@vonhubert Jets normally land at around 200-300 MPH, how are they supposed to fly behind a tanker at that speed? :P On all planes I've tested, I had to reduce thrust to have proper control to match the speed of the tanker. Best is to reach 530 MPH between 50 and 100% thrust. If you reach that speed below 50% thrust, it's too sensitive and you're going to constantly fly forwards and backwards in relation to the tanker.
@AccipitrisEnterprises Got it done. Also tweaked weight balance, traction and engine a bit. The engine is now a small piece in the air intake. Shall I upload it as a successor or upload it unlisted and give you the link?
@DatGuy117 By using a detacher and editing the XML-file to connect everything together. I wouldn't recommend it to beginners, they should start with some easier XML editing.
@aircraftarsenal123 Sure, they just have to be mounted horizontally. If the large top and bottom sides face into the direction of movement, they will just increase drag a lot.
@aircraftarsenal123 Yep, I know that. Thanks for the tip anyway. Most of the time I use flat bottom wing panels and change their orientation in the XML, so instead of lift they provide downforce with speed.
@PcWorld2001 No, it's supposed to be an accurate rebuild, can't make this one better without it losing the purpose. I could build better mobile SAMs, but I have so much other stuff to do and no time for SP.
@CanofBeans Every part of this has collisions disabled. It was allowed and preferred for the race. And btw. wheels have collisions disabled by default. Please educate yourself before making accusations.
@BaconEggs Yeah, I know those. The problem is not making shocks that are strong enough, the problem is that the attachpoints get wonky with so much weight (even at much lower weight), or they might just break. Looking at the way the landing gear is built (with the hinges and pistons), it seems that BaconAircraft already tried doing it, so I didn't bother.
@BaconAircraft I noticed that it rotated the thrustport used for reverse thrust, disabled that. Also the pistons in the landing gear activate with AG7, but they don't do anything.
I would've liked to offer more improvements, but this is already packed full with stuff and looks awesome and accurate.
@AviatorCleebo That's how it is on the Convoy AA Tanks in the game. I always drove up to them and made screenshots to make it as accurate as possible. :D
@BaconAircraft Not a bad idea I guess, just that I am currently quite lazy at building things and don't play SP that often. :D I am not really an expert, but I always try to gather as much information as possible to increase my knowledge to make things right. I'm normally not that good at making the design, or atleast I don't feel very comfortable building large plane or car bodies (I am used to CAD software, where it's pretty easy to make things look exactly how you want them to look like, because you don't have to work with single resizable parts), but I'm good at getting the details right, making the mechanics work and maximizing performance/matching realistic performance. Mind if I do some work on this one?
@EliteSteel Also the sound is far too artificial for me, I'd like a nice, realistic, high quality V8 sound, but can't really complain about something like that in this game. :D
You did the lights exactly the wrong way around. :D The white lights on the wingtips are strobe lights and the white lights on the horizontal stabilizers + the green and red ones are position lights (which have to be constantly lit). And you forgot the orange beacon lights on the top and bottom that show that the engines are going to start up or are running. Pfff, such an amateur job. :P
Also you forgot to block the flaps from going upwards and the cargo door from turning inwards by changing the maximum/minimum inputs.
@plane918273645 Go to Sandbox and then Race Against Opponents, select the vehicles and the track, tick "Computer Controlled" on the left vehicle and you're good to go.
@marcox43 Often goes right into the tower or the hangars, but when it finishes, it's very fast. Finishes in 0:32 and always misses a ring so far. This will really come down to which design will crash more often on the PC the Tournament runs on.
@FlyingNarwhal How are you getting 100? SP has VSync enabled and even turning it off in the config doesn't actually turn it off, so I am always stuck at 60.
@FlyingNarwhal As I said, creations behave differently on different systems for some weird reason. In my testing your devil speedster is just as fast, but always has 5s penalty because it misses a ring and it doesn't always finish. :D
@Typhlosion130 After quite a few rounds of testing, it only finished one out of five times or so. I didn't take notes though. :D It's always so weird when creations act differently on different systems.
@Typhlosion130 I'm testing your Street Bolter right now and somehow it crashes extremely often when doing the turn at ring 14. When it finishes, it misses 1-4 rings and runs 0:32 without the penalties. Guess this will be pretty interesting. :D
@Typhlosion130 I found that especially framerate affects the AI, probably because it reacts per frame and lower framerates reduce it's reaction time. 50-60 FPS seems optimal.
@Typhlosion130 Did you try my one? From my experience there is still a high chance that it will malfunction on other systems, even when it runs perfectly on one.
@JMicah4 I just uploaded it after tesing it against my previous entry. Passes 12/12 on right position and 12/12 on left position without missing a ring and finishing in 0:35.
