@TheGuyYouMightKnow Holy crap, I studied that plane when I was researching how to make shark teeth! I really like yours a lot because it is so faithful to the traditional shark mouth design. Originally, I was going to make something similar to yours, but the extra rounded nose made using flat teeth extra difficult, so I went with rounded teeth instead. When I first came to this site I was surprised there weren't more shark mouths, now I know why!
If I had to pick a single tank to win World War 2, I'd probably go with a T-34, but the Sherman wouldn't be far behind (if only for mechanical reliability and ease of manufacture and distribution).
@DuckingAreospace Yes, by the 1960's the Airforce finally had more powerful ground attack planes, (Thunderchief, Phantom, etc) but they were much too fast to locate small targets in the dense foliage of Vietnam. Slower aircraft like the Skyraider, Invader and AC-47 (all Douglas designs!) were needed.
@MemeKingIndustriesAndMegaCorporation Pulling the center of lift backwards makes the plane more nose heavy. H-stabs don't pull the nose up, they pull the tail down counterbalancing the nose-heavy center of mass. If you move the center of lift rearwards, the tail exerts less torque and the COM exerts more leverage. Or at least, it should. The game handles the way COM, COF and COT pull at each other just fine for me, but the way it handles H-Stabs is a bit confusing for me, it seems to treat them as if the pull upwards.
What you suggest is probably not very far from how the game really works, and I don't have a problem with that because it is a game after all. I was just curious if someone could teach me more about how the game works (and hopefully a bit more about physics) so I can design better planes.
I tried using yaw, pitch, roll, brake and LandingGear as inputs for lights, they all work. The problem is that the game doesn't care which direction you choose. So if you tie in 2 lights to yaw, both of them will light up when you turn left or right. If you want turn signals, I'd use AG1 for left and AG2 or AG3 for right.
@Type2volkswagen I think it can be done. You could use the numbered activation groups like indicator selectors, I will try and test in lights respond to roll or yaw inputs right now and get back to you. If possible, I can provide you with modded parts, we will soon see.
@Type2volkswagen There are specific inputs that the game recognizes. The xml wiki lists most of them. Stuff like "key H" may be possible, but would probably require quite a bit of modding, it's usually easiest to stick with regular inputs like brake, landingGear, pitch, roll, etc. Remember, you can have one input do multiple things, and you can choose which by tying them into activation groups.
For instance, I have a bomber where "landingGear" (G) controls both the bomb bay doors, and the landing gear. You select which one to activate through the nubmered activation groups and hit G to get them moving.
@vonhubert Well, I think it's awesome. I had no idea such things could be done without the wings randomly exploding. I'm definately going to have to expand my knowledge.
@hellcatz Same plane, in 1948 the Martin B-26 Marauder was out of service and the Airforce reorganized its name designation system. The P-51 became the F-51 and the A-26 became the B-26. While it is true that many A-26's didn't have the 3 gun wing barbettes, there are plenty of photos of aircraft with both the 8-gun hard nose and 3 guns mounted to each wing.
Initially, plans were drawn up to feature a variety of weapons in the solid nose B-models, it proved easier just to mount a ton of Brownings rather than worry about parts and ammo and sighting for varying calibers. As a matter of fact, the B and C noses were interchangeable and were often swapped as demands changed. The design was quite modular and each plane took on a life of it's own as crews swapped out turrets for gas tanks, bombsights for machine guns and vice versa.
Check out the wikipedia link for further info. It's a fascinating (and often confusing) plane, but that's what you get with something used for almost 40 years by dozens of countries in a handful of wars.
@melojam I got this version down to under 500 parts, let me know how it runs and any suggestions you have for making it work for mobile users. I don't have the ap so I can't test it myself. https://www.simpleplanes.com/a/ueZsBt/Douglas-B-26B-Invader-MOBILE
@TheGuyYouMightKnow I think the teeth took about 6 hours. I had to reconsider my plan for them a couple times. Would have taken even longer but I was able to mirror them :)
@melojam I will get to work on that promptly. Until I get one finished, this earlier version should be mobile friendly. https://www.simpleplanes.com/a/7CQ5dJ/UNNAF-A-26B
@vonhubert Never tried using zero. I did experiment by making my guns 10 feet long and it still didn't shake so bad. I tried taking apart your turret, and when I put it back together again the shaking stopped. It was kind of spooky because I still can't figure out why. I even looked at the xml code. I noticed that your wings are flexible despite their fuselage block exterior. Are you using some kind of magic that makes block connections flexible?
@REW I tried rotating your design 90 degrees, to maybe change how gravity effected it, but it didn't help much. At first it seemed to, but with further testing, it seemed to be about the same, but less accurate. Then again, a real life speedo does some weird things when your cars wheels leave the ground, so maybe this is kind of realistic?
@vonhubert Rotators wobble a bit when there's a lot of mass getting swung around. If you attach enough of them together, they become quite flexible, like a spring almost. Anyway, if you XML mod your guns and other moving parts to have little or no mass, they will probably wobble less. Or you could move all of them to the center of the turret (directly above the X-axis rotator) and mod the guns to be long enough to reach outside the dome.
