Along with weapons, there needs to be a special way for bullets to interact with parts. Because if one bullet hit takes out an entire wing, your plane will be unflyable after one hit. But if each hit increases drag and decreases structural strength (and lift for wings) it would make fights much more realistic than they would be if the current damage system were to be applied to bullets as well
I would definitely like rope, but i think the collision would be really hard to program, and rope that passes through everything would be really unrealistic
Your gyro idea sounds similar to FBW (fly by wire). It's pretty much automated controls that respond to your plane doing certain things. For example, set your engine to throttle down when your plane reaches a certain speed. Or you could make an auto pilot, like throttle to 100% and pitch up and maintain 10 degrees, then level out once you reach 5,000 feet or something. Depending on how in depth the customizing of it goes, there could be things like guided missiles and other complex designs being made with it
Best to make it like a fourth option. Circular (up to 5x5 circle), round, curved and hard edges. That way all existing planes would stay the same and we could still get the desired effect
@ElijtheGeat it's about 10 degrees right of the south runway. And I would turn terrain quality to medium because it freezes every couple seconds with both the islands loaded in on high quality
@ElijtheGeat yea, I flew from old island to new and got it up to about 850 at altitude, but you gotta remember that speed of sound is faster up there too
Not very supersonic for me. Only does about 600 at sea level. The pitch control is too responsive, makes it hard to fly level and the plane flips out when you pitch too hard. It looks cool tho.
I mean, it's a good try but it just faceplants when you throttle up. I've tried it with act. 1 on & off and it does the same thing. To make a working VTOL plane you need to have the CoT directly on top of the CoM or else it won't work. It also isn't a very maneuverable plane once it is flying
Looks pretty good, but wow is it a pain to land. And i would put the intakes where the aesthetic ones are, and just have the colored front edge exposed
@TheHardcoreFlyer part clipping uses the rotation arrows to place parts inside each other. Start with the section you want both parts to attach to. Place the first item where you want it to be (ideally the simpler one) and rotate the price connected to the rest of the plane 3 times, in any direction where the rotating peers don't connect with other parts of your plane. Now make the next section you want to clip disconnected from where is could attach to the rotated part (connecting it to a cockpit makes this easier) once it is done, place the entire piece where you want it to be. Now rotate the part you rotated 3 times already, one more time in the same direction. Chances are something is red, but press start anyway and the parts should have clipped correctly. With the standard blocks (not fuselage parts) the only difference is you will need to keep attach points open for both blocks (unless you want to edit the attach points in xml), or else one will fall through your plane. With the fuse(lage) parts I haven't seen any instances where parts didn't attach to them, so wont need to worry about that. I know this is long, but I wanted to cover any areas that might be confusing. It's really only a few simple steps, and easy once you get the hang of it
@nickasaurusrex it's very easy to part clip, especially with the new fuse parts. If you know what you are doing you can get up to 0.125 block precision without needing to open up any files
I'd rather have a better drag model than stronger engines and/or better balancing between drag and Gravity, because dives usually don't get your plane much faster than flying level and nearly every plane has a ridicules climb rate because they can fly almost vertically
@ImFauxReal wings typically make a lot more lag than blocks, because they have aerodynamics to model and blocks just have drag. The next update has structural panels, which are as strong as stuctural wings but without aerodynamics. When that comes out you could use those and it would help a lot more
@ImFauxReal it has slightly lowed framerate, but still useable, and it pauses when you fire something. The carpet bombs have the longest pause. It goes back to normal once they are fired though
If you made this 2x bigger you could've used one of the round ones, or if you wanted to make smaller model you could've used the small jet engine. And the rear landing gear is a lot like the one on the real plane
Along with weapons, there needs to be a special way for bullets to interact with parts. Because if one bullet hit takes out an entire wing, your plane will be unflyable after one hit. But if each hit increases drag and decreases structural strength (and lift for wings) it would make fights much more realistic than they would be if the current damage system were to be applied to bullets as well
I would definitely like rope, but i think the collision would be really hard to program, and rope that passes through everything would be really unrealistic
@nickasaurusrex like SRB's?
If fly by wire comes to sp, that would be like a programmable auto pilot, plus so much more
Your gyro idea sounds similar to FBW (fly by wire). It's pretty much automated controls that respond to your plane doing certain things. For example, set your engine to throttle down when your plane reaches a certain speed. Or you could make an auto pilot, like throttle to 100% and pitch up and maintain 10 degrees, then level out once you reach 5,000 feet or something. Depending on how in depth the customizing of it goes, there could be things like guided missiles and other complex designs being made with it
Best to make it like a fourth option. Circular (up to 5x5 circle), round, curved and hard edges. That way all existing planes would stay the same and we could still get the desired effect
Smart idea to rotate the fuse blocks sideways like that!
@KingDeadshot he knows that.. It's almost as if we are asking for it or something. Weird.
