Lift force is NaN
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)
Lift force is NaN
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)
Lift force is NaN
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)
Crash!!!
@SlowJet It is and it's not. Depends on what type of control system configuration is in use. Since the engine is very likely to use a proportional navigation algorithm with some dampening function, it is very likely that your or my models must share some similarities with a real homing rockets. The problem is that trying to incoroporate crossing-the-target's-path guidance control system in your design is very hard due to the nature of the race courses - they all share one important characteristic and it is that all rings are in fact static targets, so hitting them in the shortest path manner means the model needs more distance to stabilize itself before entering in turn between current target (the ring in front of us) and the target that follows it (next ring)
Which in fact is ok - we know that gyroscopic effect becomes lower when the rotation slows. In this case I'm not sure if we're slowing the world updates per second or translation of objects when pressing the L
@AndrewGarrison Btw I noticed some rly weird behaviour of the engine while we're watchin a spinning things in slow motion. Seems they fall in slow motion while in normal speed they remain stand right
You are right and wrong about bottom part, because there is autorotation effect AND the upper part is spinning also (in the opposite direction). Easily viewable when you press L for slow motion
@AndrewGarrison I found the same, but without making a test model. Noticed that Gyro options for Pitch/Yaw/Roll (min or max value) have little to no effect or worse - add a lot of instability when we are speaking for high and very high speed unstable models
And it's time to make some self-promo - working on super-duper-giga-ultra technology based on STAR Labs designs in the time-shift sphere, which will allow me to gain >10% faster runtimes than best speedsters ... /*Takes a deep breath and starts yellin' at the cat */
Here're my predictions for the tourney:
1. EarthwormJim's will climb two brackets and fails miserably in a bridge or the ground. His cat laughs hardly and roundhouse kicks his laptop ...
2. Zkillerwolfe's one reaches at least the quarterfinals where's KiNo beats him or the AI shows some signs of mercy and allows him to drown in the water. Like a gentleman KiNo drops a lifebelt ...
3. Time for 'server crash/twitch connection problems' pause, we'll back in 2 hours
4. After the pause it seems that marcox43 tried hard and reached the semis, where the AI reminded him that he is the God here and teleports the second bridge into his model. Poor marco
5. ABC123 reaches the final just to see how his dreams fall apart against latest uber-giga-mega-hyper-kilo aicraft design by KiNo. Shit happens, dude
6. Glitchpride hardly reaches semis, where the new anti-glitch system cut offs the wings of his model and throws them somewhere in Australia ...
7. Tully, bspboy and other blokes make some e-points, just for the Olympic principle
8. 4 hours after tourney's end we all still waitin' for Glitchpride's cockpit to land somewhere
@SlowJet I know the same - no massScale, power or fuel capacity. This is prop tournament after all
@AndrewGarrison So generally XML modding for this tournament is banned, right?
Ok, 1:35, shortest path, <40gal used ...
Ze good, now it's time to increase the speed
So you're saying that in old version the wings do not detach? Hmmm
Do you like this glitch?
Lift force is NaN
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)
Lift force is NaN
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)
Lift force is NaN
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)
Crash!!!
Four times in a row with latest version ...
@AudioDud3 We need a track editor for sure
@AudioDud3 +3.141592
@AndrewGarrison it will be good to make an update with the Mystery Race track or at least a mod with it
@AudioDud3 Wanna play a game again :D
And you were not banned - just timed out, and 30sec later untimed out again ;)
@AndrewGarrison Server bugged again - interface, then the match
@AndrewGarrison Server crashed after a match
@AndrewGarrison The server bugged again
I had 12-13000 and switched to more normal model ... Bummer
@AndrewGarrison So, we're definitely watching only the first match
@SlowJet It is and it's not. Depends on what type of control system configuration is in use. Since the engine is very likely to use a proportional navigation algorithm with some dampening function, it is very likely that your or my models must share some similarities with a real homing rockets. The problem is that trying to incoroporate crossing-the-target's-path guidance control system in your design is very hard due to the nature of the race courses - they all share one important characteristic and it is that all rings are in fact static targets, so hitting them in the shortest path manner means the model needs more distance to stabilize itself before entering in turn between current target (the ring in front of us) and the target that follows it (next ring)
Changed submission with an older one. Don't have the nerves to make it stable under 1000mph
My model is not even tested if it can liftoff :D
@Stingray Why don't you compete in the Mystery Tournament with this?
