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NOTE: Camera 1 is cockpit view.
Takeoff: press 'brake' to rise up until the nose is at around a 15 degree angle, then throttle up.
AG8 toggles pitch sensitivity.
The Tachyon is armed with a bombcannon that fires 9 bombs at a time in a linear pattern. Fire using AG1 - 6.
Specifications
General Characteristics
- Created On Windows
- Wingspan 134.2ft (40.9m)
- Length 148.2ft (45.2m)
- Height 39.4ft (12.0m)
- Empty Weight N/A
- Loaded Weight 126,848lbs (57,537kg)
Performance
- Power/Weight Ratio 0.903
- Wing Loading 24.9lbs/ft2 (121.6kg/m2)
- Wing Area 5,091.3ft2 (473.0m2)
- Drag Points 137136
Parts
- Number of Parts 493
- Control Surfaces 9
- Performance Cost 2,412
@temporaryaccount Thanks.
@SledDriver np
Thanks, @MAHADI
Oh god you took those Japanese characters as Chinese ones!!(Actually they looked similar and is probably the same language in the past)
So...这才是中文('This is Chinese'In Chinese)
AWESOME...
@Phantom1 I don't know - why don't you download it and find out?
@DarthAbhinav Thanks, but there's no need to credit me for that.
Is it mobile friendly
@Maxwell1 I never said it was a small part. I'm merely adding to your point, that the underlying shape is also important. Take an airplane like the Mielec PZL M-15 Belphegor, for instance. No amount of detail will make it anything but ugly.
@Maxwell1 Correction, it's only partly about the details. The other part is about the essence of the thing. If the overall shape isn't beautiful, no amount of detail will make it so.
@Maxwell1 Nicely engineered toys are what it's all about, from model cars to space rockets.
@DarthAbhinav Also check out this great post.
@Maxwell1 Yes, I learned it from Ian Fleming's You Only Live Twice, of all places. "Shimata, I have made a mistake."
@DarthAbhinav Hardly infinite, but yes, gladly. If you want to be good, get a firm grasp of the fundamentals, especially how to make planes fly well. There are a few guides out there for Kerbal Space Program that apply equally well to SP. This one, for instance.
Don't obsess over part count or details in the beginning, focus on building shapes that fly well. If you look at my earliest planes they're very simple, but they're the ones that helped me learn the fundamentals of SP. The important thing is fluency - being so adept at the basics of building that there is a minimum of friction between thinking of a design and building it.
Start using Overload and Fine Tuner mods. The default editor is too limited - learn to enter precise values directly into Overload instead of clicking dozens of times to increment/decrement by 0.25. Practice until you have an instinctive understanding of how offset, cornerType, frontScale and rearScale work. If you're not afraid of messing around in code directly, try editing the XML for your planes in a code editor. If you can learn to do that, you will save a lot of time.
Finally, be creative. Replicas are nice, but develop your own style -- build something original. Don't apply any artificial limitations like "airplanes are supposed to look/fly a certain way." To me, the point of a game is not to recreate boring old reality, but to go beyond it. Superpowered engines, crazy designs, infinite fuel, unrealistic handling, fanciful weapons - the point is to have fun.
@Maxwell1 Also hai, banzai, kohi o motte kite kudasai, arigato, so desu ka, shimata, baka, gaijin, etc.
@SledDriver no problem
@Maxwell1 Japanese? I thought it was Chinese. (That should tell you that I used Google Translate). I can say one or two phrases in Japanese, but cannot read it at all.
Thanks, @phanps
@Maxwell1 No decals here, just a paint scheme. Glad you like it.
Oh mah god is so beautifully made