I'm trained in the metric system but if you ask me imperial is far superior when speaking about precision in aerodynamics. Most of the formulas are much easier to use and understand when using the imperial units
@PilotOfFuture Community has been very important in ancient Rome (especially in coliseums) before they fsck'd up when the chinese arrived ... Bruh, think I messed up the history facts
@Brields95 I'm rly not trolling (can explain but going to watch a movie, maybe later) and I don't care about Realflight or FSX, which as products push the user to buy specific hardware to have better user experience though we're not sure about that
This "has always been there" doesn't mean it's not an improper handling of the physics. Ok, fine, the model shakes due to a higher speed that it can handle - so where's the problem to hard-limit it to theoretical max velocity (formula + let's say a 3sec simulation before loading the graphics for better accuracy)? Did you forget the shakers in last tournaments?
OK, again ... Using this approach (adding initial velocity) induces a bug where you or the AI cannot control the aircraft in Sandbox mode. It happens sometimes and in 'Restart here' feature, sometimes if you crashed and use this your plane restarts CRASHED (surprise, surprise ... another bug). Most of you will say to just make a new save on this altitude with a normal plane, which is a dirty hack. I prefer the initial speed in Sandbox mode to be the theoretical maximum or 2/3 of it, normalized ...
@Jukkelus @NathanMikeska +1, this UI behaviour (or not, idk) is since the first official version. We all prefer to use one wing with multiple control surfaces with different sized for 'Delta Wing' designs
4 control surfaces (canards and tail) * 2 rotators ... you can do the math. Lower number of simulated AND rendered modules is better. Less calculated CoMs
@NathanMikeska For example look the wheel position values of my submission for the last tournament, Airstrip Drag. They were designed to be the 4 edges of a square (hand written values in XML). They are not after the submission was saved and uploaded to the SP library
Some aftermath:
1. Game lags in Dogfight, Race Against Opponent and Sandbox. On i7s drops are from 60fps to 2-5fps in a blink of an eye ... Not bad
2. Mirrored moving parts are inverted. Much cool, very fun
3. Chaffs/flares work because the missiles are SLOOOOOOOOW in their acceleration and locking the target. Awesum
4. Assymetrical position values SHOULD BE FIXED
5. Nudge step increment is not the same anymore. Steps are little less, precision is f'uped so it's impossible to build a quality race model without pullin' ya hair out
Conclusion: all models should be redesigned if you save it under 1.7 version :)
... Imma goin' to play CS and shoot some heads
You're right. The game is literally fully saturated with gibberish uploads. For example just check all F-16s and speak honestly which one of them is rly OK for flying
Yep, this is another performance bug (knew about it from 1.4 but forgot to report it, +1 for Jukkelus). Part of the runs are ruined when this happens - seems camera change brings a small spike enough for your model to crash too
Yeah, some changes can be made so the models from tournaments to be in a separate folder. Also it will be good those models to be downloaded on demand so the tourney users can test against them when they want to ...
Have another fistful of tricks which should be forbidden, but this means the whole rules to be rewritten as well as and the game engine :} I'm so sorry, glitchers
btw it wasn't a problem to submit my one and only car design (from Gold Prix), but decided to be more aggressive
@ABC123 Yep, when we are travelling at subsonic speeds and trying to make a tight turn on vehicle, we need something better than throwing a bunch of wings to increase the downforce. Also my goal was to create a design with 1 engine per wheel, so using "fake vacuum wheels" technology was a good solution to overcome the slipping forces
Also, also ... also I dropped in a weird situation where using a lot more wheels explodes the car, while traction forces are A LOT less and collisions are disabled. Realized very fast that it will be a cat-mouse play to find the exact position values where this doesn't occur, and decided that it's pointless to waste so much time
Also, also ... I'm using for the designs an algorithms hand-written in my teen years when playing a lot with designs for RC planes and cars :)
I also switched but finally gave up and started using git, but for the incubator (don't ask, it's a secret technology from 29th century before the 2nd Interstellar War) wrote a script for comparing values (game's rounding algorithm-O-error is rly driving me nuts)
Nope for both
So a part which is far away from the other parts can be reattached to the air? Nice quantuum physics, bro, just stfu and take my money xP
0:58-0:59
AI is not changed at all, especially in dogfights. Same situations lead to the same type of crashes into the ground
I'm trained in the metric system but if you ask me imperial is far superior when speaking about precision in aerodynamics. Most of the formulas are much easier to use and understand when using the imperial units
@PilotOfFuture Community has been very important in ancient Rome (especially in coliseums) before they fsck'd up when the chinese arrived ... Bruh, think I messed up the history facts
the power of masses
I know, didn't know that tagging isn't working in post #0
@Brields95 I'm rly not trolling (can explain but going to watch a movie, maybe later) and I don't care about Realflight or FSX, which as products push the user to buy specific hardware to have better user experience though we're not sure about that
@F104Deathtrap I'm goin near 40s, and if you ask me you'll never find a grownup even if you have the luck to blow a hundred candles
Noticed that if we have the same bugs after N iterations, it means something doesn't work properly in our choice of sd methodology
This "has always been there" doesn't mean it's not an improper handling of the physics. Ok, fine, the model shakes due to a higher speed that it can handle - so where's the problem to hard-limit it to theoretical max velocity (formula + let's say a 3sec simulation before loading the graphics for better accuracy)? Did you forget the shakers in last tournaments?
