@Wakescar I've found a problem with this small design. I have done testing with the cockpit attached, which works just fine on the larger ones, but for this small torpedo even 110 lbs matter on how good it handles at touchdown, resulting in a bad hit ratio when the cockpit is removed. I think I'll have to make some weight adjustments. For now I would suggest adding another cockpit, making it primary and then saving the torpedo with it's cockpit, so it works the best it can.
@ShatterFox You can attach and test them anyway, you just can't destroy any of the scripted ships yet without the Beta. :D My weapons are always free to use.
@ShatterFox I couldn't get anything else to work. But now I have gotten to the SilverSurfer, which is just a bit wider and higher than a Bomb 50. Smaller just isn't possible with that performance and killing the USS Beast with one hit. :D Or do you mean the pictures? That's a problem with the website I guess. Pictures in forum posts have full size somehow.
@Wakescar It's the most difficult part and requires a lot of buoyancy adjustment. It shouldn't jump off of the surface but also shouldn't dive too low and it should come up again without turning around or anything, just putting the nose slightly upwards less than ~20°. The second hardest part is making it stable in cruise. Most designs wobble around or jump or even take off. When they are too small, they start to do dolphin-like movements and continuously dive and jump. The third hardest part is setting the wings up so that the torpedo dives with very low AoA, but it's fairly easy compared to the other two steps.
@Wakescar I've tried a lot more designs now, but anything smaller than the WaveRider doesn't work. The problem is the landing. Most designs just flip around after touchdown and never get stable as long as they are powered. I could probably make a longer but thinner torpedo that works.
@MEGANOOB You would need an 8-core Xeon processor just to handle the physics well. :D Only chance would be using big fuselage pieces instead of panels, but it probably wouldn't look that good. Also the many rotators are a problem. A mobile friendly design would need less than 500 parts. And even if you manage to reduce the part count that much, take a look at the amount of Drag Points, it's just incredible. :D
@Wakescar I already thought about making smaller torpedoes with similar characteristics for smaller aircrafts.
My XB-3 Penguin can carry two WaveRiders with ease. :D
@MEGANOOB The cockpit is not the issue, it's the massive part count because of all the panels the helicopter is made of. :D Even on PC it's not running completely smooth. Besides that it's an amazing design. Especially the swash-plate is well done.
@Typhlosion130 I've got no problem with a VTOL-engine at 4x power for a ~5000 lbs craft. :D The only issue is that the AI sometimes just stops controlling the plane after it passed a ring, but it seems more like a bug, as it doesn't change when I lower the power, resize control surfaces or change the CoL and CoM placement. I'm using the beta v1.3.21.
@Seeras Ich hab' auch schon versucht die Leistung zu verringern, wird aber nur schlimmer. Stattdessen habe ich die Leistung erhöht und die Luftbremsen hinzugefügt, womit das ganze schon recht stabil ist. :D
@Seeras 3 Lagen Jelly, 8 m Wurst. :D Irgendwie muss man das Teil ja bei 1000-1500 MPH in der Luft halten. Leider bekomme ich gerade schon wieder diese AI-Fehler, dass nach einem Ring einfach nicht mehr gesteuert wird und das Flugzeug in die Berge kracht. -.-
@Typhlosion130 Just opening the XML-file of the plane and changing all "Wing-3"s into "Wing-2"s. :D I can upload such a wing for you if you want them. :D
@Typhlosion130 Easy job. Just making all wings from Wing-3 to Wing-2 (structural wings) and you can still place control surfaces on them. I do this on almost all of my planes, as I hate that unrealistic wobble. Only pre-WWI planes use(d) non-structural wings. :D
@Typhlosion130 That's exactly what I've done. No matter how fast you switch between targets and no matter how fast you fire, you always have to evade their gun shots and missiles while pushing to the second destroyer and the carrier. The range of the Infernos is just too low to be effective at these things. Also it's hard to lock a target while doing heavy maneuvers to prevent getting hit. :D
@Liquidfox Or when it rolls to one side, then to the other side and back again without doing anything else, just dropping to the ground. Somehow it only works well at speeds below 1000 MPH. Maybe I'll just nerf it to be a subsonic aircraft, so the AI will never have any problems with it. :D
@Liquidfox Still better than with a keyboard. :D I'm still trying to figure out how to modify my plane so that the AI won't make mistakes like fully pitching down right above the ground...
My 20 minute build goes 1:35. It's somewhere around 4000 lbs with 450 drag points and a single VTOL-engine at 1.5x power. I guess it will kill everything, especially your eyes. :D I still have to test it's reliability, but I doubt it will ever crash without any influences from the outside.
