I could/should probably make the endcaps of the gear teeth hard edged, but This seems to work well too. Try messing around with the angles and such if you want, and I love input so if you find something that works as a modification of this successor, share it up :)
I did some testing a bit on the sphere, and I noticed a difference that was surprisingly comfortable. I am curious how this would affect flight, if at all other than power ratio.
Very nice! I love doing these type of flights and I checked the edge of the wings and the rotation is similar like how a hummingbird takes off on the front wings :) Awesome work!
I am working on numbers for the decals and when I need to scale a number made of different parts, They separate (each parts is scaled on its own local axis instead of a connected global axis) independent so I have to re-piece them together. Is there any way to scale connected parts so they stay connected location-based as an assembly or such? I tried connecting the cockpit to see if that would change things, but no luck.
@parakeetaeronautics lol Yeah its something of a mistery :P Id likely believe it is how close the props are to to the middle support/themselves. They are currently set at 6 I believe, but making them a bit shorter I do not believe will cause it not to fly so try that out :) Just wanted to test how long I could make them :P Oh, or removing the middle bar would prob work too, and its likely mainly when its turning due to the size versus weight. Hope that helps!
@jamesPLANESii @AdlerSteiner So glad you like it! There is always that little bit of fear that something will fail lol but hopefully that doesn't happen with this haha
@GhostHTX Thank you so much :) I def paid attention to the scale haha! Was afraid the tired would be out too far but it was perfect! I appreciate the challenge so much!
@Tw1st3dPs7ch0 haha Thanks T! Invisible as in xray or not being shown? lol. Or both! haha. Yeah idk, but one day Ill be up there for sure! I just cant believe I got this damn thing to fly! lol. Took all day at the posting date :P I had about 3 different designs I tried, and this one was the only one that produced proper lift and wing movement (at least as far as SP is concerned ;)
@GhostHTX All set :) Also, on this model, if you start to drift, just let it do its thing :P It will return back to position quite quickly, so if you have to let off gas, and any turning is good until its ready to pound the gas again lol
@ThePilotDude Thank you, I was thinking the same thing, seeing how we are limited also on how many designs we can post per day as well. :) Very thoughtful!
@F104Deathtrap To true designers, details are important. Functionality as an implementation already. These are the details for after the "hamburger" is complete, if you understand that workflow concept......
Absolutely perfect information, thank you much! I love the xray look lol, but I agree it may be a turn off to only see that because I noticed the profile images on upload are blank also. Those are fun to look at too. Great info! TY again @EternalDarkness @Zoomzoom999
@Othawne I am new to this, and this is my first real challenge so I am not sure if I downloaded the cockpit or used a new plane profile, my apologies! Now I know what successor means :)
@randomusername The focus here is fuselage and airfoil, where I noticed the differences in water versus air, where there should be some similarities in resistance factors. There is none in the air for some parts that are vital to great designs and accurate ones. In any object that contains air speed/velocity profile in an active environment with gravitational force, there should be resistance that calculates for lift and drag, just as with the wings. All parts should have an independent affect on air, yet they do not. Only certain parts do. All parts should also, act as a single object when combined, which I think they do ok on. That is the possible update I expressed. It is not a design question, but a behind the scenes change that is in attention.
@randomusername I can design very well using the game physics. Absolutely well. That is not the question. The focus seemed to have shifted here. My concern is not what the game can do, but what the game cannot do, yet should.
@randomusername Airbrakes to propel....thats something to see :p. But yeah, I know what you mean, the COL can be left if COM is changed using structural or whatever has the same effect, as long as that COM is just above COL etc. It does work great for sure! Im just gonna have to play around with it more. Either way, its still fun to play around with :) Thanks again for the insight btw!
https://www.simpleplanes.com/a/w61o2j/physicsTest This is the test objects I have so far. To anyone, tell me what this means to you. If you notice the shape of the fuselage in the first two parts, where it flattens in the front, at any forward speed, that should rise if physics were right. Since not, I am trying to find a way to make it more realistic without anything changing much. :/ What got me doing this was noticing the COM was off realtime when testing actual models I built for fun. Not by too much but as we all know COM is HUGE. Anyhow, thoughts always welcome.