OK, again ... Using this approach (adding initial velocity) induces a bug where you or the AI cannot control the aircraft in Sandbox mode. It happens sometimes and in 'Restart here' feature, sometimes if you crashed and use this your plane restarts CRASHED (surprise, surprise ... another bug). Most of you will say to just make a new save on this altitude with a normal plane, which is a dirty hack. I prefer the initial speed in Sandbox mode to be the theoretical maximum or 2/3 of it, normalized ...
Come on, people
CAN'T YOU READ? It induces a BUG, and I know that the start is the same as in tournaments
Ok
@NathanMikeska @AndrewGarrison
Nah, sometimes we need cockpit camera to have clear front and part of its peripheral area. Nudgin' is not an option
I have a better plane than yours, now what? :o)
@Jukkelus @NathanMikeska +1, this UI behaviour (or not, idk) is since the first official version. We all prefer to use one wing with multiple control surfaces with different sized for 'Delta Wing' designs
4 control surfaces (canards and tail) * 2 rotators ... you can do the math. Lower number of simulated AND rendered modules is better. Less calculated CoMs
@NathanMikeska For example look the wheel position values of my submission for the last tournament, Airstrip Drag. They were designed to be the 4 edges of a square (hand written values in XML). They are not after the submission was saved and uploaded to the SP library
@Fjorge I don't know what's the cause but you can write an e-mail to the creator
Use GifCam
Or increase control surfaces
Make horizontal stabilizers adhedral for more agility
inserts random grumpy face Fine!
@jamesPLANESii Ok
Some aftermath:
1. Game lags in Dogfight, Race Against Opponent and Sandbox. On i7s drops are from 60fps to 2-5fps in a blink of an eye ... Not bad
2. Mirrored moving parts are inverted. Much cool, very fun
3. Chaffs/flares work because the missiles are SLOOOOOOOOW in their acceleration and locking the target. Awesum
4. Assymetrical position values SHOULD BE FIXED
5. Nudge step increment is not the same anymore. Steps are little less, precision is f'uped so it's impossible to build a quality race model without pullin' ya hair out
Conclusion: all models should be redesigned if you save it under 1.7 version :)
... Imma goin' to play CS and shoot some heads
@LiamW Believe me, you'll need it. Or manually modding XML, which one fits better for you. And then you'll cry ...
@DeltaAerospace Yes @AndrewGarrison
You're right. The game is literally fully saturated with gibberish uploads. For example just check all F-16s and speak honestly which one of them is rly OK for flying
@AndrewGarrison
Yep, this is another performance bug (knew about it from 1.4 but forgot to report it, +1 for Jukkelus). Part of the runs are ruined when this happens - seems camera change brings a small spike enough for your model to crash too
I KNEW IT! That's why we have assymetrical position values
(╯°□°)╯︵ ┻━┻)
There's a 'New Post' button placed on the left side, and for each subforum
Yeah, some changes can be made so the models from tournaments to be in a separate folder. Also it will be good those models to be downloaded on demand so the tourney users can test against them when they want to ...
For the next tournament I'll throw a 5-section long stick and still manage to reach the semis :}
Yes, the design is somewhat a paper airplane with a car wheels
@mikoyanster wanna test one of my designs against all of the best fighters you thoroughly examined?
Anyway the design is fully open, so all of you are free to use the modded tractions (if you rly understand what I did) for the future tournaments
Have another fistful of tricks which should be forbidden, but this means the whole rules to be rewritten as well as and the game engine :} I'm so sorry, glitchers
btw it wasn't a problem to submit my one and only car design (from Gold Prix), but decided to be more aggressive
@ABC123 Yes, but since last air tournament, I will say: "HA! Your move, glitchers"
@ABC123 Yep, when we are travelling at subsonic speeds and trying to make a tight turn on vehicle, we need something better than throwing a bunch of wings to increase the downforce. Also my goal was to create a design with 1 engine per wheel, so using "fake vacuum wheels" technology was a good solution to overcome the slipping forces
Also, also ... also I dropped in a weird situation where using a lot more wheels explodes the car, while traction forces are A LOT less and collisions are disabled. Realized very fast that it will be a cat-mouse play to find the exact position values where this doesn't occur, and decided that it's pointless to waste so much time
Also, also ... I'm using for the designs an algorithms hand-written in my teen years when playing a lot with designs for RC planes and cars :)
Yeah, seems the server was served with a service disaster
@Baldovino It will be hard for most of the users to cope with designs that are stable and reach enough speed
@AndrewGarrison We are ready
All with breathing problems to close this page. Thank you
Shutup
Last 2 posters don't know that I CODE ... I'm not a stupid senior/phd/front-end with machine learning background/whatever douche specialization ...
I also switched but finally gave up and started using git, but for the incubator (don't ask, it's a secret technology from 29th century before the 2nd Interstellar War) wrote a script for comparing values (game's rounding algorithm-O-error is rly driving me nuts)
Yes, but on each diff detected at save time - properties, position, etc
There is zero, below zero, absolute zero, -Infinity below zero, and my design trying not to fail
@SuperSanic Not a problem at all
50/50, looks like AI can't cope with the design