@servergta Creating drag was actually an intentional design choice believe it or not. At higher speeds, the rolling airfoils had a tendency to flutter, so the obvious choice would be to limit the top speed. Drag on the spars could be eliminated by building the fuselage pieces width-wise instead of length-wise, then affixing cones to the leading edges, but this necessitated eliminating that flutter, which was beyond my patience.
@jamesPLANESii I consider the cockpit block as being just the canopy, so I like to have enough room underneath of it to accommodate the imaginary pilot's body.
@jamesPLANESii Impressive design. Such low drag allows it to preserve airspeed over a long descent. However, the high wing loading does limit its performance when that speed finally bleeds off.
A 1x1x1 block is 0.5x0.5x0.5 meters, I'm pretty sure. Which means a default fuselage block is 1 meter tall, wide, and long. Also means the maximum length of a fuselage block is 2.5 meters.
I'm very sporadic. I typically check up on things whenever I'm bored and not otherwise busy. Which could be virtually any time of day depending on when I'm falling asleep and waking up.
@jamesPLANESii Yeah, that's what I learned. Which is why you'll find dead weight in the fuselage near the nose. To original was only 500 lbs, and didn't fall as fast. Of course, scaling up the mass means you need to increase wing area to keep wing loading within the range typical for a glider. Tuning a glider is uniquely challenging compared to other kinds of aircraft.
@robloxweponco Part of the engine, but not actually implemented into the game. Planes are never pushed, lifted, or buffeted by steady wind or gusts. We should be able pick up speed in tailwinds, experience higher drag in headwinds, get shifted off course in crosswinds, and knocked about by sudden gusts, but these things never happen. The air is always stagnant.
Pretty good, but for a glider, consider getting the wing loading even lower. 5 lbs/ft^2 is a good target. Minimizing drag is also important. Try to optimize it.
Considering most of the time people fly around at 100% throttle, full afterburner, and most real modern fighter jets can carry 3000+ gallons of fuel, and real planes burn fuel alarmingly fast with afterburners ignited (P&W F100 afterburns at an astonishing 1.94 lb/(lbf·h)), you can't really call it unrealistic. Cart around a couple thousand gallons, throttle conservatively, and cruise at an appropriate altitude, and you'll find your fuel lasting much longer. Or just use the basic props, they are very efficient.
@SHCow Canyon Runner is designed primarily for anti-vehicular duties, but I guess if you swapped the missiles, it could be pretty effective at anti-air.
@SHCow That Morgan is nice to look at, but its performance isn't that great when you actually fly it. Airwolfpiskin here makes planes with much better handling.
@Treadmill103 Thanks. Good to hear. I had some difficulty getting it to handle well enough to be satisfied. Its most major problem is a tendency to stub its toes on sharp inclines and low ledges, which usually trashes one of the wheel pods. Thankfully, this can be prevented by simply being careful. Another problem is a tendency for one damaged part to set off a chain reaction that destroys the whole thing, but that's less of a specific problem, as pretty much all planes do that already anyway.
@joeysellers Thanks for the compliment! The trick is slow planes between 100 and 200 mph with small wingspans, high-stability, and highly-responsive controls. Combine that with excellent piloting skills, and you're golden!
@Tully2001 Something as big as multiplayer would be worth waiting for in my opinion. Jundroo isn't a very powerful developer, a long wait for a labor-intensive update would be expected.
@Tully2001 They wouldn't have to rebuild everything necessarily. Rather than changing the program at its core, they could just build a separate client specifically for launching multiplayer. It would be a separate application, but uses all the same resources. It's entirely within the realm of possibility. It all boils down to smart coding, and a willingness to put in the work.
@Gestour If the game lets you do it, can it really be considered cheating?
Anyway, the devs would need to outlaw jets and props in tournaments to prevent it from becoming the metagame for ground races.
@SHCow Yeah, it's got a bit of a cone now. Makes it more deadly actually. Now the sky is dense with bullets over a wider area making evasion more difficult.
@Insertname Nothing at all. It's really an amazing piece of work. I particularly like how you can maintain a glideslope at 45 mph without stalling. Very impressive.
Finally releases radio button, still not realizing he was ever broadcasting
Unintentionally holds radio button. Muffled cockpit noises are heard
@Supercraft888 I built a thing. It's a cargo plane that can air drop cargo with parachutes.
LINK
@Treadmill103 Thanks! Glad you like it.
@ChaMikey What a comical coincidence! Thanks!
@servergta Creating drag was actually an intentional design choice believe it or not. At higher speeds, the rolling airfoils had a tendency to flutter, so the obvious choice would be to limit the top speed. Drag on the spars could be eliminated by building the fuselage pieces width-wise instead of length-wise, then affixing cones to the leading edges, but this necessitated eliminating that flutter, which was beyond my patience.
@jamesPLANESii I consider the cockpit block as being just the canopy, so I like to have enough room underneath of it to accommodate the imaginary pilot's body.
@jamesPLANESii Impressive design. Such low drag allows it to preserve airspeed over a long descent. However, the high wing loading does limit its performance when that speed finally bleeds off.
A 1x1x1 block is 0.5x0.5x0.5 meters, I'm pretty sure. Which means a default fuselage block is 1 meter tall, wide, and long. Also means the maximum length of a fuselage block is 2.5 meters.