I see that structural panels create some change, though it, as with any block in the game, is still independent of full body physics. Prob not possible for what I ask which then leads me to believe I should steer from fuselage blocks, and build only with those that have natural lift. Which is kinda cool and challenging though :P
@randomusername From what I can see, rotators only change COM. In order to have any kind of air phsyics, the COL has to be manipulated when adding the part. Therefore, that does not solve it (yet). Going to see what parts can manipulate COL without doing/having to many unnecessary parts and see how the flight/fall works from there. Though, I doubt it will cause any fuselage, still, to generate a realistic flight/fall naturally regardless. I believe that all parts should be able to manipulate COL, as they would in real life....even a ball does such. Throw a ball spinning backwards very fast off a high level, and it will generate lift as well. THATS the kind of physics we need.
So, in the game (rather than real physics), all you have to do is have a pivot point for the fuselage then, correct? That way the game has something to calculate? IF so, How else, other than the cockpit, can this be achieved in game? I have attached the cockpit to the testing, and still there is no air resistance in relation to speed, therefore, without resistance values, lift and drag cannot be calculated realtime. It seems that in the game creation, only calculations were added to parts described as "Wing", whereas the fuselage is described with "fuselage-body" etc. Could/would you be able to create a fuselage with no wing attachments that shows air resistance in flight, and create a download for it? If so, that would be superb. @randomusername
It seems that COM and COL are not connected in the air, when they should have direct connection to each others physical environmental differences. COL seems to the be main (possibly only) factor in weight distribution of the plane, and/or any object really.
I could/should probably make the endcaps of the gear teeth hard edged, but This seems to work well too. Try messing around with the angles and such if you want, and I love input so if you find something that works as a modification of this successor, share it up :)
I did some testing a bit on the sphere, and I noticed a difference that was surprisingly comfortable. I am curious how this would affect flight, if at all other than power ratio.
Very nice! I love doing these type of flights and I checked the edge of the wings and the rotation is similar like how a hummingbird takes off on the front wings :) Awesome work!
@parakeetaeronautics Did you change the props length or middle section and get it in the air still? Hope all is well!
@marcox43 Very possible :)
I am working on numbers for the decals and when I need to scale a number made of different parts, They separate (each parts is scaled on its own local axis instead of a connected global axis) independent so I have to re-piece them together. Is there any way to scale connected parts so they stay connected location-based as an assembly or such? I tried connecting the cockpit to see if that would change things, but no luck.
@parakeetaeronautics lol Yeah its something of a mistery :P Id likely believe it is how close the props are to to the middle support/themselves. They are currently set at 6 I believe, but making them a bit shorter I do not believe will cause it not to fly so try that out :) Just wanted to test how long I could make them :P Oh, or removing the middle bar would prob work too, and its likely mainly when its turning due to the size versus weight. Hope that helps!
@CoolPeach Thank you much :)
@ThePilotDude Btw I like the decal in your gravatar! Came out nice!
@Trainzo You are welcome :)
@ThePilotDude Yeah def! I will probably change the colors for each project to have that effect :) Thank you!
Nice Work!
@Zippy6 Stunning! I always loved these types of designs and see them a LOT in RC comps :)
@jamesPLANESii @AdlerSteiner So glad you like it! There is always that little bit of fear that something will fail lol but hopefully that doesn't happen with this haha
@GhostHTX It actually climbs mountains well too lol
@GhostHTX Thank you so much :) I def paid attention to the scale haha! Was afraid the tired would be out too far but it was perfect! I appreciate the challenge so much!
Thanks for the support all! Im trying to increase my ability to make solid functionality, though this ATV is more than beast at stability lol.
WOW!
@Tw1st3dPs7ch0 haha Thanks T! Invisible as in xray or not being shown? lol. Or both! haha. Yeah idk, but one day Ill be up there for sure! I just cant believe I got this damn thing to fly! lol. Took all day at the posting date :P I had about 3 different designs I tried, and this one was the only one that produced proper lift and wing movement (at least as far as SP is concerned ;)
Got it :) Yeah the cockpit has to be primary for it to be a successor. All set!
@F104Deathtrap Thank you much, you as well!
@GhostHTX All set :) Also, on this model, if you start to drift, just let it do its thing :P It will return back to position quite quickly, so if you have to let off gas, and any turning is good until its ready to pound the gas again lol
@F104Deathtrap Awesome thank you :)
@ThePilotDude Thank you, I was thinking the same thing, seeing how we are limited also on how many designs we can post per day as well. :) Very thoughtful!
@F104Deathtrap To true designers, details are important. Functionality as an implementation already. These are the details for after the "hamburger" is complete, if you understand that workflow concept......
