@asteroidbook345 It's impossible to make a supersonic prop of any kind, there is a speed limit hard-coded into the game. Approaching this limit is the challenge, fastest plane in level flight wins.
@asteroidbook345 That's what the whole challenge is all about, it shouldn't be easy. FYI, the goal is not to break the sound barrier, but to come as close as possible.
@TheXDimension32 You start in the air at around 500 mph. Just for everyone to know, this starting speed has no effect on the final speed your aircraft is capable of under it's own power.
@ChisP If two planes are both capable of the threshold speed, the one that can accomplish it with the least amount of power, indicating a sleek design, will be victorious. Also, I'm using metric so there's a little more wiggle room with the limit somewhere around 1223 km/h.
@MarshallLewisAerospace Part scaling (via finetuner) has an influence on the number of drag points. Which means I would normally not allow it. However, it seems you did it for aesthetic reasons only so you're good. I won't accept future entries with part scaling though!
@Gestour I think I found something. This error showed up in the dev console upon initialization: Could not add component 'Radar, Area51-Assembly-CSharp, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' to game object 'Stationary Radar' because the component type could not be found. Are you familiar with this error?
@Gestour Interesting, I'll try again tomorrow and see what happens. I made a second map just to see if it happens there as well and it doesn't, so it seems to be something project/mod-specific. A very strange issue...
@Gestour Imgur here it is in all it's glory. Ignore all the red lines, that's just a bug I get in VS when using Unity 2018.3 and they don't fire any errors in the unity editor.
@MisterT I think I may be able to tackle those issues. Just hmu with the unity project if you need help with anything code related and I'll try my best!
Can I contribute to this project in any way? This looks stunning. Rather coincidentally, I've been working on a procedural clouds mod myself for a couple of weeks now and I may be able to share some knowledge.
@Jim1the1Squid Sounds cool. I used a J15 as a template for each engine. This is the reason the engines are hard to grab/move around in the designer, as they use the J15's bounding box which is rather small.
@AerialFighterSnakes No
1:15 using props, guess I stand no chance.
+1@Notnoob1000 No problem :)
@AndrewGarrison Are these "inverted airbrakes" allowed?
@robloxweponco Not quite since the piston is XML modded. Your plane has to be 100% stock
+1Although it's interesting, I'm obviously not going to let this compete.
@Adityo0502 Nope it's 760 mph in level flight.
+1@robloxweponco It's in the rules, max. 2 entries per contestant.
Oh yes
@asteroidbook345 Unless there is another plane that can do the same thing using less power
@asteroidbook345 Yes
@asteroidbook345 It's impossible to make a supersonic prop of any kind, there is a speed limit hard-coded into the game. Approaching this limit is the challenge, fastest plane in level flight wins.
@asteroidbook345 That's what the whole challenge is all about, it shouldn't be easy. FYI, the goal is not to break the sound barrier, but to come as close as possible.
@TheXDimension32 You start in the air at around 500 mph. Just for everyone to know, this starting speed has no effect on the final speed your aircraft is capable of under it's own power.
@asteroidbook345 Correct
@Shootingstar07 Go ahead
I tested your entry, and I'm afraid I can't let it compete. Use the prop-class validator to see if your entry breaks any rules.
@ChisP If two planes are both capable of the threshold speed, the one that can accomplish it with the least amount of power, indicating a sleek design, will be victorious. Also, I'm using metric so there's a little more wiggle room with the limit somewhere around 1223 km/h.
@robloxweponco Nope, no XML modding except for control surfaces.
@MarshallLewisAerospace Part scaling (via finetuner) has an influence on the number of drag points. Which means I would normally not allow it. However, it seems you did it for aesthetic reasons only so you're good. I won't accept future entries with part scaling though!
@MarshallLewisAerospace There is no limit to the number of engines
+1@SpeedyNumber7 You can nudge the cockpit into the fuselage if that's what you mean.
@robloxweponco FYI, the limit is set at around 760 MPH
@SpeedyNumber7 Yes. It should have a primary cockpit directly attached to it.
@robloxweponco In that case, I'll think of some extra restrictions. Thanks for the input
@Leg0Mast3r No limits.
@robloxweponco I know, but it's quite hard to reach without XML modifications.
@SpeedyNumber7 Description has been updated.
@ChisP No XML, except for control surfaces on structural wings
@MarinoYeet Whatever you prefer, (0,0,0) is at wright
@thefalkenreich I may actually.
@Notaleopard Doubt it, but if I can get the SDK to work then maybe.
@Iagoola Probably in 2-4 weeks, not any earlier than that tho.
@Mmdben Oh wow lol, I wasn't aware of that.
@Gestour I think I found something. This error showed up in the dev console upon initialization: Could not add component 'Radar, Area51-Assembly-CSharp, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' to game object 'Stationary Radar' because the component type could not be found. Are you familiar with this error?
@Gestour Ayyy
+1@Gestour Interesting, I'll try again tomorrow and see what happens. I made a second map just to see if it happens there as well and it doesn't, so it seems to be something project/mod-specific. A very strange issue...
+1@Gestour Imgur here it is in all it's glory. Ignore all the red lines, that's just a bug I get in VS when using Unity 2018.3 and they don't fire any errors in the unity editor.
@randomusername Tried switching crafts, still doesn't work.
@AndrewGarrison Could it be file size perhapse?
@MisterT I think I may be able to tackle those issues. Just hmu with the unity project if you need help with anything code related and I'll try my best!
Can I contribute to this project in any way? This looks stunning. Rather coincidentally, I've been working on a procedural clouds mod myself for a couple of weeks now and I may be able to share some knowledge.
@Jim1the1Squid Sounds cool. I used a J15 as a template for each engine. This is the reason the engines are hard to grab/move around in the designer, as they use the J15's bounding box which is rather small.
@Brields95 Nope, I have retired from SP modding for now.
The terrain is very well done.
+2@Tencents49 I believe it was around 3000 RPM for all the engines.
Incredible!
@ZackAttack5050 I dont know. Im guessing you may be out of memory
+1Congratulations
+1Theres no way my PC can handle this. But from the pictures it looks perfect.