I'm very sporadic. I typically check up on things whenever I'm bored and not otherwise busy. Which could be virtually any time of day depending on when I'm falling asleep and waking up.
@jamesPLANESii Yeah, that's what I learned. Which is why you'll find dead weight in the fuselage near the nose. To original was only 500 lbs, and didn't fall as fast. Of course, scaling up the mass means you need to increase wing area to keep wing loading within the range typical for a glider. Tuning a glider is uniquely challenging compared to other kinds of aircraft.
Witness the power of spotlighting!
@Treadmill103 Thanks! Glad you were able to appreciate its usefulness.
@Hockeygoalie21 Yeah. That glitch tends to happen to planes with low wing loading. Gliders aren't really meant to go that fast.
@robloxweponco Part of the engine, but not actually implemented into the game. Planes are never pushed, lifted, or buffeted by steady wind or gusts. We should be able pick up speed in tailwinds, experience higher drag in headwinds, get shifted off course in crosswinds, and knocked about by sudden gusts, but these things never happen. The air is always stagnant.
@Wolfboy78 Thanks.
Would be very useful for triggering rocket volleys. SHOOM SHOOM SHOOM SHOOM SHOOM
Pretty good, but for a glider, consider getting the wing loading even lower. 5 lbs/ft^2 is a good target. Minimizing drag is also important. Try to optimize it.
@Treadmill103 Thanks!
@JoddyFubuki788 great sci-fi design, and alarmingly fast engines as always. Makes it to space rather easily.
@JoddyFubuki788 Thank you! I've always favored simple, yet effective designs.
Pretty sure there already is fog.
There should be snow and rain that actually affects the performance of planes on the ground and in the air.
And WIND. We've always needed wind. It's a flying game for crying out loud.
@Booster456 Scale models. It's a 7 overall. Better than average, believe it or not.
Added.
@Booster456 You're right! Never noticed that one. I'll add it shortly.
@SHCow Your planes are supersonic at 10% throttle anyway! :V
@Booster456 Thanks! Glad I was good enough. And good job to all the other participants!
@Treadmill103 High-accuracy, high-altitude dive bombing is fun.
Impractical, but fun.
Thanks.
Considering most of the time people fly around at 100% throttle, full afterburner, and most real modern fighter jets can carry 3000+ gallons of fuel, and real planes burn fuel alarmingly fast with afterburners ignited (P&W F100 afterburns at an astonishing 1.94 lb/(lbf·h)), you can't really call it unrealistic. Cart around a couple thousand gallons, throttle conservatively, and cruise at an appropriate altitude, and you'll find your fuel lasting much longer. Or just use the basic props, they are very efficient.
Don't forget
"Ask for help on WIP posts, but never give anyone credit on the final."
@Airwolfpiskin Smart design. I appreciate when people put in extra work to make a plane fly well.
@SHCow Canyon Runner is designed primarily for anti-vehicular duties, but I guess if you swapped the missiles, it could be pretty effective at anti-air.
@SHCow That Morgan is nice to look at, but its performance isn't that great when you actually fly it. Airwolfpiskin here makes planes with much better handling.
@Treadmill103 Thanks. Good to hear. I had some difficulty getting it to handle well enough to be satisfied. Its most major problem is a tendency to stub its toes on sharp inclines and low ledges, which usually trashes one of the wheel pods. Thankfully, this can be prevented by simply being careful. Another problem is a tendency for one damaged part to set off a chain reaction that destroys the whole thing, but that's less of a specific problem, as pretty much all planes do that already anyway.
@joeysellers Thanks for the compliment! The trick is slow planes between 100 and 200 mph with small wingspans, high-stability, and highly-responsive controls. Combine that with excellent piloting skills, and you're golden!
You make a lot of Falkens. You should make a Morgan at some point.
@MLGDoge Never seen this before. Thank you.
Added.
@Tully2001 Something as big as multiplayer would be worth waiting for in my opinion. Jundroo isn't a very powerful developer, a long wait for a labor-intensive update would be expected.
@Treadmill103 Thanks. Glad you like it.
@Tully2001 They wouldn't have to rebuild everything necessarily. Rather than changing the program at its core, they could just build a separate client specifically for launching multiplayer. It would be a separate application, but uses all the same resources. It's entirely within the realm of possibility. It all boils down to smart coding, and a willingness to put in the work.
@Gestour If the game lets you do it, can it really be considered cheating?
Anyway, the devs would need to outlaw jets and props in tournaments to prevent it from becoming the metagame for ground races.
@Treadmill103 @Cryingheart Thanks!
@Treadmill103 Yes. I agree.
@Insertname That's a funny coincidence. I like short, catchy names.
@SHCow Yeah, it's got a bit of a cone now. Makes it more deadly actually. Now the sky is dense with bullets over a wider area making evasion more difficult.
@Peridot Wow thanks!
I won it by picking a plane, and flying low.
Oh yeah. One thing I overlooked. Set the car engine to AG7 so you don't throttle it up and burn pointless fuel.
@MediciAviation243 Please refrain from falling in love with my adorable planes. They are pure.
@Insertname Nothing at all. It's really an amazing piece of work. I particularly like how you can maintain a glideslope at 45 mph without stalling. Very impressive.
@ACMECo1940 LOL! I guess you're right!
@Treadmill103 Thanks. It's also pretty small. You have to be pretty sharp to shoot it down in a knifefight. Quite challenging.