"And then the U.S. nuked the crap out of them....."
Also on a side note, the front view looks very similar to Rambojutter's Piere Drolet Viper. If you happen to have used that airframe (not saying that you did) it'll be nice if you credited him for it. This is a gorgeous build.
When you have the time, is there any way you can make a mod that allows one to add wing physics to fuselage pieces that are made thin enough? That would be neat because it means that only a small section of stock wing would be needed to add control surfaces, rather than to have an entire wing section hidden inside a flattened fuselage (and none at all for all-moving surfaces.)
The shaky wing is due to having the game set to low physics, medium to high physics should cancel out the problem, alternatively you can increase the aircraft's weight to mitigate this issue at low physics settings.
Its a good design, but the drone challenge is based on combat, flight characteristics, and aesthetics, if the AI can't control all aspects of flight during combat then this might be one of the first designs to loose the challenge.
@ThomasRoderick Ah, yeah I already use that method on all engine types, I thought that fuel consumption could be directly edited as a separate XML function.
There was similar roll on the Pierre Drolet Viper, it even yawed while on the ground, I solved it by taking the left wing gear off entirely and reflecting its counterpart, maybe if you do the same to this it'll disappear.
Lmao me in particular because i always made these paper flying wings that flew right back to me after throwing them sideways, those good ol' high school days are long behind me now.
@Baldovino @Chancey21 @Sunnyskies make that under 30, i've made a plane that can complete the course in 25-27 seconds approx without fault. Its best to make a horrendously fast aircraft with roll being thrice as fast as pitch to avoid the AI's programmed tendancy to miss due to aiming directly at the rings' center.
@RamboJutter thanks, the canards are just all-moving fuselage pieces. I didn't see the need for adding actual airfoils to them since you made the craft fly pretty well by default, though that's always an option.
@RamboJutter just a simple pair of canards is all it needs, swept, one third the span of the main wings, a slight negative angle, and tapered to a rounded wingtip to match the aircraft's current planform, their leading edge root being a couple of feet behind relative to the
radiator inlet lip. It'll end up looking much like an actual WWII experimental fighter design that was scrapped due to unrecoverable stall characteristics.
I've recently made a sixth generation air superiority fighter that focuses more on functionality than looks, it has a moderately low part count near the minimum allowed, flies gorgeously well under AI control, and it's also fully unmanned.
However, i feel that its maneuverability and speed are a bit too high, and the fact that it is tailless means that its a bit unstable in its yaw axis (a characteristic that i purposefully added) yet its easy to control and oddly forgiving in a spin.
The fighter is a fictional 2070s double tandem canard design inspired by the YF-23 and the F/A-XX concept, as such, the weapons it's currently equipped with are likely far more enhanced than the ones provided for this competition. I wont be able to post it for a while but i was wondering what your thoughts are based on the description above.
I also noticed that an xml edited propeller with the same disk area can actually propel the helicopter much faster than a hinged (or solid) rotor assembly.
I have a question, since i use wings to make the rotorblades of helicopters, i noticed that hinged blades droop downwards during forward flight, this tells me that despite the blades producing lift and propelling my rotorcraft forwards, they also produce a downward force that prevents it from going any faster than 140 mph. Would xml editing the rotor assembly to have reduced dragscale prevent the blades from drooping downwards when the aircraft moves forwards, or is that an aerodynamic issue distinct from drag?
The build quality is impressive and i love how well blended the fuselages are, but if this were an actual aircraft it'll be in dire need of canards. Great friggin job!!
There are definitely gonna be a lot of swashplate builds for this.
The wing twist is amasingly well done.
@AceOfSpade the earlier straight winged variant is called the Black Sheep.
+1"And then the U.S. nuked the crap out of them....."
Also on a side note, the front view looks very similar to Rambojutter's Piere Drolet Viper. If you happen to have used that airframe (not saying that you did) it'll be nice if you credited him for it. This is a gorgeous build.
Dude this airframe refit is incredible and meticulous!! Great job!
@ChallengerHellcat She's a gorgeously performing aircraft isn't she.
@ChallengerHellcat there are much better aircraft out there, so I really appreciate the compliment.
When you have the time, is there any way you can make a mod that allows one to add wing physics to fuselage pieces that are made thin enough? That would be neat because it means that only a small section of stock wing would be needed to add control surfaces, rather than to have an entire wing section hidden inside a flattened fuselage (and none at all for all-moving surfaces.)
@newb @LeonardoEngineering
The shaky wing is due to having the game set to low physics, medium to high physics should cancel out the problem, alternatively you can increase the aircraft's weight to mitigate this issue at low physics settings.
