@Syabil it's cool, it's an ongoing series I have so I'll let you know when the next one is up. The prop plane challenge is going on till the 15th of June
@MintLynx Good point, I'm actually working on an updated version with more detail. So if anything else I'll get a chance to test out the theory. I'll have one less cannon on the new build so I can save in parts there, cannon 4 won't do anything like the source material, and I'll have to build a debris wall, but I'll have to play around with the XML side. Plus after playing around with a cannon the firing mechanism could be simpler. Thanks for the advice though.
@Simpleplaner656 will do, this one is more of a proof of concept. Next step is to get the part count down and refine the controls. I wanted mobile friendly but I'm starting to think that might not be possible.
@ViciousTNT It will probably slice it in half, where the real Stonhedge is like a hammer that makes things go boom this one is more like a Katana, what ever it hits it goes through, though doing drive by's with turret mounted on ships is fun.
@Carbonfox1 I know but in this universe they got the insurance policy for cannon 4 in the event of a astroid debris, and there was a sale on cannons so they bought 8 instead of 7.
@P0TET0Z well next step is figuring how I can have the AI operate the cannons. Don't get me wrong if you fly in front of the cannon it will start shooting, but I might have to figure out how to make the gun track targets.
@0n33 it's more the power to weight ratio that might need adjustment than anything else. Did you set the engine power to level to 5 on the overload mod? If that's the case you may have set the engine power too high. Everything else sounds good but if you want to post it so I can take a look at it your more than welcome to.
@BdidiCorps of course, If you want to run one too, just let me know. I can show you how to manage one, but at some point I'm planning an OP over the top tournament.
@CptJacobson coming along pretty well, I got the fuselage built now I'm building the interior. The new version is a carrier based coast guard plane with VTOL and amphibious abilities. A lot going on but the test model has been fun to fly.
Cool design, great color scheme, just a little recommendation, definitely not to take away from the design, but you could use a tricycle landing gear configuration. Front gear on the main body as far forward as possible, and two on each fuselage. It should help out with the take off and minimize the tendency to nose dive, but more importantly cut some weight, which will help you out in the turns, probably cut a good 500lbs.
@Mickk well you can really ramp up the power with the new specs so the freedom is definitely their. Will be cool to see what you can do with the upgrades.
@BlackhattAircraft yes, they were decorative for exhaust, and it also had XML guns for shell effect. I checked the code on it. As long as it doesn't produce and thrust or damage, they are okay. It's was a good fight, and @AWESOMENESS360 had a really good design too. Both aircraft put up a great fight. If I recall one round you turned the other plane into a fireball.
@BlackhattAircraft yeah I did, everyone did a pretty good job in my opinion. I really liked this design too, very classic build. You probably can make a high detailed remake.
@ProjectTank If you got something that works go for it, I'm definitely good for prebuilt designs in this competition. It's the best way to build a better jet. Thrust vectoring can be a pain with AI but if you can make it work it is a scary plane to fly against. Some of my designs use the Yaw, Pitch and Roll functions for thrust vectoring. The AI can fly it so it's doable, it may just take some tuning.
@pura be confident, you'll do great, and if anything else it is all for fun. Just so you know TD1 was wondering by a newcomer. Before post, test out your design in mock dogfights, look for it's flaws and perfect it.
@0n33 yes you can, as long as it doesn't pass the HP/Weight ratio you should be good. I figured everyone wanted a little more flexibility with the XML.
@BlackhattAircraft You have lots of time. Postings end for this competition June 15th. I commented on the last post but yeah, we're giving everyone more time to fine tune and add details.
@zealt it's all good, we have plenty of time. Mini guns are allowed, you just can't shrink them. Things to take into consideration with mini guns is spin up time and added weight.
