Yeah. about testing for reliability. Put at least 30 galons for at least 5-5:30min run. Finish the first lap without missing the ring and LEAVE it to loop for 5-6mins and calculate average laps, must be at least 12.5 without crash so to say your design is somewhat safe
Yeah, train body or classical one body designs need a lot of wheels to be AI steering stable at higher speeds. And a lot of downforce ... Also this doesn't mean reliable. Vehicle can crash or miss a ring
RedstoneAeroAviation is right - even at 50HP AI has a problem with 3 rings. They are number 16 + 17 (17 almost missed everytime) and 22 (always missed), at speed 166-167mph
Ok, but from wiki: "The laser and systems controls are to work at altitudes from sea level to 65,000 ft at speeds from Mach 0.6 to Mach 2.5" which means the plane should be capable to operate at Mach 2.5 speed and 65k ft altitude
Hmmm, I think the altitude for max speed limit is too low. What do you think if limit must be reached with a dive from 65616ft altitude (approx. 20km) to 1000ft?
I'm almost sure the game's AI can't handle two very maneuverable planes at the same time. Too much flight corrections breaks the reliability. Tested Dampfwespe vs Black Mamba a couple of times in different starting positions and Black Mamba showed the same 2 crashes from the tourney. With my plane - yes, missed one ring in 1/2 of runs and did this weird small dive before first 90 degree left turn. On some runs didn't miss and finished in a reliable manner, but also there were runs where also didn't miss a ring and crashed before the finish xD
Ok, I wanna someone to explain how is it possible my plane to miss a ring and how Tully's did 2 crashes in a row in semi-final while our planes are statistically reliable???
And btw - NEVER EVER stream tournaments like that! Disable Steam Friends, Chat and backgrounds downloads because this bugs the AI
@AndrewGarrison Sorry, but this time I do not have scaled parts (before that there were only 6 - rotators). Are you sure the validator is working correctly? It's better to postpone the tournament and fix it before we can continue
It's plausible some users to miss their notifications. Just make a div pop-up element that warns about the validation
Anyway, can you test my current submission?
Ok, last question - is there a difference between 60fps and 100fps for the game's engine? I mean is there a difference in interpolation, particularly for the physics model used in the game?
Doing a replicas is hard, no matter real models or virtual ones - usually the best way is to have data from the originals. I was in local RC planes hobby thing a couple of years, and it's practically impossible to make the same maneuverability/stability or neutral-flight-aerodynamics ... unless you have the money and the time. A lot of time ... In your case the model is too wobbly and slow turner
Ice base has a lock timer when there's an enemy in a given range and visual contact (4.3-4.4 miles and below; between the plane and the base). If the target moves faster enough through this circle around the base (~61 sq. miles), the base hasn't enough time to lock it and fire a missiles
Looks like the game's engine has a fuzziness in its integrator. I've uploaded this model after exactly 25 test-runs which showed always over 900mph (902-903) reached speed and NO blown-ups/not-on-the-ground moments. But today, in new 25 runs, without a single change in design and the same drag points/power-to-weight-ratio/wing-area/weight the car blown before the finish, reached only 881mph, and yes - did a lift-off AT the FINISH (which means 0mph, ie fail)
Managed to do it with 9, but drag points increased to 976. On one of the iterations got 711 points, 11 parts, 10 galons and hopped to 850mph+, moved just one part and game returned drag points to 1017. Moved it back and points were the same. Pretty weird if you ask me :\
Yeah. about testing for reliability. Put at least 30 galons for at least 5-5:30min run. Finish the first lap without missing the ring and LEAVE it to loop for 5-6mins and calculate average laps, must be at least 12.5 without crash so to say your design is somewhat safe
Well, I already hit the wall - 26-28s@~500mph for two designs with 4th ring in question. They can miss it or not
Yeah, train body or classical one body designs need a lot of wheels to be AI steering stable at higher speeds. And a lot of downforce ... Also this doesn't mean reliable. Vehicle can crash or miss a ring
Anyway I have the same snake-like design, based on enough parts for each 30° (or something) of 180° turn
Well, it's possible your vehicle is rly good and I used a lot of coffee for this tournament ...
@legiondesigns, and it's not XML-modded? Yesterday my cat send me a pic from Mars - wanna see it? xD
I made it 25s with only the cockpit - vehicle desintegrated at the last turn in the corner xD ... Enough AI for me, goin' to play Solitaire
502mph and maneuverability gone
33 seconds and a lot of tires - seems legit
RedstoneAeroAviation is right - even at 50HP AI has a problem with 3 rings. They are number 16 + 17 (17 almost missed everytime) and 22 (always missed), at speed 166-167mph
Ok, but from wiki: "The laser and systems controls are to work at altitudes from sea level to 65,000 ft at speeds from Mach 0.6 to Mach 2.5" which means the plane should be capable to operate at Mach 2.5 speed and 65k ft altitude
Hmmm, I think the altitude for max speed limit is too low. What do you think if limit must be reached with a dive from 65616ft altitude (approx. 20km) to 1000ft?
