+1/7*_SIN(_TORAD(340)),-5/8+1/7*_COS(_TORAD(340)))
   blerf=_LINE2D(5/4+1/7*_SIN(_TORAD(360)),-5/8+1/7*_COS(_TORAD(360)))

//GEAR
   blerf=_SETCOLOR(#00ff00)
   blerf=_MOVE2D(-1,0)
   blerf=_LINE2D(-9/10,0)
   blerf=_LINE2D(-19/20,-1/10*(1-2*Gear))
   blerf=_LINE2D(-1,0)

//FLAPS
   blerf=_SETCOLOR(#00ff00)
   blerf=_MOVE2D(1,0)
   blerf=_LINE2D(9/10,0)
   blerf=_LINE2D(19/20,-1/10*(1-2*Flap))
   blerf=_LINE2D(1,0)

//Throttle Panel
   Blerf=_SETCOLOR(#ffffff)
   TRP=((Chocke1+Chocke2)/2+Throttle)/20000*18
   CRP=148916/20000*18
   blerf=_MOVE2D(0,9/10)
   blerf=_LINE2D(-1/2*_COS(_TORAD(TRP)),9/10-1/2*_SIN(_TORAD(TRP)))
   Blerf=_SETCOLOR(#00ff00)
   blerf=_MOVE2D(7/10,19/20)
   blerf=_LINE2D(-13/10,19/20)
   blerf=_LINE2D(-13/10,13/20)
   blerf=_LINE2D(-13/10+3/10*_SIN(_TORAD(10)),19/20-3/10*_COS(_TORAD(10)))
   blerf=_LINE2D(-13/10+3/10*_SIN(_TORAD(20)),19/20-3/10*_COS(_TORAD(20)))
   blerf=_LINE2D(-13/10+3/10*_SIN(_TORAD(30)),19/20-3/10*_COS(_TORAD(30)))
   blerf=_LINE2D(-13/10+3/10*_SIN(_TORAD(40)),19/20-3/10*_COS(_TORAD(40)))
   blerf=_LINE2D(-13/10+3/10*_SIN(_TORAD(50)),19/20-3/10*_COS(_TORAD(50)))
   blerf=_LINE2D(-13/10+3/10*_SIN(_TORAD(60)),19/20-3/10*_COS(_TORAD(60)))
   blerf=_LINE2D(-13/10+3/10*_SIN(_TORAD(70)),19/20-3/10*_COS(_TORAD(70)))
   blerf=_SETCOLOR(#ffff00)
   blerf=_LINE2D(-13/10+3/10*_SIN(_TORAD(80)),19/20-3/10*_COS(_TORAD(80)))
   blerf=_LINE2D(-13/10+3/10*_SIN(_TORAD(89)),19/20-3/10*_COS(_TORAD(89)))
   blerf=_SETCOLOR(#00ff00)
   blerf=_MOVE2D(-11/20,9/10)
   blerf=_LINE2D(-13/20,9/10)
   blerf=_MOVE2D(-11/20*_COS(_TORAD(15)),9/10-11/20*_SIN(_TORAD(15)))
   blerf=_LINE2D(-13/20*_COS(_TORAD(15)),9/10-13/20*_SIN(_TORAD(15)))
   blerf=_MOVE2D(-11/20*_COS(_TORAD(30)),9/10-11/20*_SIN(_TORAD(30)))
   blerf=_LINE2D(-13/20*_COS(_TORAD(30)),9/10-13/20*_SIN(_TORAD(30)))
   blerf=_MOVE2D(-11/20*_COS(_TORAD(45)),9/10-11/20*_SIN(_TORAD(45)))
   blerf=_LINE2D(-13/20*_COS(_TORAD(45)),9/10-13/20*_SIN(_TORAD(45)))
   blerf=_MOVE2D(-11/20*_COS(_TORAD(60)),9/10-11/20*_SIN(_TORAD(60)))
   blerf=_LINE2D(-13/20*_COS(_TORAD(60)),9/10-13/20*_SIN(_TORAD(60)))
   blerf=_MOVE2D(-11/20*_COS(_TORAD(75)),9/10-11/20*_SIN(_TORAD(75)))
   blerf=_LINE2D(-13/20*_COS(_TORAD(75)),9/10-13/20*_SIN(_TORAD(75)))
   blerf=_MOVE2D(-11/20*_COS(_TORAD(90)),9/10-11/20*_SIN(_TORAD(90)))
   blerf=_LINE2D(-13/20*_COS(_TORAD(90)),9/10-13/20*_SIN(_TORAD(90)))
   blerf=_MOVE2D(11/20,9/10)
   blerf=_LINE2D(13/20,9/10)
   blerf=_MOVE2D(11/20*_COS(_TORAD(15)),9/10-11/20*_SIN(_TORAD(15)))
   blerf=_LINE2D(13/20*_COS(_TORAD(15)),9/10-13/20*_SIN(_TORAD(15)))
   blerf=_MOVE2D(11/20*_COS(_TORAD(30)),9/10-11/20*_SIN(_TORAD(30)))
   blerf=_LINE2D(13/20*_COS(_TORAD(30)),9/10-13/20*_SIN(_TORAD(30)))
   blerf=_MOVE2D(11/20*_COS(_TORAD(45)),9/10-11/20*_SIN(_TORAD(45)))
   blerf=_LINE2D(13/20*_COS(_TORAD(45)),9/10-13/20*_SIN(_TORAD(45)))
   blerf=_MOVE2D(11/20*_COS(_TORAD(60)),9/10-11/20*_SIN(_TORAD(60)))
   blerf=_LINE2D(13/20*_COS(_TORAD(60)),9/10-13/20*_SIN(_TORAD(60)))
   blerf=_MOVE2D(11/20*_COS(_TORAD(75)),9/10-11/20*_SIN(_TORAD(75)))
   blerf=_LINE2D(13/20*_COS(_TORAD(75)),9/10-13/20*_SIN(_TORAD(75)))
   blerf=_SETCOLOR(#ff0000)
   blerf=_MOVE2D(9/20*_COS(_TORAD(25)),9/10-9/20*_SIN(_TORAD(25)))
   blerf=_LINE2D(13/20*_COS(_TORAD(25)),9/10-13/20*_SIN(_TORAD(25)))
   blerf=_SETCOLOR(#ffff00)
   blerf=_MOVE2D(7/20*_COS(_TORAD(180-CRP+1)),9/10-7/20*_SIN(_TORAD(180-CRP+1)))
   blerf=_LINE2D(13/20*_COS(_TORAD(180-CRP+1)),9/10-13/20*_SIN(_TORAD(180-CRP+1)))
   blerf=_MOVE2D(7/20*_COS(_TORAD(180-CRP-3)),9/10-7/20*_SIN(_TORAD(180-CRP-3)))
   blerf=_LINE2D(13/20*_COS(_TORAD(180-CRP-3)),9/10-13/20*_SIN(_TORAD(180-CRP-3)))
//RPMs
   blerf=_SETCOLOR(#ffffff)
   RPM1=(_ABS(_WY(ENG11)))*5/40*9
   blerf=_MOVE2D(-15/8,-7/8)
   blerf=_LINE2D(-15/8+1/4*_SIN(_TORAD(RPM1)),-7/8+1/4*_COS(_TORAD(RPM1)))
   blerf=_SETCOLOR(#00ff00)
   blerf=_MOVE2D(-61/32,-29/32)
   blerf=_LINE2D(-61/32,-9/16)
   blerf=_LINE2D(-61/32+11/32*_SIN(_TORAD(15)),-29/32+11/32*_COS(_TORAD(15)))
   blerf=_LINE2D(-61/32+11/32*_SIN(_TORAD(30)),-29/32+11/32*_COS(_TORAD(30)))
   blerf=_LINE2D(-61/32+11/32*_SIN(_TORAD(45)),-29/32+11/32*_COS(_TORAD(45)))
   blerf=_LINE2D(-61/32+11/32*_SIN(_TORAD(60)),-29/32+11/32*_COS(_TORAD(60)))
   blerf=_LINE2D(-61/32+11/32*_SIN(_TORAD(75)),-29/32+11/32*_COS(_TORAD(75)))
   blerf=_LINE2D(-61/32+11/32*_SIN(_TORAD(90)),-29/32+11/32*_COS(_TORAD(90)))
   blerf=_LINE2D(-51/32,-29/32)
   blerf=_LINE2D(-61/32,-29/32)
   blerf=_SETCOLOR(#ff0000)
   blerf=_MOVE2D(-61/32,-29/32)
   blerf=_LINE2D(-61/32+11/32*_SIN(_TORAD(75)),-29/32+11/32*_COS(_TORAD(75)))