@Lahoski107 unfortunately no, the theme to the whole challenge is engineering, not necessarily can you make a cool looking fighter jets or prop plane. You essentially have to balance out different factors like weight, fuel consumption, how heavy of a load can your plane carry, and can your plane out fly another craft with all these factors. Now this time around I'm giving everyone a little more flexibility. You can add power to your engines via XML. Prop planes can have an HP/Weight Ratio not to exceed .5, and Jets will have a Power/Ratio not to exceed 1. So you'll have more freedom with XML for the sake of building and cosmetics, and not so much overpowering, and in the end it's fair.
@ArcturusAerospace yes Guardian missiles on this one. If we used interceptors it'd deplete the chaff immediately with a volley. That way we can give the AI a chance to fight.
@Lahoski107 don't worry, that's why we have a prop plan challenge too. Also the
"6 of each type, so 12 total" I think was for the initial post. I think here I just limited it to guardian missles.
@P0TET0Z hey thanks, and I'm happy the community had some fun with it. Really enjoyed the competition.
Perfect, just what I was looking for, a simple, yet accurate F-15 Eagle.
Definitely more aggressive looking
@TyDillon13GEICO just be sure to give us a link, Simple Planes isn't exactly user friendly sometimes.
Hey @AtlasSP, thanks for your work on this, awesome job as always.
@Syabil it's cool, it's an ongoing series I have so I'll let you know when the next one is up. The prop plane challenge is going on till the 15th of June
@Syabil June 1st, so tomorrow
@MintLynx Good point, I'm actually working on an updated version with more detail. So if anything else I'll get a chance to test out the theory. I'll have one less cannon on the new build so I can save in parts there, cannon 4 won't do anything like the source material, and I'll have to build a debris wall, but I'll have to play around with the XML side. Plus after playing around with a cannon the firing mechanism could be simpler. Thanks for the advice though.
@Simpleplaner656 will do, this one is more of a proof of concept. Next step is to get the part count down and refine the controls. I wanted mobile friendly but I'm starting to think that might not be possible.
@ViciousTNT It will probably slice it in half, where the real Stonhedge is like a hammer that makes things go boom this one is more like a Katana, what ever it hits it goes through, though doing drive by's with turret mounted on ships is fun.
@Carbonfox1 Awesome, thanks I just saw it now.
@Carbonfox1 I know but in this universe they got the insurance policy for cannon 4 in the event of a astroid debris, and there was a sale on cannons so they bought 8 instead of 7.
@Tessemi thank you very much for the spotlight.
@P0TET0Z well next step is figuring how I can have the AI operate the cannons. Don't get me wrong if you fly in front of the cannon it will start shooting, but I might have to figure out how to make the gun track targets.
Hmmm... Ya know, I haven't tried it out yet... I guess the next step is to start shooting at it.
Hey just a quick question, are replicas allowed?
@Vanilla1c3 it's cool, if anything else just post a link in the comments so @AtlasSP can find it. I took a look at it, nice work.
@0n33 it's more the power to weight ratio that might need adjustment than anything else. Did you set the engine power to level to 5 on the overload mod? If that's the case you may have set the engine power too high. Everything else sounds good but if you want to post it so I can take a look at it your more than welcome to.
So basically we need to build something for target practice?
@Mickk unfortunately no it can add an unfair advantage.
@BdidiCorps of course, If you want to run one too, just let me know. I can show you how to manage one, but at some point I'm planning an OP over the top tournament.
@Strikefighter04 Thanks, and thanks for the Spotlight
@CptJacobson coming along pretty well, I got the fuselage built now I'm building the interior. The new version is a carrier based coast guard plane with VTOL and amphibious abilities. A lot going on but the test model has been fun to fly.
@winterro cool, re-design as many times as you need. There still a good two weeks left to build and tweek.
Cool design, great color scheme, just a little recommendation, definitely not to take away from the design, but you could use a tricycle landing gear configuration. Front gear on the main body as far forward as possible, and two on each fuselage. It should help out with the take off and minimize the tendency to nose dive, but more importantly cut some weight, which will help you out in the turns, probably cut a good 500lbs.