What about putting a limit to only one engine for the next tournament?
I'm almost sure the game's AI can't handle two very maneuverable planes at the same time. Too much flight corrections breaks the reliability. Tested Dampfwespe vs Black Mamba a couple of times in different starting positions and Black Mamba showed the same 2 crashes from the tourney. With my plane - yes, missed one ring in 1/2 of runs and did this weird small dive before first 90 degree left turn. On some runs didn't miss and finished in a reliable manner, but also there were runs where also didn't miss a ring and crashed before the finish xD
Great AI
Ok, I wanna someone to explain how is it possible my plane to miss a ring and how Tully's did 2 crashes in a row in semi-final while our planes are statistically reliable???
And btw - NEVER EVER stream tournaments like that! Disable Steam Friends, Chat and backgrounds downloads because this bugs the AI
@AndrewGarrison Sorry, but this time I do not have scaled parts (before that there were only 6 - rotators). Are you sure the validator is working correctly? It's better to postpone the tournament and fix it before we can continue
It's plausible some users to miss their notifications. Just make a div pop-up element that warns about the validation
Anyway, can you test my current submission?
btw the winner from 'Bandit Run' is rly stable if you properly change the speed ratio between roll and pitch control surfaces
Ye, we need to accelerate faster after a turn, especially a tight one
Almost got a heart attack
And this is after 100+ runs ... My cat is better than the AI
I like the propeller
Hmmm, I definitely need something like net_graph 1/2/3 from CS. What devconsole commands we have here?
Watching over and over the AI's behaviour, I'm thinking to list all my models to save some sanity ...
I already gave a credit - "THIS IS the airplane used as AI competitor, for example in IndyAirRace challenge."
This is the model from the game's directory, I just uploaded it so users don't waste time when starting to build a propeller plane
The file is located in 'AircraftDesigns' directory - aiOpponentRace.XML
Ok, last question - is there a difference between 60fps and 100fps for the game's engine? I mean is there a difference in interpolation, particularly for the physics model used in the game?
Yep, the AI is bad. Made a copy of Extra-330SC (330hp, in-game slider at 350hp) and it can't handle the course
Which version gives more FPS - D3D9 or D3D11?
Most of you can use 'Blue Cow' from the race as a base model:
https://www.simpleplanes.com/a/zFaR66/Blue-Cow-from-IndyAirRace-challenge
btw http://imgur.com/a/u5UEN
Reading the rules it seems that modded part weight (except fuel tanks) IS allowed ...
Enlighten this a bit more, please
At some level of physics AI rly can't handle the aircraft. Fix your game engine
It explodes too often in tight turns ... and dat wing area is too big - original is 551 sq. ft
Doing a replicas is hard, no matter real models or virtual ones - usually the best way is to have data from the originals. I was in local RC planes hobby thing a couple of years, and it's practically impossible to make the same maneuverability/stability or neutral-flight-aerodynamics ... unless you have the money and the time. A lot of time ... In your case the model is too wobbly and slow turner
It's not stable - standard looping is dangerous with this model
My bedroom has more wing area :}
Anyway, this is the final version?
Featherfall Squall is The Bermuda's Triangle of SimplePlanes
I only mirror part by part, not the whole side. Yes, I already found the problem with asymmetric whole side mirroring :|
Ice base has a lock timer when there's an enemy in a given range and visual contact (4.3-4.4 miles and below; between the plane and the base). If the target moves faster enough through this circle around the base (~61 sq. miles), the base hasn't enough time to lock it and fire a missiles
http://adamone.rchomepage.com/cg_canard.htm
Canards are too big. Use the equations for wings' area
Good plane
I'm evolving but using a simple FSM, not training a full-scale AI. Though the test procedures with formulae are not for free use, sorry
Well, just build an aircraft with 1:1 directional stability ratio between yaw and pitch
Important for downloaders!!!
Looks like the game's engine has a fuzziness in its integrator. I've uploaded this model after exactly 25 test-runs which showed always over 900mph (902-903) reached speed and NO blown-ups/not-on-the-ground moments. But today, in new 25 runs, without a single change in design and the same drag points/power-to-weight-ratio/wing-area/weight the car blown before the finish, reached only 881mph, and yes - did a lift-off AT the FINISH (which means 0mph, ie fail)
Devs, can you look at this?
Hmmm, what's the difference between tilted and horizontal neutral position?
Managed to do it with 9, but drag points increased to 976. On one of the iterations got 711 points, 11 parts, 10 galons and hopped to 850mph+, moved just one part and game returned drag points to 1017. Moved it back and points were the same. Pretty weird if you ask me :\
Good luck with connecting to this IP address :D
@lemoose I'm following you. Hope the final version is 50 parts max
Have one question - is this plane XML-modded or not?
It explodes before the user has a chance to increase the throttle for a take off
Yeah, noticed that. Even if the tires have traction maxed out and the vehicle is carefully built for optimal weight, it's not enough ...