//FUEL GAUGE
   FPAR=_TORAD(_FUEL()/53000000*90)
   blerf=_SETCOLOR(#ffffff)
   blerf=_MOVE2D(-13/10,19/20)
   blerf=_LINE2D(-13/10+3/10*_COS(FPAR),19/20-3/10*_SIN(FPAR))

//COMPASS
   blerf=_SETCOLOR(#00ff00)
   blerf=_MOVE2D(1/2,-2/3)
   blerf=_LINE2D(1/2-1/7*_SIN(_AY(Nose)),-2/3+1/7*_COS(_AY(Nose)))
   blerf=_SETCOLOR(#ffffff)
   blerf=_LINE2D(1/2-1/8*_SIN(_AY(Nose)+1/10),-2/3+1/8*_COS(_AY(Nose)+1/10))
   blerf=_LINE2D(1/2-1/8*_SIN(_AY(Nose)-1/10),-2/3+1/8*_COS(_AY(Nose)-1/10))
   blerf=_LINE2D(1/2-1/7*_SIN(_AY(Nose)),-2/3+1/7*_COS(_AY(Nose)))
   blerf=_SETCOLOR(#00ff00)
   blerf=_MOVE2D(1/2,-2/3)
   blerf=_LINE2D(1/2-1/7*_SIN(_AY(Nose)+_TORAD(90)),-2/3+1/7*_COS(_AY(Nose)+_TORAD(90)))
   blerf=_MOVE2D(1/2,-2/3)
   blerf=_LINE2D(1/2-1/7*_SIN(_AY(Nose)-_TORAD(90)),-2/3+1/7*_COS(_AY(Nose)-_TORAD(90)))
   blerf=_MOVE2D(1/2,-2/3)
   blerf=_LINE2D(1/2-1/7*_SIN(_AY(Nose)+_TORAD(180)),-2/3+1/7*_COS(_AY(Nose)+_TORAD(180)))
   blerf=_SETCOLOR(#ffff00)
   blerf=_MOVE2D(1/2,-2/3)
   blerf=_LINE2D(1/2+1/24*_SIN(_AY(Nose)-RouteRad-_PI()/36),-2/3-1/24*_COS(_AY(Nose)-RouteRad-_PI()/36))
   blerf=_LINE2D(1/2+1/9*_SIN(_AY(Nose)-RouteRad),-2/3-1/9*_COS(_AY(Nose)-RouteRad))
   blerf=_LINE2D(1/2+1/24*_SIN(_AY(Nose)-RouteRad+_PI()/36),-2/3-1/24*_COS(_AY(Nose)-RouteRad+_PI()/36))
   blerf=_LINE2D(1/2,-2/3)
   blerf=_SETCOLOR(#00ff00)
   blerf=_MOVE2D(1/2,-2/3+1/6)
   blerf=_LINE2D(1/2+1/6*_SIN(_PI()/9),-2/3+1/6*_COS(_PI()/9))
   blerf=_LINE2D(1/2+1/6*_SIN(2*_PI()/9),-2/3+1/6*_COS(2*_PI()/9))
   blerf=_LINE2D(1/2+1/6*_SIN(_PI()/3),-2/3+1/6*_COS(_PI()/3))
   blerf=_LINE2D(1/2+1/6*_SIN(4*_PI()/9),-2/3+1/6*_COS(4*_PI()/9))
   blerf=_LINE2D(1/2+1/6*_SIN(5*_PI()/9),-2/3+1/6*_COS(5*_PI()/9))
   blerf=_LINE2D(1/2+1/6*_SIN(2*_PI()/3),-2/3+1/6*_COS(2*_PI()/3))
   blerf=_LINE2D(1/2+1/6*_SIN(7*_PI()/9),-2/3+1/6*_COS(7*_PI()/9))
   blerf=_LINE2D(1/2+1/6*_SIN(8*_PI()/9),-2/3+1/6*_COS(8*_PI()/9))
   blerf=_LINE2D(1/2,-2/3-1/6)
   blerf=_SETCOLOR(#ff0000)
   blerf=_LINE2D(1/2,-2/3+1/6)
   blerf=_SETCOLOR(#00ff00)
   blerf=_LINE2D(1/2-1/6*_SIN(_PI()/9),-2/3+1/6*_COS(_PI()/9))
   blerf=_LINE2D(1/2-1/6*_SIN(2*_PI()/9),-2/3+1/6*_COS(2*_PI()/9))
   blerf=_LINE2D(1/2-1/6*_SIN(_PI()/3),-2/3+1/6*_COS(_PI()/3))
   blerf=_LINE2D(1/2-1/6*_SIN(4*_PI()/9),-2/3+1/6*_COS(4*_PI()/9))
   blerf=_LINE2D(1/2-1/6*_SIN(5*_PI()/9),-2/3+1/6*_COS(5*_PI()/9))
   blerf=_LINE2D(1/2-1/6*_SIN(2*_PI()/3),-2/3+1/6*_COS(2*_PI()/3))
   blerf=_LINE2D(1/2-1/6*_SIN(7*_PI()/9),-2/3+1/6*_COS(7*_PI()/9))
   blerf=_LINE2D(1/2-1/6*_SIN(8*_PI()/9),-2/3+1/6*_COS(8*_PI()/9))
   blerf=_LINE2D(1/2,-2/3-1/6)
   blerf=_MOVE2D(1/2,-2/3+1/5)
   blerf=_LINE2D(1/2+1/5*_SIN(_PI()/9),-2/3+1/5*_COS(_PI()/9))
   blerf=_LINE2D(1/2+1/5*_SIN(2*_PI()/9),-2/3+1/5*_COS(2*_PI()/9))
   blerf=_LINE2D(1/2+1/5*_SIN(_PI()/3),-2/3+1/5*_COS(_PI()/3))
   blerf=_LINE2D(1/2+1/5*_SIN(4*_PI()/9),-2/3+1/5*_COS(4*_PI()/9))
   blerf=_LINE2D(1/2+1/5*_SIN(5*_PI()/9),-2/3+1/5*_COS(5*_PI()/9))
   blerf=_LINE2D(1/2+1/5*_SIN(2*_PI()/3),-2/3+1/5*_COS(2*_PI()/3))
   blerf=_LINE2D(1/2+1/5*_SIN(7*_PI()/9),-2/3+1/5*_COS(7*_PI()/9))
   blerf=_LINE2D(1/2+1/5*_SIN(8*_PI()/9),-2/3+1/5*_COS(8*_PI()/9))
   blerf=_LINE2D(1/2,-2/3-1/5)
   blerf=_SETCOLOR(#ff0000)
   blerf=_LINE2D(1/2,-2/3+1/5)
   blerf=_SETCOLOR(#00ff00)
   blerf=_LINE2D(1/2-1/5*_SIN(_PI()/9),-2/3+1/5*_COS(_PI()/9))
   blerf=_LINE2D(1/2-1/5*_SIN(2*_PI()/9),-2/3+1/5*_COS(2*_PI()/9))
   blerf=_LINE2D(1/2-1/5*_SIN(_PI()/3),-2/3+1/5*_COS(_PI()/3))
   blerf=_LINE2D(1/2-1/5*_SIN(4*_PI()/9),-2/3+1/5*_COS(4*_PI()/9))
   blerf=_LINE2D(1/2-1/5*_SIN(5*_PI()/9),-2/3+1/5*_COS(5*_PI()/9))
   blerf=_LINE2D(1/2-1/5*_SIN(2*_PI()/3),-2/3+1/5*_COS(2*_PI()/3))
   blerf=_LINE2D(1/2-1/5*_SIN(7*_PI()/9),-2/3+1/5*_COS(7*_PI()/9))
   blerf=_LINE2D(1/2-1/5*_SIN(8*_PI()/9),-2/3+1/5*_COS(8*_PI()/9))
   blerf=_LINE2D(1/2,-2/3-1/5)