@Typhlosion130 In most of the corners yes, but the last bit of it is extremely tricky. On Mirage we probably have to come up with completely different designs, because of all the bumps in the track, the lower width and the sharp corners. Getting through Mirage with AI control itself will be hard enough.
@Alienbeef0421 On Airstrip Drag it does 0:35-0:36, often +5s because of missing one ring and it sometimes flips over or does donuts between ring 16 and 18. Other than that, very good performance, but that's to be expected for such a lightweight and low-drag racer. :D I'm thinking of doing such a build aswell to get the last few seconds off, but I'd rather like to stick to my conventional Le Mans design with good looks.
@Typhlosion130 Actually Gold Prix requires more agility and less speed, otherwise you'll drop out in the last corner and plant your face into the wall.
@FlyingNarwhal That one doesn't crash and it's 4 seconds faster than mine. Both sometimes miss a checkpoint in the third corner that the AI passes by though, but rarely.
@FlyingNarwhal Copying it would block you from the Tournament anyways. :D And no, it's secret. I tested yours against it though and it seems to crash very often, you should improve it's agility, so that it doesn't occassionally get off of the track and jump in the air.
@Illusion 1. It has no suspension, those are pistons. 2. Almost every entry I've seen so far uses rotated parts, atleast rotated wing panels to create downforce, rotations are no crime. 3. This is not my entry. :)
@AndrewGarrison I found something interesting, even when you have disableAircraftCollisions="true" set on all parts of your vehicle, another vehicle without that set can still hit it on initial collision before passing through it, but two vehicles with that attribute set on all parts can't hit eachother.
@jamesPLANESii Ford Escort Mk2 :D
@vonhubert Jets normally land at around 200-300 MPH, how are they supposed to fly behind a tanker at that speed? :P On all planes I've tested, I had to reduce thrust to have proper control to match the speed of the tanker. Best is to reach 530 MPH between 50 and 100% thrust. If you reach that speed below 50% thrust, it's too sensitive and you're going to constantly fly forwards and backwards in relation to the tanker.
@AccipitrisEnterprises Got it done. Also tweaked weight balance, traction and engine a bit. The engine is now a small piece in the air intake. Shall I upload it as a successor or upload it unlisted and give you the link?
@AccipitrisEnterprises Want me to build a working suspension for this? It's the only thing missing and it's no challenge for me.
@DatGuy117 By using a detacher and editing the XML-file to connect everything together. I wouldn't recommend it to beginners, they should start with some easier XML editing.
@aircraftarsenal123 Sure, they just have to be mounted horizontally. If the large top and bottom sides face into the direction of movement, they will just increase drag a lot.
@aircraftarsenal123 Yep, I know that. Thanks for the tip anyway. Most of the time I use flat bottom wing panels and change their orientation in the XML, so instead of lift they provide downforce with speed.
Pretty nicely done, should get more attention.
@VisableAce217 Just look for less detailed Tomcats with low part count, there are many of them.
@RyneKuczy Oh yeah, I just noticed it was uploaded 7 months ago. Makes sense then.
The glitch has been known for ages, how did this get featured? o.O
@PcWorld2001 No, it's supposed to be an accurate rebuild, can't make this one better without it losing the purpose. I could build better mobile SAMs, but I have so much other stuff to do and no time for SP.
@PcWorld2001 It's not an APC, it's a mobile SAM launcher/Anti-Air Artillery. And it's a rebuild of the "AA Tank" in the game.
@CanofBeans Every part of this has collisions disabled. It was allowed and preferred for the race. And btw. wheels have collisions disabled by default. Please educate yourself before making accusations.
I told you, rotators have a fixed maximum speed. Gears can't make the output spin faster, but you can make it spin slower and increase torque.
@EliteSteel It would be obvious though and you would be kicked out of the tournament. :D
@BaconEggs Yeah, I know those. The problem is not making shocks that are strong enough, the problem is that the attachpoints get wonky with so much weight (even at much lower weight), or they might just break. Looking at the way the landing gear is built (with the hinges and pistons), it seems that BaconAircraft already tried doing it, so I didn't bother.
@BaconEggs What do you mean by that? Better suspension? :D I think BaconAircrafts tried that already, but the weight is too much for SP physics.
@EliteSteel Using the chassis of the little bugger would make it a successor to it and it wouldn't be allowed.
@BaconAircraft I noticed that it rotated the thrustport used for reverse thrust, disabled that. Also the pistons in the landing gear activate with AG7, but they don't do anything.
I would've liked to offer more improvements, but this is already packed full with stuff and looks awesome and accurate.