Looks awesome, and has the most perfect trim I've seen in a long time
@Brayplane101 I'll probably still build it, but it won't be ready by tomorrow, sorry
Aw I was thinking about making serenity too. Great job so far though, can't wait to see the final product :)
@Brayplane101 I usually don't run a very tight schedule, I've been busy with schoolwork and stuff this weekend. I'll try to finish it by then though
@ElijtheGeat it's about 10 degrees right of the south runway. And I would turn terrain quality to medium because it freezes every couple seconds with both the islands loaded in on high quality
@ElijtheGeat yea, I flew from old island to new and got it up to about 850 at altitude, but you gotta remember that speed of sound is faster up there too
Damn, trippy af
Not very supersonic for me. Only does about 600 at sea level. The pitch control is too responsive, makes it hard to fly level and the plane flips out when you pitch too hard. It looks cool tho.
Tricky to get it flying, but it's a sight to see when it does
@Brayplane101 sure, I'll give it a shot
Interesting design on the tail, I like it
A bit of tail wiggle, but besides that it's an amazing plane
Looks and works beautiful!
I mean, it's a good try but it just faceplants when you throttle up. I've tried it with act. 1 on & off and it does the same thing. To make a working VTOL plane you need to have the CoT directly on top of the CoM or else it won't work. It also isn't a very maneuverable plane once it is flying
Looks amazing and I love how smooth the wheels are. Only thing that bugs me is I wish the suspension is a little bouncier
Impressive!
@A5mod3us huh. I had someone help me with intakes on my 162, 2 small intakes almost completely imbedded are still getting air
Looks pretty good, but wow is it a pain to land. And i would put the intakes where the aesthetic ones are, and just have the colored front edge exposed
@Sapphirewolf the original looks pretty cool, but it's not stock in the game so I don't think it flew very well
@Sapphirewolf lol thx. And you made a pretty good replica
@Sapphirewolf vertical stabilazers go in the back. Look at any of the stock planes for an example
@TheHardcoreFlyer part clipping uses the rotation arrows to place parts inside each other. Start with the section you want both parts to attach to. Place the first item where you want it to be (ideally the simpler one) and rotate the price connected to the rest of the plane 3 times, in any direction where the rotating peers don't connect with other parts of your plane. Now make the next section you want to clip disconnected from where is could attach to the rotated part (connecting it to a cockpit makes this easier) once it is done, place the entire piece where you want it to be. Now rotate the part you rotated 3 times already, one more time in the same direction. Chances are something is red, but press start anyway and the parts should have clipped correctly. With the standard blocks (not fuselage parts) the only difference is you will need to keep attach points open for both blocks (unless you want to edit the attach points in xml), or else one will fall through your plane. With the fuse(lage) parts I haven't seen any instances where parts didn't attach to them, so wont need to worry about that. I know this is long, but I wanted to cover any areas that might be confusing. It's really only a few simple steps, and easy once you get the hang of it
@nickasaurusrex it's very easy to part clip, especially with the new fuse parts. If you know what you are doing you can get up to 0.125 block precision without needing to open up any files
WOW. And I thought your last one was impressive!
Everything about this is spectacular
@Homersdonut why are you so hostile towards beta users?
I'd rather have a better drag model than stronger engines and/or better balancing between drag and Gravity, because dives usually don't get your plane much faster than flying level and nearly every plane has a ridicules climb rate because they can fly almost vertically
@ImFauxReal wings typically make a lot more lag than blocks, because they have aerodynamics to model and blocks just have drag. The next update has structural panels, which are as strong as stuctural wings but without aerodynamics. When that comes out you could use those and it would help a lot more
@XVIindustries he's just messing with you. He can't even spell baby, why do you think he's advanced enough to understand what's going on?
@ImFauxReal it has slightly lowed framerate, but still useable, and it pauses when you fire something. The carpet bombs have the longest pause. It goes back to normal once they are fired though
A little slow on iPhone 5, but still runs, and I love the color choices :)
If you made this 2x bigger you could've used one of the round ones, or if you wanted to make smaller model you could've used the small jet engine. And the rear landing gear is a lot like the one on the real plane
It doesn't look very realistic, the colors are wrong, and it's a little unstable.
@mixhaelr true, the gear was last minute I just started in-air when I was testing it
Sounds good, if I find time around school I'll make something
So it's basically a futuristic plane challenge?
@A5mod3us exactly, it would've saved me lots of time and effort
@Mrwhiskers85 it shouldn't be that hard to just take it off and save it
Amazing!
"You made me silver in a day, so I whipped up this FUCKING BADAF MASSIVELY BUITIFUL plane"
@JShay are you looking at an outdated page that you aren't logged into, and the page just refreshes after you sign in perhaps?
@sirstupid thanks :) I'll have to get to work on something to celebrate with now lol