}

//AALT
   if Combat>(0) & ALVL=(1) & AALT=(1){
   blerf=_SETCOLOR(#ffff00)
   blerf=_MOVE2D(5/4,-5/8)
   blerf=_LINE2D(5/4+1/4*_SIN(AltA),-5/8+1/4*_COS(AltA))
   blerf=_MOVE2D(5/4,-5/8)
   blerf=_LINE2D(5/4+1/5*_SIN(AltB),-5/8+1/5*_COS(AltB))
   blerf=_MOVE2D(5/4,-5/8)
   blerf=_LINE2D(5/4+1/7*_SIN(AltC),-5/8+1/7*_COS(AltC))}
//ALVL
   if Combat>(0) & ALVL=(1){
   blerf=_SETCOLOR(Trcol)
   blerf=_MOVE2D(-1/2,-1/3*_TORAD(Trim))
   blerf=_LINE2D(1/2,-1/3*_TORAD(Trim))
   blerf=_MOVE2D(1/2*_TORAD(Rudd),0)
   blerf=_LINE2D(1/2*_TORAD(Rudd),-1/2)}

}

}

C-86B (pusher propeller)
Code:

Val
{
   RollE(default=0,min=-25,max=25,step=4)
   RollW(default=0,min=-25,max=25,step=4)
   PBar(default=-4,min=-30,max=30,step=4)
   Pitch(default=-4,min=-30,max=30)
   DampE(default=-160, min=-180, max=-140)
   DampW(default=-160, min=-180, max=-140)
   Yaw(default=0, min=-20, max=20, step=2)
   Rudd(default=0, min=-20, max=20, step=0)
   Ster(default=0, min=-20, max=20)
   Trim(default=0, min=-360, max=360, step=0)
   Throttle(default=0, min=0, max=198000, step=0)
   Engine1(default=0, min=0, max=200000, step=0)
   Chocke1(default=0, min=0, max=2000, step=0)
   Prop1(default=45, min=45, max=90)
   Feat1(default=45, min=0, max=45)
   SO1(default=0)
   Gear(default=0, min=0, max=1, step=0)
   Gear1(default=30, min=30, max=180)
   Gear2(default=60, min=-180, max=60)
   Flap()
   FLP(default=165, min=165, max=180)
   ALVL(default=0, min=0, max=1, step=0)
   AALT(default=0, min=0, max=1, step=0)
   EB1(max=100, step=100)
   Ypar(default=0)
   BRK(default=0, min=0, max=200, step=200)
   Col2(default=#aaaa00)
   Col2C(default=#ffff00)
   Col1(default=#aa00aa)
   Col1C(default=#ff00ff)
   SPR()
   DMP()
   TRCOL()
   TRO1(default=#ffff00)
   TRO2(default=#ffffff)
   Combat(disp=0)

   
}

Key
{

   7:Yaw(step=-2)
   9:Yaw(step=2)
   0:Pbar(step=1)
   1:Pbar(step=-1)
   2:RollE(step=1),RollW(step=-1)
   3:RollE(step=-1),RollW(step=1)
   15:Throttle(step=2000)
   8:Throttle(step=-2000)
   16:BRK(step=10)
   
   
   