@AviatorCleebo That's how it is on the Convoy AA Tanks in the game. I always drove up to them and made screenshots to make it as accurate as possible. :D
@BaconAircraft Not a bad idea I guess, just that I am currently quite lazy at building things and don't play SP that often. :D I am not really an expert, but I always try to gather as much information as possible to increase my knowledge to make things right. I'm normally not that good at making the design, or atleast I don't feel very comfortable building large plane or car bodies (I am used to CAD software, where it's pretty easy to make things look exactly how you want them to look like, because you don't have to work with single resizable parts), but I'm good at getting the details right, making the mechanics work and maximizing performance/matching realistic performance. Mind if I do some work on this one?
@EliteSteel Also the sound is far too artificial for me, I'd like a nice, realistic, high quality V8 sound, but can't really complain about something like that in this game. :D
You did the lights exactly the wrong way around. :D The white lights on the wingtips are strobe lights and the white lights on the horizontal stabilizers + the green and red ones are position lights (which have to be constantly lit). And you forgot the orange beacon lights on the top and bottom that show that the engines are going to start up or are running. Pfff, such an amateur job. :P
Also you forgot to block the flaps from going upwards and the cargo door from turning inwards by changing the maximum/minimum inputs.
@plane918273645 Go to Sandbox and then Race Against Opponents, select the vehicles and the track, tick "Computer Controlled" on the left vehicle and you're good to go.
Seems like you did what I couldn't finish. :D
@marcox43 Often goes right into the tower or the hangars, but when it finishes, it's very fast. Finishes in 0:32 and always misses a ring so far. This will really come down to which design will crash more often on the PC the Tournament runs on.
@marcox43 Didn't try it yet, but I will. :)
@FlyingNarwhal How are you getting 100? SP has VSync enabled and even turning it off in the config doesn't actually turn it off, so I am always stuck at 60.
@FlyingNarwhal As I said, creations behave differently on different systems for some weird reason. In my testing your devil speedster is just as fast, but always has 5s penalty because it misses a ring and it doesn't always finish. :D
@Typhlosion130 After quite a few rounds of testing, it only finished one out of five times or so. I didn't take notes though. :D It's always so weird when creations act differently on different systems.
@Typhlosion130 I'm testing your Street Bolter right now and somehow it crashes extremely often when doing the turn at ring 14. When it finishes, it misses 1-4 rings and runs 0:32 without the penalties. Guess this will be pretty interesting. :D
@Typhlosion130 I found that especially framerate affects the AI, probably because it reacts per frame and lower framerates reduce it's reaction time. 50-60 FPS seems optimal.
@Typhlosion130 Did you try my one? From my experience there is still a high chance that it will malfunction on other systems, even when it runs perfectly on one.
@JMicah4 I just uploaded it after tesing it against my previous entry. Passes 12/12 on right position and 12/12 on left position without missing a ring and finishing in 0:35.
0:35, no missed rings. But I still have to test it's reliability.
@Typhlosion130 In most of the corners yes, but the last bit of it is extremely tricky. On Mirage we probably have to come up with completely different designs, because of all the bumps in the track, the lower width and the sharp corners. Getting through Mirage with AI control itself will be hard enough.
@Alienbeef0421 On Airstrip Drag it does 0:35-0:36, often +5s because of missing one ring and it sometimes flips over or does donuts between ring 16 and 18. Other than that, very good performance, but that's to be expected for such a lightweight and low-drag racer. :D I'm thinking of doing such a build aswell to get the last few seconds off, but I'd rather like to stick to my conventional Le Mans design with good looks.
@Typhlosion130 Actually Gold Prix requires more agility and less speed, otherwise you'll drop out in the last corner and plant your face into the wall.
@FlyingNarwhal Lol, nope. I am using those since the update with car parts came out. :P
@FlyingNarwhal That one doesn't crash and it's 4 seconds faster than mine. Both sometimes miss a checkpoint in the third corner that the AI passes by though, but rarely.
@FlyingNarwhal Nope, didn't test that one yet.
@FlyingNarwhal Copying it would block you from the Tournament anyways. :D And no, it's secret. I tested yours against it though and it seems to crash very often, you should improve it's agility, so that it doesn't occassionally get off of the track and jump in the air.
@SrJohn 0:40 now, managed to make it catch the checkpoint the AI doesn't want to steer to. :D
@Illusion 1. It has no suspension, those are pistons. 2. Almost every entry I've seen so far uses rotated parts, atleast rotated wing panels to create downforce, rotations are no crime. 3. This is not my entry. :)
@AndrewGarrison I found something interesting, even when you have disableAircraftCollisions="true" set on all parts of your vehicle, another vehicle without that set can still hit it on initial collision before passing through it, but two vehicles with that attribute set on all parts can't hit eachother.
@Illusion ?
0:46 with 100% reliability, still the AI just drives past one ring, otherwise it would be 0:41
0:58-1:03, sometimes it just passes one checkpoint.
@PyrusEnderhunter sure :)