Gorgeous build by the way, this is amazing.
+2@StallFlight @Jacobdaniel Or that proposed redesign to extend its service life.
This is great!
Awesome job, i love this! But aerodynamically speaking shouldn't the canards be right on the LERX rather than in front of them?
Ever thought of making a variable geometry capable fighter? It'll blend well with your build style.
Thia is really neat!
I love this!
When i saw "XT-5" the first thing that came to mind was the Cadillac.
Great job!! The fact that you're able to make it look that good with such few parts is amazing.
Lol great job!!
I swear to god!
+1@JetFighter huh, not bad this might have a chance after all.
Its a good design, but the drone challenge is based on combat, flight characteristics, and aesthetics, if the AI can't control all aspects of flight during combat then this might be one of the first designs to loose the challenge.
@ThomasRoderick Ah, yeah I already use that method on all engine types, I thought that fuel consumption could be directly edited as a separate XML function.
+1@ThomasRoderick
You can edit fuel consumption?!
@RamboJutter No problem!
There was similar roll on the Pierre Drolet Viper, it even yawed while on the ground, I solved it by taking the left wing gear off entirely and reflecting its counterpart, maybe if you do the same to this it'll disappear.
Does Brown Dog know about these replicas, he'd really love these.
+1The autoroll is caused by cockpit placement, especially if miniaturised and/or massScaled and placed off center.
A great build, kinda like the Sukhoi counterpart to the F-15SE.
Lmao me in particular because i always made these paper flying wings that flew right back to me after throwing them sideways, those good ol' high school days are long behind me now.
I redacted my submission because I didn't realise xml edited engines weren't allowed.
@Baldovino @Chancey21 @Sunnyskies make that under 30, i've made a plane that can complete the course in 25-27 seconds approx without fault. Its best to make a horrendously fast aircraft with roll being thrice as fast as pitch to avoid the AI's programmed tendancy to miss due to aiming directly at the rings' center.
@FGW2014 I can relate lol.
@RamboJutter thanks, the canards are just all-moving fuselage pieces. I didn't see the need for adding actual airfoils to them since you made the craft fly pretty well by default, though that's always an option.
I like how you nailed the literal minimum part count for the challenge.
Great job!
They look like fly wings I love this!
@RamboJutter yeah sure i'll go ahead, won't be able to upload till about June 10-16th because I use Library wifi, but I'll get it done!
@RamboJutter just a simple pair of canards is all it needs, swept, one third the span of the main wings, a slight negative angle, and tapered to a rounded wingtip to match the aircraft's current planform, their leading edge root being a couple of feet behind relative to the
+1radiator inlet lip. It'll end up looking much like an actual WWII experimental fighter design that was scrapped due to unrecoverable stall characteristics.
Are those genuine tracks?
This design is in serious need of canards. Fantastic job!!
Basically functionallity over aesthetics, i agree with you @RocCrafter101
I've recently made a sixth generation air superiority fighter that focuses more on functionality than looks, it has a moderately low part count near the minimum allowed, flies gorgeously well under AI control, and it's also fully unmanned.
However, i feel that its maneuverability and speed are a bit too high, and the fact that it is tailless means that its a bit unstable in its yaw axis (a characteristic that i purposefully added) yet its easy to control and oddly forgiving in a spin.
The fighter is a fictional 2070s double tandem canard design inspired by the YF-23 and the F/A-XX concept, as such, the weapons it's currently equipped with are likely far more enhanced than the ones provided for this competition. I wont be able to post it for a while but i was wondering what your thoughts are based on the description above.
A game within a game lmao!
Looks like an Italian design, i love it!
I also noticed that an xml edited propeller with the same disk area can actually propel the helicopter much faster than a hinged (or solid) rotor assembly.
I have a question, since i use wings to make the rotorblades of helicopters, i noticed that hinged blades droop downwards during forward flight, this tells me that despite the blades producing lift and propelling my rotorcraft forwards, they also produce a downward force that prevents it from going any faster than 140 mph. Would xml editing the rotor assembly to have reduced dragscale prevent the blades from drooping downwards when the aircraft moves forwards, or is that an aerodynamic issue distinct from drag?
Forward fuselage is too narrow in my opinion when compared to the nacelles, nice job though.
I friggin cracked up lmao!!
Have blue and hopeless diamond, anyone?
Fantastic job, dude!!
Gorgeous model
Very well done!!!
+1The build quality is impressive and i love how well blended the fuselages are, but if this were an actual aircraft it'll be in dire need of canards. Great friggin job!!
This looks pretty good.
Shes gorgeous!!!!