   
   
}

Body {
   Core(){

      S:Frame(angle=150, option=1){S:Frame(angle=-150, option=1){

      N:Cowl(angle=-20, option=1){
      N:Cowl(angle=110, option=1){
      N:Cowl(angle=90, color=col1){}S:Cowl(angle=45, option=5, effect=#a000){}
      S:Cowl(angle=135, color=#503000){S:Cowl(angle=-100, color=#503000){}}
      E:Cowl(angle=90, color=col1){}W:Cowl(angle=90, color=col1){}}}

      N:Frame(option=1){
      E:Frame(color=col1C){N:Chip(angle=FLP, color=Col1C){}

      S:cowl(color=Col1){}

      E:Chip(color=col1C){E:Chip(name=EW, color=col1C){S:Chip(angle=RollE, color=col2C){

      W:Cowl(color=Col2){}}}}}

      W:Frame(color=col1C){N:Chip(angle=FLP, color=Col1C){}

      S:Cowl(color=col1){}

      W:Chip(color=col1C){W:Chip(name=WW, color=col1C){S:Chip(angle=RollW, color=col2C){

      E:Cowl(color=Col2){}}}}}

      N:Cowl(angle=-20, option=1){
      N:Cowl(angle=110, option=1){
      N:Cowl(angle=90, color=col1){}S:Cowl(angle=90, color=col1){}
      E:Cowl(angle=90, color=col1){}W:Cowl(angle=90, color=col1){}}}

      N:Frame(option=1){
      E:Frame(angle=-120){E:Chip(angle=120, color=Col1C){

      S:Cowl(option=4, color=Col1){}

      E:Frame(color=Col1C){N:Chip(angle=FLP, color=Col1C){}

      S:Cowl(color=Col1){E:Cowl(angle=120, option=1){}}

      E:Chip(color=Col1C){

      E:Cowl(option=3, color=Col1){}

      S:Chip(angle=RollE, color=Col2C){E:Chip(color=Col2C){}}}}}}
      W:Frame(angle=-120){W:Chip(angle=120, color=Col1C){

      S:Cowl(option=3, color=Col1){}

      W:Frame(color=Col1C){N:Chip(angle=FLP, color=Col1C){}

      S:Cowl(color=Col1){W:Cowl(angle=120, option=1){}}

      W:Chip(color=Col1C){

      W:Cowl(option=4, color=Col1){}

      S:Chip(angle=RollW, color=Col2C){W:Chip(color=Col2C){}}}}}}

      E:Cowl(angle=-25, option=1){E:Cowl(option=1){}}
      W:Cowl(angle=-25, option=1){W:Cowl(option=1){}}

      N:Cowl(angle=-20, option=1){N:Cowl(angle=50, color=Col2){
      E:Cowl(angle=92, option=3, color=col2){}W:Cowl(angle=92, option=4, color=col2){}}
      N:Cowl(angle=110, option=1){N:Cowl(angle=-120, color=col2){
      E:Cowl(angle=-92, option=3, color=col2){}W:Cowl(angle=-92, option=4, color=col2){}}
      N:Cowl(angle=90, color=col1){}S:Cowl(angle=90, color=col1){}
      E:Cowl(angle=90, color=col1){}W:Cowl(angle=90, color=col1){}}}

      E:Frame(angle=Gear1, spring=SPR, damper=DMP){E:Wheel(angle=Gear2, option=1, brake=BRK, color=col2C){}}
      W:Frame(angle=Gear1, spring=SPR, damper=DMP){W:Wheel(angle=Gear2, option=1, brake=BRK, color=col2C){}}
      N:Weight(name=Nose, option=3, color=col2C){
      }}}

      S:Frame(option=1){

      N:Cowl(angle=-20, option=1){
      N:Cowl(angle=110, option=1){
      N:Cowl(angle=90, color=col1){}S:Cowl(angle=90, color=col1){}
      E:Cowl(angle=90, color=col1){}W:Cowl(angle=90, color=col1){}}}

      S:TrimF(angle=90, option=1){E:Trim(angle=Yaw, color=col2C){W:Chip(color=col2C){W:Wheel(brake=Gear, option=1, color=col2C){}}}}
      S:Frame(name=Tail, option=1){

      S:Frame(option=1){N:Frame(angle=30, option=1){
      N:RLW(name=ENG11, angle=-120, power=Engine1, effect=3, brake=EB1){
      N:Trim(angle=Prop1, color=col2C){}S:Trim(angle=Prop1, color=col2C){}}}}

      N:Cowl(angle=-20, option=1){
      N:Cowl(angle=110, option=1){
      N:Cowl(angle=90, color=col1){N:Cowl(angle=30, color=Col1){}}
      S:Cowl(angle=90, color=col1){S:Cowl(angle=30, color=Col1){}}
      E:Cowl(angle=90, color=col1){E:Cowl(option=5, color=col1){}}
      W:Cowl(angle=90, color=col1){W:Cowl(option=5, color=Col1){}}}}

      E:Trim(angle=Pitch, color=col2C){}W:Trim(angle=-Pitch, color=col2C){}}}
}}
}}

Script(){

   print 0,"Echo Delta Oscar Inc. Intl."
   print 1,"Arrow Keys for Pitch And Roll, A/D for Yaw"
   print 2,"Z,X to switch on and off Engines"
   print 3,"W/S for Throttle"
   print 4,"F to toggle Gears, V to toggle Flaps"
   print 5,"G to toggle Auto Level, B to toggle Altitude Hold AP"
   print 6,"C to toggle HUD (slows down the games, not LUAed yet)"

   Combat=_MOD(Combat+_KEYDOWN(6),2)

   SO1=_MOD(SO1+_KEYDOWN(4),2)
   Prop1=45+_VEL()/(9-2*Gear)*2+Feat1

   if SO1=(1){
   Chocke1=2000
   Engine1=Throttle+Chocke1
   Feat1=Feat1-1/3
   Ex1=60}

   if SO1=(0){
   Chocke1=0
   Engine1=0
   Feat1=Feat1+1/3
   EB1=EB1+1
   Ex1=0}

   ALVL=_MOD(ALVL+_KEYDOWN(13),2)
   AALT=_MOD(AALT+_KEYDOWN(11),2)

   if ALVL=(0){
   Rudd=0
   Pitch=Pbar+(_VY(Nose)-_VY(Tail))*10/(1+_ABS(Pbar+4)*20)
   Trim=3+_TODEG(_AX(Nose))}