@AndrewGarrison Can you check the submissions, thanks
Well, what do you know - my model is stable in flight and during tight turns at speed 12-13000mph :)
We have a winner with the right answer
Which in fact is ok - we know that gyroscopic effect becomes lower when the rotation slows. In this case I'm not sure if we're slowing the world updates per second or translation of objects when pressing the L
@AndrewGarrison Btw I noticed some rly weird behaviour of the engine while we're watchin a spinning things in slow motion. Seems they fall in slow motion while in normal speed they remain stand right
@AndrewGarrison Ok, newer version
https://www.simpleplanes.com/a/3VeC3t/Gyro-Test-with-Spinning-top-ver3
You are right and wrong about bottom part, because there is autorotation effect AND the upper part is spinning also (in the opposite direction). Easily viewable when you press L for slow motion
I think Person #2 from 3rd example is actually our beloved AI
Ask SuperSanic, he knows better
My top secret model travels so fast that it didn't pass validation xD
@AndrewGarrison https://www.simpleplanes.com/a/2f1Eks/Gyro-Test-with-Spinning-top
@AndrewGarrison The problem is that we expect a spinning top to continue to self stabilize after the gyro is disabled, but it won't
@AndrewGarrison I found the same, but without making a test model. Noticed that Gyro options for Pitch/Yaw/Roll (min or max value) have little to no effect or worse - add a lot of instability when we are speaking for high and very high speed unstable models
It's very possible that we'll have a very strong winds during the course, imho and that's why it is so long
And it's time to make some self-promo - working on super-duper-giga-ultra technology based on STAR Labs designs in the time-shift sphere, which will allow me to gain >10% faster runtimes than best speedsters ... /*Takes a deep breath and starts yellin' at the cat */
@marcox43 *Inserts troll face: "I told 'ya"
@marcox43 You dont know what happened next - rly weird crashes xD
Missed because of the bug or not?
Stable plane, I like it
Bad luck, mate but still impressive work
Anyway it is another insane improvement
Then use emergency script when the pc is dying
Yep, I already flipped the table, now searching a hammer and nails to repair it
We'll wait because the rubber band engine of the server is not rolled yet
I usually stay to the end and notify the devs if something went wrong with the server
@AndrewGarrison Submissions check???
Nope, you're dead xP
Here're my predictions for the tourney:
1. EarthwormJim's will climb two brackets and fails miserably in a bridge or the ground. His cat laughs hardly and roundhouse kicks his laptop ...
2. Zkillerwolfe's one reaches at least the quarterfinals where's KiNo beats him or the AI shows some signs of mercy and allows him to drown in the water. Like a gentleman KiNo drops a lifebelt ...
3. Time for 'server crash/twitch connection problems' pause, we'll back in 2 hours
4. After the pause it seems that marcox43 tried hard and reached the semis, where the AI reminded him that he is the God here and teleports the second bridge into his model. Poor marco
5. ABC123 reaches the final just to see how his dreams fall apart against latest uber-giga-mega-hyper-kilo aicraft design by KiNo. Shit happens, dude
6. Glitchpride hardly reaches semis, where the new anti-glitch system cut offs the wings of his model and throws them somewhere in Australia ...
7. Tully, bspboy and other blokes make some e-points, just for the Olympic principle
8. 4 hours after tourney's end we all still waitin' for Glitchpride's cockpit to land somewhere
@Zkillerwolfe That's why I went big in the design, enough to epicly fail - double damage by KiNo and the AI
He's here ...
Enough time for KiNo to join
@AndrewGarrison Submisssions check, please
Have a break-through - 0:45, but reliability is near 0