@TheStig918 I see, well if you ever need a few parts modded, throw them into a post and I can mod them and repost them. Then you can copy them and use them as much as you want.
There's an XML tag called disableAircraftCollisions="true"
If you add this tag to any part of anything you make, that part will clip through other parts like a ghost and never get stuck. XML modding can be tricky at first, but it's actually easier to figure out and get to work than a lot of the features in the in-game creator.
This is a really impressive build. Not only does it look great, but the details are so realistic. But with the looks it's so easy to overlook the amazing handling, even at very high speeds it remains stable and very hard to flip.
@jamesPLANESii Hey, thanks man. IF you really like her, I recommend to change the primary wings to "semi" and maybe make the nose wheels steerable. I would update this one, but I posted it as "Final" and I hate false advertising.
@jamesPLANESii Mass scaling doesn't bother me, because I know that often, the heaviest parts of the plane aren't necessarily the largest. But I unfortunately did not realize that Fine Tuner does this by default untill I was many hours into my most recent plane.
@MaximusTheMinimus I use XML to mod structural wings, I had to learn that one when I started designing mach 2 aircraft.
As for massScale, last night I actually parsed through each of the nearly 400 parts in that plane and reduced the weight to around 1/3 of its natural wieght. The lighter plane could take off directly from a standstill (and FINALLY make carrier landings) but it still had the wobbles just as bad as before!
I am absolutely going to look into COL and COM next, I think you're onto something.
@Tymberwolfman Thanks man!
@AceOfSpade Yup, that's an earlier version of this one. The shape is the same but it works very differently.
Because of this creation, I was finally able to land at the Ice Base. Thank you so much.
@TheGuyYouMightKnow Holy crap, I studied that plane when I was researching how to make shark teeth! I really like yours a lot because it is so faithful to the traditional shark mouth design. Originally, I was going to make something similar to yours, but the extra rounded nose made using flat teeth extra difficult, so I went with rounded teeth instead. When I first came to this site I was surprised there weren't more shark mouths, now I know why!
If I had to pick a single tank to win World War 2, I'd probably go with a T-34, but the Sherman wouldn't be far behind (if only for mechanical reliability and ease of manufacture and distribution).
@ChiChiWerx Yes, it seems you and I are of one mind on this subject completely. Great insight about the canards, btw.
@Alienbeef0421 Yeah, I always figured it just inverted the surface controls, not the actual lifting effect.
@Tymberwolfman Just hold shift, it'll fly.
@DuckingAreospace Yes, by the 1960's the Airforce finally had more powerful ground attack planes, (Thunderchief, Phantom, etc) but they were much too fast to locate small targets in the dense foliage of Vietnam. Slower aircraft like the Skyraider, Invader and AC-47 (all Douglas designs!) were needed.
@Alienbeef0421 @MemeKingIndustriesAndMegaCorporation And in such a case, the wing in question provides negative lift?
@vonhubert Yes, I guess it is realistic for the wings to buckle and rip if you fly a plane in a way it was never designed. I hadn't thought of that.
@MemeKingIndustriesAndMegaCorporation Awesome! How?
Quite a looker, isn't she?
@MemeKingIndustriesAndMegaCorporation Pulling the center of lift backwards makes the plane more nose heavy. H-stabs don't pull the nose up, they pull the tail down counterbalancing the nose-heavy center of mass. If you move the center of lift rearwards, the tail exerts less torque and the COM exerts more leverage. Or at least, it should. The game handles the way COM, COF and COT pull at each other just fine for me, but the way it handles H-Stabs is a bit confusing for me, it seems to treat them as if the pull upwards.
What you suggest is probably not very far from how the game really works, and I don't have a problem with that because it is a game after all. I was just curious if someone could teach me more about how the game works (and hopefully a bit more about physics) so I can design better planes.
I tried using yaw, pitch, roll, brake and LandingGear as inputs for lights, they all work. The problem is that the game doesn't care which direction you choose. So if you tie in 2 lights to yaw, both of them will light up when you turn left or right. If you want turn signals, I'd use AG1 for left and AG2 or AG3 for right.
@Type2volkswagen I think it can be done. You could use the numbered activation groups like indicator selectors, I will try and test in lights respond to roll or yaw inputs right now and get back to you. If possible, I can provide you with modded parts, we will soon see.
@Type2volkswagen There are specific inputs that the game recognizes. The xml wiki lists most of them. Stuff like "key H" may be possible, but would probably require quite a bit of modding, it's usually easiest to stick with regular inputs like brake, landingGear, pitch, roll, etc. Remember, you can have one input do multiple things, and you can choose which by tying them into activation groups.
For instance, I have a bomber where "landingGear" (G) controls both the bomb bay doors, and the landing gear. You select which one to activate through the nubmered activation groups and hit G to get them moving.
@MrSilverWolf @bjac0 Thank you!
@vonhubert Well, I think it's awesome. I had no idea such things could be done without the wings randomly exploding. I'm definately going to have to expand my knowledge.
Hey, nice Tiger! This thing is a blast to fly and it looks great.