   Flap=_MOD(Flap+_KEYDOWN(10),2)

   if Flap=(0){
   FLP=FLP-1/2}

   if Flap=(1){
   FLP=FLP+1/2}

   Gear=_MOD(Gear+_KEYDOWN(12),2)

   if Gear=(0){
   Gear1=Gear1-1
   Gear2=Gear2+8/5
   SPR=1/4
   DMP=1/5}

   if Gear=(1){
   Gear1=Gear1+1
   Gear2=Gear2-8/5
   BRK=BRK+1
   SPR=1/2
   DMP=1/2}

   if ALVL=(1) & AALT=(0){
   TRCOL=TRO1
   Pitch=-Trim+_TODEG(_AX(Nose))}

   if AALT=(0){
   Ypar=_Y(Control)}

   if ALVL=(1){
   Rudd=Rudd+_KEY(9)/4-_KEY(7)/4
   Trim=Trim+_KEY(1)/2-_KEY(0)/2
   Yaw=Rudd
   RollE=-_TODEG(_AZ(Nose))-Yaw*2-_VY(EW)+_VY(WW)
   RollW=_TODEG(_AZ(Nose))+Yaw*2-_VY(WW)+_VY(EW)}

   if ALVL=(1) & AALT=(1) & _ABS(Ypar-_Y())<20{
   Ypar=Ypar+Trim/100
   Pitch=((_Y())-(Ypar+5))+_TODEG(_AX(Nose))+(_VY(Nose)-_VY(Tail))}

   if ALVL=(1) & AALT=(1) & Ypar-_Y()>20{
   Ypar=Ypar+Trim/100
   Pitch=-25+_TODEG(_AX(Nose))+(_VY(Nose)-_VY(Tail))}

   if ALVL=(1) & AALT=(1) & Ypar-_Y()<(-20){
   Ypar=Ypar+Trim/100
   Pitch=25+_TODEG(_AX(Nose))+(_VY(Nose)-_VY(Tail))}

   if ALVL=(1) & AALT=(1){
   TRCOL=TRO2
   AltA=_TORAD(Ypar/10*36)
   AltB=_TORAD(Ypar/100*36)
   AltC=_TORAD(Ypar/1000*36)}

   if Throttle>(0){
   Smoke=1}

   if Throttle>(100000){
   Smoke=2}

   if Throttle>(150000){
   Smoke=3}

   if Throttle>(180000){
   Smoke=4}

   if _KEY(11)>(0) & AALT=(1){
   Trim=0}

   if _KEY(11)>(0) & AALT=(0){
   Trim=2*_TODEG(_AX(Nose))}

   if _ABS(_WY(ENG11)-_WY(ENG12))>=(164) | _ABS(_WY(ENG11)-_WY(ENG12))<=(1) & SO1=(1){
   Timer=0
   blerf=_SETCOLOR(#00ff00)
   blerf=_MOVE2D(-62/32,-30/32)
   blerf=_LINE2D(-52/32,-30/32)
   blerf=_LINE2D(-52/32,-19/32)
   blerf=_LINE2D(-62/32,-19/32)
   blerf=_LINE2D(-62/32,-30/32)
   blerf=_LINE2D(-52/32,-19/32)}

   if Feat1>(0)  & Combat>(0){
   blerf=_SETCOLOR(#00ff00)
   blerf=_MOVE2D(-62/32,-30/32)
   blerf=_LINE2D(-57/32,-30/32)
   blerf=_LINE2D(-57/32,-25/32)
   blerf=_LINE2D(-62/32,-25/32)
   blerf=_LINE2D(-62/32,-30/32)
   blerf=_LINE2D(-57/32,-25/32)}

   if Combat>(0){
//ATTITUDE CONTROL
   Blerf=_SETCOLOR(#00ff00)
   Blerf=_MOVE2D(-1/2,0)
   Blerf=_LINE2D(-6/10,0)
   Blerf=_MOVE2D(1/2,0)
   Blerf=_LINE2D(6/10,0)
   Blerf=_MOVE2D(-1/2,-1/3*_TORAD(25))
   Blerf=_LINE2D(-6/10,-1/3*_TORAD(25))
   Blerf=_MOVE2D(1/2,-1/3*_TORAD(25))
   Blerf=_LINE2D(6/10,-1/3*_TORAD(25))
   Blerf=_MOVE2D(0,-1/2)
   Blerf=_LINE2D(0,-6/10)
   Blerf=_MOVE2D(-1/5,-1/40)
   Blerf=_LINE2D(-1/40,-1/40)
   Blerf=_MOVE2D(1/5,-1/40)
   Blerf=_LINE2D(1/40,-1/40)
   Blerf=_MOVE2D(-1/40,-1/40)
   Blerf=_LINE2D(-1/40,-2/3)
   Blerf=_MOVE2D(1/40,-1/40)
   Blerf=_LINE2D(1/40,-2/3)
   Blerf=_MOVE2D(-1/10,-1/2)
   Blerf=_LINE2D(-1/40,-1/2)
   Blerf=_MOVE2D(1/10,-1/2)
   Blerf=_LINE2D(1/40,-1/2)
   Blerf=_MOVE2D(-1/2,1/40)
   Blerf=_LINE2D(1/2,1/40)

   Blerf=_SETCOLOR(#00ff00)
   PA=-_COS(_EZ(Nose))
   PB=_COS(_EZ(Nose))
   PC=-3*_AX(Nose)-_SIN(_EZ(Nose))
   PD=-3*_AX(Nose)+_SIN(_EZ(Nose))
   PE=-3*_AX(Nose)
   PF=-_SIN(-_EZ(Nose))
   PG=-3*_AX(Nose)-_COS(_EZ(Nose))
   blerf=_MOVE2D(3/7*PA,3/7*PC)
   blerf=_LINE2D(3/7*PB,3/7*PD)
   blerf=_MOVE2D(-1/80*_COS(_EZ(Nose)),3/7*PE-1/80*_SIN(_EZ(Nose)))
   blerf=_LINE2D(-1/80*_COS(_EZ(Nose))+3/7*PF,3/7*PG-1/80*_SIN(_EZ(Nose)))
   blerf=_MOVE2D(1/80*_COS(_EZ(Nose)),3/7*PE+1/80*_SIN(_EZ(Nose)))
   blerf=_LINE2D(1/80*_COS(_EZ(Nose))+3/7*PF,3/7*PG+1/80*_SIN(_EZ(Nose)))