@Mickk yes I upgraded the power you can use so it's a power to weight of 1. I figured a strategy was weight. So contestants can build heavier crafts.
Ya know, I'm starting to see a theme here.
@winterro you can always re-enter new designs.
@winterro just one, but I recommend having them fight each other and see who wins.
You'll definitely get catch air in the turns. Good stability with the dihedrals too.
@pura one thing I noticed from the last competition, engines tends to be shot off. So you might want to use more than one.
@Mickk well you can really ramp up the power with the new specs so the freedom is definitely their. Will be cool to see what you can do with the upgrades.
@BlackhattAircraft by the way, that dogfight was the highlight of the challenge.
@BlackhattAircraft yes, they were decorative for exhaust, and it also had XML guns for shell effect. I checked the code on it. As long as it doesn't produce and thrust or damage, they are okay. It's was a good fight, and @AWESOMENESS360 had a really good design too. Both aircraft put up a great fight. If I recall one round you turned the other plane into a fireball.
@BlackhattAircraft yeah I did, everyone did a pretty good job in my opinion. I really liked this design too, very classic build. You probably can make a high detailed remake.
@ProjectTank If you got something that works go for it, I'm definitely good for prebuilt designs in this competition. It's the best way to build a better jet. Thrust vectoring can be a pain with AI but if you can make it work it is a scary plane to fly against. Some of my designs use the Yaw, Pitch and Roll functions for thrust vectoring. The AI can fly it so it's doable, it may just take some tuning.
@ArcturusAerospace yes you can, but be sure to give them credit.
@pura be confident, you'll do great, and if anything else it is all for fun. Just so you know TD1 was wondering by a newcomer. Before post, test out your design in mock dogfights, look for it's flaws and perfect it.
@0n33 yes you can, as long as it doesn't pass the HP/Weight ratio you should be good. I figured everyone wanted a little more flexibility with the XML.
@BlackhattAircraft You have lots of time. Postings end for this competition June 15th. I commented on the last post but yeah, we're giving everyone more time to fine tune and add details.
@BlackhattAircraft you have plenty of time, the competition posting ends June 1st so everyone has more time to fine tune.
@zealt it's all good, we have plenty of time. Mini guns are allowed, you just can't shrink them. Things to take into consideration with mini guns is spin up time and added weight.
@ArcturusAerospace yes you can, cosmetic XML is okay. Especially with a 300 part limit you guys are free to get as creative as you want.
@Ja1Bonza1, Prop plane competition is up.
Hey Guys TDII and TDIII are up
@Lahoski107 unfortunately no, the theme to the whole challenge is engineering, not necessarily can you make a cool looking fighter jets or prop plane. You essentially have to balance out different factors like weight, fuel consumption, how heavy of a load can your plane carry, and can your plane out fly another craft with all these factors. Now this time around I'm giving everyone a little more flexibility. You can add power to your engines via XML. Prop planes can have an HP/Weight Ratio not to exceed .5, and Jets will have a Power/Ratio not to exceed 1. So you'll have more freedom with XML for the sake of building and cosmetics, and not so much overpowering, and in the end it's fair.
@ArcturusAerospace yes Guardian missiles on this one. If we used interceptors it'd deplete the chaff immediately with a volley. That way we can give the AI a chance to fight.
@Lahoski107 don't worry, that's why we have a prop plan challenge too. Also the
"6 of each type, so 12 total" I think was for the initial post. I think here I just limited it to guardian missles.
Okay guys, back by demand. Everyone was pretty responsible with the XML last time so I can safely say we can keep things fair and fun.
Prop TD is up, here's the link. This one is for Prop Fighters, more XML this time around, so you guys have way more flexibility
Thunder Dome III: 300 Prop Shoot Out
https://www.simpleplanes.com/a/5ow3nk/Thunderdome-III-300-Part-Prop-Shot-Out