@hellcatz Same plane, in 1948 the Martin B-26 Marauder was out of service and the Airforce reorganized its name designation system. The P-51 became the F-51 and the A-26 became the B-26. While it is true that many A-26's didn't have the 3 gun wing barbettes, there are plenty of photos of aircraft with both the 8-gun hard nose and 3 guns mounted to each wing.
Initially, plans were drawn up to feature a variety of weapons in the solid nose B-models, it proved easier just to mount a ton of Brownings rather than worry about parts and ammo and sighting for varying calibers. As a matter of fact, the B and C noses were interchangeable and were often swapped as demands changed. The design was quite modular and each plane took on a life of it's own as crews swapped out turrets for gas tanks, bombsights for machine guns and vice versa.
Check out the wikipedia link for further info. It's a fascinating (and often confusing) plane, but that's what you get with something used for almost 40 years by dozens of countries in a handful of wars.
@melojam I got this version down to under 500 parts, let me know how it runs and any suggestions you have for making it work for mobile users. I don't have the ap so I can't test it myself. https://www.simpleplanes.com/a/ueZsBt/Douglas-B-26B-Invader-MOBILE
@ElGatoVolador @Treadmill103 @Visify Thanks fellas, I am really happy you like it.
@TheGuyYouMightKnow I think the teeth took about 6 hours. I had to reconsider my plan for them a couple times. Would have taken even longer but I was able to mirror them :)
@melojam I will get to work on that promptly. Until I get one finished, this earlier version should be mobile friendly. https://www.simpleplanes.com/a/7CQ5dJ/UNNAF-A-26B
@NativeChief1492 Thanks man! Hilarious that it finally linked to your competition a week after it finished.
@vonhubert Amazing. That has got to be the most sophisticated wing I've seen on here.
@Kevinairlines I'm borrowing part of the USAF roundel on this thing because it's more flexible than the stars I made for myself. KTHNXBYE :)
You, sir, are a supervillain!
The wings on this thing are a work of art. How did you figure out how to make the flaps work like that?
@vonhubert Never tried using zero. I did experiment by making my guns 10 feet long and it still didn't shake so bad. I tried taking apart your turret, and when I put it back together again the shaking stopped. It was kind of spooky because I still can't figure out why. I even looked at the xml code. I noticed that your wings are flexible despite their fuselage block exterior. Are you using some kind of magic that makes block connections flexible?
@REW I tried rotating your design 90 degrees, to maybe change how gravity effected it, but it didn't help much. At first it seemed to, but with further testing, it seemed to be about the same, but less accurate. Then again, a real life speedo does some weird things when your cars wheels leave the ground, so maybe this is kind of realistic?
@vonhubert Rotators wobble a bit when there's a lot of mass getting swung around. If you attach enough of them together, they become quite flexible, like a spring almost. Anyway, if you XML mod your guns and other moving parts to have little or no mass, they will probably wobble less. Or you could move all of them to the center of the turret (directly above the X-axis rotator) and mod the guns to be long enough to reach outside the dome.
@vonhubert Plus, this speedo would only work at a specified altitude. Back to the drawing board.
You've got serious talent.
Awesome design! I love the rivets you put all over it, I never would have thought of that.
HOLY CRAP. With a speedo this accurate, we may be able to make a bombsight that actually works!
@vonhubert I see you've figured out how to make turrets :) If you want, I can show you how to make them faster and less shakey.
@TheStig918 I see, well if you ever need a few parts modded, throw them into a post and I can mod them and repost them. Then you can copy them and use them as much as you want.
There's an XML tag called disableAircraftCollisions="true"
If you add this tag to any part of anything you make, that part will clip through other parts like a ghost and never get stuck. XML modding can be tricky at first, but it's actually easier to figure out and get to work than a lot of the features in the in-game creator.
Ever since I was a kid, I thought that these things looked like wolves. I guess I still do. Great build.
Polikarpov I-16
SUPER CONNIE!!! This is someone with no shortage of skill or good taste.
This is a really impressive build. Not only does it look great, but the details are so realistic. But with the looks it's so easy to overlook the amazing handling, even at very high speeds it remains stable and very hard to flip.
@MaximusTheMinimus Thanks!
@jamesPLANESii Hey, thanks man. IF you really like her, I recommend to change the primary wings to "semi" and maybe make the nose wheels steerable. I would update this one, but I posted it as "Final" and I hate false advertising.
@jamesPLANESii Mass scaling doesn't bother me, because I know that often, the heaviest parts of the plane aren't necessarily the largest. But I unfortunately did not realize that Fine Tuner does this by default untill I was many hours into my most recent plane.
@Viperfox Interesting, thanks!
@MaximusTheMinimus I use XML to mod structural wings, I had to learn that one when I started designing mach 2 aircraft.
As for massScale, last night I actually parsed through each of the nearly 400 parts in that plane and reduced the weight to around 1/3 of its natural wieght. The lighter plane could take off directly from a standstill (and FINALLY make carrier landings) but it still had the wobbles just as bad as before!
I am absolutely going to look into COL and COM next, I think you're onto something.
Excellent tribute to a terrifying weapon