//ANEMOMETER
   VPAR=_TORAD((_VEL()/90)*360)
   blerf=_SETCOLOR(#ffffff)
   blerf=_MOVE2D(5/4,1/2)
   blerf=_LINE2D(5/4+1/5*_SIN(VPAR),1/2+1/5*_COS(VPAR))
   blerf=_SETCOLOR(#00ff00)
   blerf=_MOVE2D(5/4,1/2)
   blerf=_LINE2D(5/4+1/5*_SIN(0),1/2+1/5*_COS(0))
   blerf=_LINE2D(5/4+1/5*_SIN(_TORAD(20)),1/2+1/5*_COS(_TORAD(20)))
   blerf=_LINE2D(5/4+1/5*_SIN(_TORAD(40)),1/2+1/5*_COS(_TORAD(40)))
   blerf=_LINE2D(5/4+1/5*_SIN(_TORAD(60)),1/2+1/5*_COS(_TORAD(60)))
   blerf=_SETCOLOR(#ff0000)
   blerd=_MOVE2D(5/4,1/2)
   blerf=_LINE2D(5/4+1/5*_SIN(_TORAD(60)),1/2+1/5*_COS(_TORAD(60)))
   blerf=_SETCOLOR(#00ff00)
   blerf=_LINE2D(5/4+1/5*_SIN(_TORAD(80)),1/2+1/5*_COS(_TORAD(80)))
   blerf=_LINE2D(5/4+1/5*_SIN(_TORAD(100)),1/2+1/5*_COS(_TORAD(100)))
   blerf=_LINE2D(5/4+1/5*_SIN(_TORAD(120)),1/2+1/5*_COS(_TORAD(120)))
   blerf=_LINE2D(5/4+1/5*_SIN(_TORAD(140)),1/2+1/5*_COS(_TORAD(140)))
   blerf=_LINE2D(5/4+1/5*_SIN(_TORAD(160)),1/2+1/5*_COS(_TORAD(160)))
   blerf=_LINE2D(5/4+1/5*_SIN(_TORAD(180)),1/2+1/5*_COS(_TORAD(180)))
   blerf=_LINE2D(5/4+1/5*_SIN(_TORAD(200)),1/2+1/5*_COS(_TORAD(200)))
   blerf=_LINE2D(5/4+1/5*_SIN(_TORAD(220)),1/2+1/5*_COS(_TORAD(220)))
   blerf=_LINE2D(5/4+1/5*_SIN(_TORAD(240)),1/2+1/5*_COS(_TORAD(240)))
   blerf=_LINE2D(5/4+1/5*_SIN(_TORAD(260)),1/2+1/5*_COS(_TORAD(260)))
   blerf=_LINE2D(5/4+1/5*_SIN(_TORAD(280)),1/2+1/5*_COS(_TORAD(280)))
   blerf=_LINE2D(5/4+1/5*_SIN(_TORAD(300)),1/2+1/5*_COS(_TORAD(300)))
   blerf=_LINE2D(5/4+1/5*_SIN(_TORAD(320)),1/2+1/5*_COS(_TORAD(320)))
   blerf=_LINE2D(5/4+1/5*_SIN(_TORAD(340)),1/2+1/5*_COS(_TORAD(340)))
   blerf=_SETCOLOR(#00ff00)
   blerf=_LINE2D(5/4,1/2)

//ALTIMETER
   Alt1=_TORAD(_Y()/10*36)
   Alt2=_TORAD(_Y()/100*36)
   Alt3=_TORAD(_Y()/1000*36)
   blerf=_SETCOLOR(Trcol)
   blerf=_MOVE2D(5/4,-5/8)
   blerf=_LINE2D(5/4+1/4*_SIN(Alt1),-5/8+1/4*_COS(Alt1))
   blerf=_MOVE2D(5/4,-5/8)
   blerf=_LINE2D(5/4+1/5*_SIN(Alt2),-5/8+1/5*_COS(Alt2))
   blerf=_MOVE2D(5/4,-5/8)
   blerf=_LINE2D(5/4+1/7*_SIN(Alt3),-5/8+1/7*_COS(Alt3))
   blerf=_SETCOLOR(#00ff00)
   blerf=_MOVE2D(5/4,-5/8)
   blerf=_LINE2D(5/4+1/4*_SIN(0),-5/8+1/4*_COS(0))
   blerf=_LINE2D(5/4+1/4*_SIN(_TORAD(20)),-5/8+1/4*_COS(_TORAD(20)))
   blerf=_LINE2D(5/4+1/4*_SIN(_TORAD(40)),-5/8+1/4*_COS(_TORAD(40)))
   blerf=_LINE2D(5/4+1/4*_SIN(_TORAD(60)),-5/8+1/4*_COS(_TORAD(60)))
   blerf=_LINE2D(5/4+1/4*_SIN(_TORAD(80)),-5/8+1/4*_COS(_TORAD(80)))
   blerf=_LINE2D(5/4+1/4*_SIN(_TORAD(100)),-5/8+1/4*_COS(_TORAD(100)))
   blerf=_LINE2D(5/4+1/4*_SIN(_TORAD(120)),-5/8+1/4*_COS(_TORAD(120)))
   blerf=_LINE2D(5/4+1/4*_SIN(_TORAD(140)),-5/8+1/4*_COS(_TORAD(140)))
   blerf=_LINE2D(5/4+1/4*_SIN(_TORAD(160)),-5/8+1/4*_COS(_TORAD(160)))
   blerf=_LINE2D(5/4+1/4*_SIN(_TORAD(180)),-5/8+1/4*_COS(_TORAD(180)))
   blerf=_LINE2D(5/4+1/4*_SIN(_TORAD(200)),-5/8+1/4*_COS(_TORAD(200)))
   blerf=_LINE2D(5/4+1/4*_SIN(_TORAD(220)),-5/8+1/4*_COS(_TORAD(220)))
   blerf=_LINE2D(5/4+1/4*_SIN(_TORAD(240)),-5/8+1/4*_COS(_TORAD(240)))
   blerf=_LINE2D(5/4+1/4*_SIN(_TORAD(260)),-5/8+1/4*_COS(_TORAD(260)))
   blerf=_LINE2D(5/4+1/4*_SIN(_TORAD(280)),-5/8+1/4*_COS(_TORAD(280)))
   blerf=_LINE2D(5/4+1/4*_SIN(_TORAD(300)),-5/8+1/4*_COS(_TORAD(300)))
   blerf=_LINE2D(5/4+1/4*_SIN(_TORAD(320)),-5/8+1/4*_COS(_TORAD(320)))
   blerf=_LINE2D(5/4+1/4*_SIN(_TORAD(340)),-5/8+1/4*_COS(_TORAD(340)))
   blerf=_LINE2D(5/4+1/4*_SIN(_TORAD(360)),-5/8+1/4*_COS(_TORAD(360)))
   blerf=_SETCOLOR(#00ff00)
   blerf=_LINE2D(5/4,-5/8)
   blerf=_SETCOLOR(#00ff00)
   blerf=_MOVE2D(5/4+1/7*_SIN(0),-5/8+1/7*_COS(0))
   blerf=_LINE2D(5/4+1/7*_SIN(_TORAD(20)),-5/8+1/7*_COS(_TORAD(20)))
   blerf=_LINE2D(5/4+1/7*_SIN(_TORAD(40)),-5/8+1/7*_COS(_TORAD(40)))
   blerf=_LINE2D(5/4+1/7*_SIN(_TORAD(60)),-5/8+1/7*_COS(_TORAD(60)))
   blerf=_LINE2D(5/4+1/7*_SIN(_TORAD(80)),-5/8+1/7*_COS(_TORAD(80)))
   blerf=_LINE2D(5/4+1/7*_SIN(_TORAD(100)),-5/8+1/7*_COS(_TORAD(100)))
   blerf=_LINE2D(5/4+1/7*_SIN(_TORAD(120)),-5/8+1/7*_COS(_TORAD(120)))
   blerf=_LINE2D(5/4+1/7*_SIN(_TORAD(140)),-5/8+1/7*_COS(_TORAD(140)))
   blerf=_LINE2D(5/4+1/7*_SIN(_TORAD(160)),-5/8+1/7*_COS(_TORAD(160)))
   blerf=_LINE2D(5/4+1/7*_SIN(_TORAD(180)),-5/8+1/7*_COS(_TORAD(180)))
   blerf=_LINE2D(5/4+1/7*_SIN(_TORAD(200)),-5/8+1/7*_COS(_TORAD(200)))
   blerf=_LINE2D(5/4+1/7*_SIN(_TORAD(220)),-5/8+1/7*_COS(_TORAD(220)))
   blerf=_LINE2D(5/4+1/7*_SIN(_TORAD(240)),-5/8+1/7*_COS(_TORAD(240)))
   blerf=_LINE2D(5/4+1/7*_SIN(_TORAD(260)),-5/8+1/7*_COS(_TORAD(260)))
   blerf=_LINE2D(5/4+1/7*_SIN(_TORAD(280)),-5/8+1/7*_COS(_TORAD(280)))
   blerf=_LINE2D(5/4+1/7*_SIN(_TORAD(300)),-5/8+1/7*_COS(_TORAD(300)))
   blerf=_LINE2D(5/4+1/7*_SIN(_TORAD(320)),-5/8+1/7*_COS(_TORAD(320)))
   blerf=_LINE2D(5/4+1/7*_SIN(_TORAD(340)),-5/8+1/7*_COS(_TORAD(340)))
   blerf=_LINE2D(5/4+1/7*_SIN(_TORAD(360)),-5/8+1/7*_COS(_TORAD(360)))