@Typhlosion130 But with activation groups you fire the missiles without any homing. I switch targets with the POV-hat of my joystick btw. :D Edit: Okay, somehow they track even when they are fired with activation groups. It worked out, but I needed 8 Infernos just for the USS Beast and 4 per Destroyer. Also they fired at me with guns and missiles. A lot more stress than going with torpedoes. :D
Modding doesn't even help on this circuit. Even with the highest possible maneuverability you can't get way over 1100 MPH without the AI crashing at some point. :D
@Typhlosion130 I've tried, but it's way harder as the destroyers will start shooting at you as soon as you launch your first missile and the Inferno only starts locking up at ~4 nm. Torpedoes won't trigger them until they've hit the target and at that time you are already out of their range. :D
@Seeras Eigentlich dachte ich daran, die Flügel auch zu ändern, weil die nicht richtig zusammenpassen. Aber die erfüllen halt ihren Zweck sehr gut. ^^ Never change a running system.
Die vier gewonnenen Rennen im Tournament haben mir einen ordentlichen Boost gegeben. :D
@Quintasoarus In the end I still lost, because it was getting unreliable and crashed in the last bridge somehow. 10 races were fine with just one crash, then it does it two times in one round.
@Wakescar I've found a problem with this small design. I have done testing with the cockpit attached, which works just fine on the larger ones, but for this small torpedo even 110 lbs matter on how good it handles at touchdown, resulting in a bad hit ratio when the cockpit is removed. I think I'll have to make some weight adjustments. For now I would suggest adding another cockpit, making it primary and then saving the torpedo with it's cockpit, so it works the best it can.
@blazecast It's pretty hard making them fly well, but I already thought about some of the other Star Racers I might be able to build.
@ShatterFox You can attach and test them anyway, you just can't destroy any of the scripted ships yet without the Beta. :D My weapons are always free to use.
@ShatterFox I couldn't get anything else to work. But now I have gotten to the SilverSurfer, which is just a bit wider and higher than a Bomb 50. Smaller just isn't possible with that performance and killing the USS Beast with one hit. :D Or do you mean the pictures? That's a problem with the website I guess. Pictures in forum posts have full size somehow.
@JacobHardy64 Torpedo size comparison :D
@JacobHardy64 And I was beeing extreme. Actually I didn't even see your comment until I uploaded this one. :D
@Wakescar This might be the one for you. :D
@JacobHardy64 RippleRider didn't sound as good. :P
@Wakescar It's the most difficult part and requires a lot of buoyancy adjustment. It shouldn't jump off of the surface but also shouldn't dive too low and it should come up again without turning around or anything, just putting the nose slightly upwards less than ~20°. The second hardest part is making it stable in cruise. Most designs wobble around or jump or even take off. When they are too small, they start to do dolphin-like movements and continuously dive and jump. The third hardest part is setting the wings up so that the torpedo dives with very low AoA, but it's fairly easy compared to the other two steps.
@Wakescar I've tried a lot more designs now, but anything smaller than the WaveRider doesn't work. The problem is the landing. Most designs just flip around after touchdown and never get stable as long as they are powered. I could probably make a longer but thinner torpedo that works.
"Created On Android" That's the best thing about it. :D
@MEGANOOB You would need an 8-core Xeon processor just to handle the physics well. :D Only chance would be using big fuselage pieces instead of panels, but it probably wouldn't look that good. Also the many rotators are a problem. A mobile friendly design would need less than 500 parts. And even if you manage to reduce the part count that much, take a look at the amount of Drag Points, it's just incredible. :D
@Wakescar I already thought about making smaller torpedoes with similar characteristics for smaller aircrafts.
My XB-3 Penguin can carry two WaveRiders with ease. :D
@MEGANOOB The cockpit is not the issue, it's the massive part count because of all the panels the helicopter is made of. :D Even on PC it's not running completely smooth. Besides that it's an amazing design. Especially the swash-plate is well done.
@SimpleName11 It will come with the next update late March/early April. Probably also to mobile. :)
@Spiraxd 1:30, but I'm uncertain if it's stable enough. :D 1:20 was definitely too unstable.
@Typhlosion130 I've got no problem with a VTOL-engine at 4x power for a ~5000 lbs craft. :D The only issue is that the AI sometimes just stops controlling the plane after it passed a ring, but it seems more like a bug, as it doesn't change when I lower the power, resize control surfaces or change the CoL and CoM placement. I'm using the beta v1.3.21.