Absolutely perfect information, thank you much! I love the xray look lol, but I agree it may be a turn off to only see that because I noticed the profile images on upload are blank also. Those are fun to look at too. Great info! TY again @EternalDarkness @Zoomzoom999
@GhostHTX Ill be a disembodied internet entity haha! I think you will enjoy what I have going ;) Doing a modified chassis for a lotus 7! 1952-1957 :)
I downloaded for the challenge :) Will post submission soon! THANK YOU!
@Othawne I am new to this, and this is my first real challenge so I am not sure if I downloaded the cockpit or used a new plane profile, my apologies! Now I know what successor means :)
@Othawne Here is the link to my submission: https://www.simpleplanes.com/a/hmfqK5/MOJO-Muniz-M7-Biplane-nBrazilian-Army-Challenge
@Wahoo12 Ok thank you :)
I will join the challenge :) TY @Tw1st3dPs7ch0 for the link!
@Wahoo12 Submitted :)
@The1Big1Finger1111 Roger that :)
@Wahoo12 Attack or transport? :)
@The1Big1Finger1111 lol no problem at all :P
@Tw1st3dPs7ch0 Sweet :) Yes, please! THank you much
I have a subassembly that is hollow if you want it. Cylindrical. You can scale it of course. @The1Big1Finger1111
@Freerider2142 Welcome :) And thank you also!
I would HIGHLY enjoy this type of motivation! Already tagged in one ;) Hope to see another great video soon!
@Freerider2142 TEST!
@randomusername The focus here is fuselage and airfoil, where I noticed the differences in water versus air, where there should be some similarities in resistance factors. There is none in the air for some parts that are vital to great designs and accurate ones. In any object that contains air speed/velocity profile in an active environment with gravitational force, there should be resistance that calculates for lift and drag, just as with the wings. All parts should have an independent affect on air, yet they do not. Only certain parts do. All parts should also, act as a single object when combined, which I think they do ok on. That is the possible update I expressed. It is not a design question, but a behind the scenes change that is in attention.
@randomusername I can design very well using the game physics. Absolutely well. That is not the question. The focus seemed to have shifted here. My concern is not what the game can do, but what the game cannot do, yet should.
@randomusername Airbrakes to propel....thats something to see :p. But yeah, I know what you mean, the COL can be left if COM is changed using structural or whatever has the same effect, as long as that COM is just above COL etc. It does work great for sure! Im just gonna have to play around with it more. Either way, its still fun to play around with :) Thanks again for the insight btw!
https://www.simpleplanes.com/a/w61o2j/physicsTest This is the test objects I have so far. To anyone, tell me what this means to you. If you notice the shape of the fuselage in the first two parts, where it flattens in the front, at any forward speed, that should rise if physics were right. Since not, I am trying to find a way to make it more realistic without anything changing much. :/ What got me doing this was noticing the COM was off realtime when testing actual models I built for fun. Not by too much but as we all know COM is HUGE. Anyhow, thoughts always welcome.
I see that structural panels create some change, though it, as with any block in the game, is still independent of full body physics. Prob not possible for what I ask which then leads me to believe I should steer from fuselage blocks, and build only with those that have natural lift. Which is kinda cool and challenging though :P
@randomusername From what I can see, rotators only change COM. In order to have any kind of air phsyics, the COL has to be manipulated when adding the part. Therefore, that does not solve it (yet). Going to see what parts can manipulate COL without doing/having to many unnecessary parts and see how the flight/fall works from there. Though, I doubt it will cause any fuselage, still, to generate a realistic flight/fall naturally regardless. I believe that all parts should be able to manipulate COL, as they would in real life....even a ball does such. Throw a ball spinning backwards very fast off a high level, and it will generate lift as well. THATS the kind of physics we need.
So, in the game (rather than real physics), all you have to do is have a pivot point for the fuselage then, correct? That way the game has something to calculate? IF so, How else, other than the cockpit, can this be achieved in game? I have attached the cockpit to the testing, and still there is no air resistance in relation to speed, therefore, without resistance values, lift and drag cannot be calculated realtime. It seems that in the game creation, only calculations were added to parts described as "Wing", whereas the fuselage is described with "fuselage-body" etc. Could/would you be able to create a fuselage with no wing attachments that shows air resistance in flight, and create a download for it? If so, that would be superb. @randomusername
@CRJ900Pilot Roger that, thank you
It seems that COM and COL are not connected in the air, when they should have direct connection to each others physical environmental differences. COL seems to the be main (possibly only) factor in weight distribution of the plane, and/or any object really.