//GEAR
   blerf=_SETCOLOR(#00ff00)
   blerf=_MOVE2D(-1,0)
   blerf=_LINE2D(-9/10,0)
   blerf=_LINE2D(-19/20,-1/10*(1-2*Gear))
   blerf=_LINE2D(-1,0)

//Throttle Panel
   Blerf=_SETCOLOR(#00ff00)
   TRP=((Chocke1+Chocke2)/2+Throttle)/20000*18
   CRP=148916/20000*18
   blerf=_MOVE2D(0,9/10)
   blerf=_LINE2D(-1/2*_COS(_TORAD(TRP)),9/10-1/2*_SIN(_TORAD(TRP)))
   Blerf=_SETCOLOR(#00ff00)
   blerf=_MOVE2D(7/10,19/20)
   blerf=_LINE2D(-13/10,19/20)
   blerf=_LINE2D(-13/10,13/20)
   blerf=_LINE2D(-13/10+3/10*_SIN(_TORAD(10)),19/20-3/10*_COS(_TORAD(10)))
   blerf=_LINE2D(-13/10+3/10*_SIN(_TORAD(20)),19/20-3/10*_COS(_TORAD(20)))
   blerf=_LINE2D(-13/10+3/10*_SIN(_TORAD(30)),19/20-3/10*_COS(_TORAD(30)))
   blerf=_LINE2D(-13/10+3/10*_SIN(_TORAD(40)),19/20-3/10*_COS(_TORAD(40)))
   blerf=_LINE2D(-13/10+3/10*_SIN(_TORAD(50)),19/20-3/10*_COS(_TORAD(50)))
   blerf=_LINE2D(-13/10+3/10*_SIN(_TORAD(60)),19/20-3/10*_COS(_TORAD(60)))
   blerf=_LINE2D(-13/10+3/10*_SIN(_TORAD(70)),19/20-3/10*_COS(_TORAD(70)))
   blerf=_SETCOLOR(#00ff00)
   blerf=_LINE2D(-13/10+3/10*_SIN(_TORAD(80)),19/20-3/10*_COS(_TORAD(80)))
   blerf=_LINE2D(-13/10+3/10*_SIN(_TORAD(89)),19/20-3/10*_COS(_TORAD(89)))
   blerf=_SETCOLOR(#00ff00)
   blerf=_MOVE2D(-11/20,9/10)
   blerf=_LINE2D(-13/20,9/10)
   blerf=_MOVE2D(-11/20*_COS(_TORAD(15)),9/10-11/20*_SIN(_TORAD(15)))
   blerf=_LINE2D(-13/20*_COS(_TORAD(15)),9/10-13/20*_SIN(_TORAD(15)))
   blerf=_MOVE2D(-11/20*_COS(_TORAD(30)),9/10-11/20*_SIN(_TORAD(30)))
   blerf=_LINE2D(-13/20*_COS(_TORAD(30)),9/10-13/20*_SIN(_TORAD(30)))
   blerf=_MOVE2D(-11/20*_COS(_TORAD(45)),9/10-11/20*_SIN(_TORAD(45)))
   blerf=_LINE2D(-13/20*_COS(_TORAD(45)),9/10-13/20*_SIN(_TORAD(45)))
   blerf=_MOVE2D(-11/20*_COS(_TORAD(60)),9/10-11/20*_SIN(_TORAD(60)))
   blerf=_LINE2D(-13/20*_COS(_TORAD(60)),9/10-13/20*_SIN(_TORAD(60)))
   blerf=_MOVE2D(-11/20*_COS(_TORAD(75)),9/10-11/20*_SIN(_TORAD(75)))
   blerf=_LINE2D(-13/20*_COS(_TORAD(75)),9/10-13/20*_SIN(_TORAD(75)))
   blerf=_MOVE2D(-11/20*_COS(_TORAD(90)),9/10-11/20*_SIN(_TORAD(90)))
   blerf=_LINE2D(-13/20*_COS(_TORAD(90)),9/10-13/20*_SIN(_TORAD(90)))
   blerf=_MOVE2D(11/20,9/10)
   blerf=_LINE2D(13/20,9/10)
   blerf=_MOVE2D(11/20*_COS(_TORAD(15)),9/10-11/20*_SIN(_TORAD(15)))
   blerf=_LINE2D(13/20*_COS(_TORAD(15)),9/10-13/20*_SIN(_TORAD(15)))
   blerf=_MOVE2D(11/20*_COS(_TORAD(30)),9/10-11/20*_SIN(_TORAD(30)))
   blerf=_LINE2D(13/20*_COS(_TORAD(30)),9/10-13/20*_SIN(_TORAD(30)))
   blerf=_MOVE2D(11/20*_COS(_TORAD(45)),9/10-11/20*_SIN(_TORAD(45)))
   blerf=_LINE2D(13/20*_COS(_TORAD(45)),9/10-13/20*_SIN(_TORAD(45)))
   blerf=_MOVE2D(11/20*_COS(_TORAD(60)),9/10-11/20*_SIN(_TORAD(60)))
   blerf=_LINE2D(13/20*_COS(_TORAD(60)),9/10-13/20*_SIN(_TORAD(60)))
   blerf=_MOVE2D(11/20*_COS(_TORAD(75)),9/10-11/20*_SIN(_TORAD(75)))
   blerf=_LINE2D(13/20*_COS(_TORAD(75)),9/10-13/20*_SIN(_TORAD(75)))
   blerf=_SETCOLOR(#00ff00)
   blerf=_MOVE2D(9/20*_COS(_TORAD(25)),9/10-9/20*_SIN(_TORAD(25)))
   blerf=_LINE2D(13/20*_COS(_TORAD(25)),9/10-13/20*_SIN(_TORAD(25)))
   blerf=_SETCOLOR(#00ff00)