@Seeras Ich hab' auch schon versucht die Leistung zu verringern, wird aber nur schlimmer. Stattdessen habe ich die Leistung erhöht und die Luftbremsen hinzugefügt, womit das ganze schon recht stabil ist. :D
@Typhlosion130 How should the amount of engines help at getting around corners? o.O
@Seeras 3 Lagen Jelly, 8 m Wurst. :D Irgendwie muss man das Teil ja bei 1000-1500 MPH in der Luft halten. Leider bekomme ich gerade schon wieder diese AI-Fehler, dass nach einem Ring einfach nicht mehr gesteuert wird und das Flugzeug in die Berge kracht. -.-
@JacobHardy64 I had it make it in 1:20, but it was too unstable for the AI, so it missed a few rings and sometimes it even crashed. :D
@ViperGByt Or you can just use this one :)
@Typhlosion130 Go into your primary partition (C:) then "Users" > (Your Username) > AppData > LocalLow > Jundroo > SimplePlanes > AircraftDesigns. :)
@Typhlosion130 Just opening the XML-file of the plane and changing all "Wing-3"s into "Wing-2"s. :D I can upload such a wing for you if you want them. :D
@Typhlosion130 Easy job. Just making all wings from Wing-3 to Wing-2 (structural wings) and you can still place control surfaces on them. I do this on almost all of my planes, as I hate that unrealistic wobble. Only pre-WWI planes use(d) non-structural wings. :D
@Typhlosion130 Pretty high chance a completely unmodded plane will win. :D
@Typhlosion130 That's exactly what I've done. No matter how fast you switch between targets and no matter how fast you fire, you always have to evade their gun shots and missiles while pushing to the second destroyer and the carrier. The range of the Infernos is just too low to be effective at these things. Also it's hard to lock a target while doing heavy maneuvers to prevent getting hit. :D
@Liquidfox Or when it rolls to one side, then to the other side and back again without doing anything else, just dropping to the ground. Somehow it only works well at speeds below 1000 MPH. Maybe I'll just nerf it to be a subsonic aircraft, so the AI will never have any problems with it. :D
@Liquidfox Still better than with a keyboard. :D I'm still trying to figure out how to modify my plane so that the AI won't make mistakes like fully pitching down right above the ground...
@Liquidfox Yes. Joystick controls. :D I've gotten down to 1:13 now.
@Liquidfox Sure I can. At 1500+ MPH. The only course where the AI can match my times is Daredevil. :D
I've got 1:17 manually flying. AI really dissapoints on this course. :/
@Sutairs Yes, everything can be modded in this class. :)
Don't ask me how, I don't know which of the many changes saved me 11 seconds...
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My 20 minute build goes 1:35. It's somewhere around 4000 lbs with 450 drag points and a single VTOL-engine at 1.5x power. I guess it will kill everything, especially your eyes. :D I still have to test it's reliability, but I doubt it will ever crash without any influences from the outside.
@AgDynamics I'm in love with that rule already. :D
@Typhlosion130 But with activation groups you fire the missiles without any homing. I switch targets with the POV-hat of my joystick btw. :D Edit: Okay, somehow they track even when they are fired with activation groups. It worked out, but I needed 8 Infernos just for the USS Beast and 4 per Destroyer. Also they fired at me with guns and missiles. A lot more stress than going with torpedoes. :D
Modding doesn't even help on this circuit. Even with the highest possible maneuverability you can't get way over 1100 MPH without the AI crashing at some point. :D
@Typhlosion130 I've tried, but it's way harder as the destroyers will start shooting at you as soon as you launch your first missile and the Inferno only starts locking up at ~4 nm. Torpedoes won't trigger them until they've hit the target and at that time you are already out of their range. :D
@Flightsonic Oh, it's still in beta, that's why. Thanks for the info! :)
@Flightsonic Steam doesn't show me a workshop for SimplePlanes. :O
@Flightsonic I've been searching for mods all the time. Can't find anything with Google. :/
@SUPERSAMROCK Thanks! :) I just wanted to make the XB-2 a bit better, it wasn't the nicest bomber. :D There's also a torpedo-bomber version.
@Seeras Das Teil sieht halt aus wie jedes andere Ding. :D
@Seeras Eigentlich dachte ich daran, die Flügel auch zu ändern, weil die nicht richtig zusammenpassen. Aber die erfüllen halt ihren Zweck sehr gut. ^^ Never change a running system.
Die vier gewonnenen Rennen im Tournament haben mir einen ordentlichen Boost gegeben. :D
@Seeras Danke :D
@connor2001 Next to the USS Beast near the coast at Wright Airport.
@PhilipTarpley What's actually the difference between this and v1.3.20?
You've added the "Show Drag" function again, right?
@Quintasoarus In the end I still lost, because it was getting unreliable and crashed in the last bridge somehow. 10 races were fine with just one crash, then it does it two times in one round.
Winning by beeing slow...A strategy we might have to think about.
We're going against each other next. :3
@EvilGenius Thanks! I hope so, a lot of work went into it. :D
@MediocrePlanes I guess he refuses to do so.