   blerf=_MOVE2D(7/20*_COS(_TORAD(180-CRP+1)),9/10-7/20*_SIN(_TORAD(180-CRP+1)))
   blerf=_LINE2D(13/20*_COS(_TORAD(180-CRP+1)),9/10-13/20*_SIN(_TORAD(180-CRP+1)))
   blerf=_MOVE2D(7/20*_COS(_TORAD(180-CRP-3)),9/10-7/20*_SIN(_TORAD(180-CRP-3)))
   blerf=_LINE2D(13/20*_COS(_TORAD(180-CRP-3)),9/10-13/20*_SIN(_TORAD(180-CRP-3)))
//RPMs
   blerf=_SETCOLOR(#00ff00)
   RPM1=(_ABS(_WY(ENG11)-_WY(ENG12)))*5/40*9
   blerf=_MOVE2D(-15/8,-7/8)
   blerf=_LINE2D(-15/8+1/4*_SIN(_TORAD(RPM1)),-7/8+1/4*_COS(_TORAD(RPM1)))
   blerf=_MOVE2D(-61/32,-29/32)
   blerf=_LINE2D(-61/32,-9/16)
   blerf=_LINE2D(-61/32+11/32*_SIN(_TORAD(15)),-29/32+11/32*_COS(_TORAD(15)))
   blerf=_LINE2D(-61/32+11/32*_SIN(_TORAD(30)),-29/32+11/32*_COS(_TORAD(30)))
   blerf=_LINE2D(-61/32+11/32*_SIN(_TORAD(45)),-29/32+11/32*_COS(_TORAD(45)))
   blerf=_LINE2D(-61/32+11/32*_SIN(_TORAD(60)),-29/32+11/32*_COS(_TORAD(60)))
   blerf=_LINE2D(-61/32+11/32*_SIN(_TORAD(75)),-29/32+11/32*_COS(_TORAD(75)))
   blerf=_LINE2D(-61/32+11/32*_SIN(_TORAD(90)),-29/32+11/32*_COS(_TORAD(90)))
   blerf=_LINE2D(-51/32,-29/32)
   blerf=_LINE2D(-61/32,-29/32)
   blerf=_SETCOLOR(#00ff00)
   blerf=_MOVE2D(-61/32,-29/32)
   blerf=_LINE2D(-61/32+11/32*_SIN(_TORAD(75)),-29/32+11/32*_COS(_TORAD(75)))


//FUEL GAUGE
   FPAR=_TORAD(_FUEL()/78500000*90)
   blerf=_SETCOLOR(#00ff00)
   blerf=_MOVE2D(-13/10,19/20)
   blerf=_LINE2D(-13/10+3/10*_COS(FPAR),19/20-3/10*_SIN(FPAR))


}

//AALT
   if Combat>(0) & ALVL=(1) & AALT=(1){
   blerf=_SETCOLOR(#00ff00)
   blerf=_MOVE2D(5/4,-5/8)
   blerf=_LINE2D(5/4+1/4*_SIN(AltA),-5/8+1/4*_COS(AltA))
   blerf=_MOVE2D(5/4,-5/8)
   blerf=_LINE2D(5/4+1/5*_SIN(AltB),-5/8+1/5*_COS(AltB))
   blerf=_MOVE2D(5/4,-5/8)
   blerf=_LINE2D(5/4+1/7*_SIN(AltC),-5/8+1/7*_COS(AltC))}}
//ALVL
   if Combat>(0) & ALVL=(1){
   blerf=_SETCOLOR(Trcol)
   blerf=_MOVE2D(-1/2,-1/3*_TORAD(Trim))
   blerf=_LINE2D(1/2,-1/3*_TORAD(Trim))
   blerf=_MOVE2D(1/2*_TORAD(Rudd),0)
   blerf=_LINE2D(1/2*_TORAD(Rudd),-1/2)}

}

I intended to share them in the same post, but it was too long and double-posting is better off avoided Wink
It is very interesting, and the twin boom configuration seems to do the job.
I'll try to recreate the CG/propeller hub distance of the R-119A but using a conventional fuselage, to see how tall the rudder will result in an attempt to feather the plane.
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Echo_Delta_Oscar
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Re: Comeback, Replica, Study

Post by RA2lover on Mon Mar 11, 2013 12:33 pm

we can always use pastebin for that^^
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Re: Comeback, Replica, Study

Post by Maurice on Tue Mar 12, 2013 6:28 am

To tell you the truth, I've never had problems with stability on my tractor-propeller planes. Whether it's because I'm just lucky or because they're all multiple engine aircraft I don't know. Very nice aircraft, by the way.
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Re: Comeback, Replica, Study

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