@Ephwurd I know, but you could easily replace those decorative rotators with about 10 fuselage blocks, and get more of a decorative effect, moreover it would fly much better.
@Camroncs Hmm. Part of that is true, all my aircraft go fast, handle beautifully, and have very smooth shapes. The high speed is because I find slow aircraft very boring.
But as for function, just look at my profile. I have short-range mortars, long-range mortars, howitzers, flying howitzers, hovering howitzers, spotter drones, spaceships, fighters, alien aircraft, guided missiles, drone bombs, bomb shotguns, plasma shotguns, and many more highly functional builds that do their function very well.
It's absolutely fine if you don't like my work, but no one can say my builds aren't functional.
@WalrusManufacturingCo2 Umm, I'm not thinking about your or anyone else's experience at all. All that matters is how well your aircraft performs. Whoever can build the aircraft that flies the most level will win, whether they have a million points or a hundred.
@JoeCFX I'm flying all entries the regular way, and to aim them, I use cockpit view, and try to place the crosshair exactly on the destroyer. Here's a video showing the testing procedure with one of my aircraft.
@ThomasRoderick The gyro on this build is standard, not modded at all. Setting extreme values for gyroscope speed/stability, and/or using multiple gyros, are messy and ineffective fixes for inherent problems with the build itself -- incorrect mass or drag distribution. For this kind of build (I call it the spaceship-type), the slightest imbalance in mass/drag distribution causes problems like rolling to one side, or pitching up or down when moving. The faster you move, the more noticeable these effects become, and no number of modded gyros will solve the problem. When the mass and drag distribution is correct, you can go as fast as you like without any stability problems. I have spaceship-type builds that go over one million mph with perfect stability.
You're right that gyros don't work well on fixed-wing aircraft, and they make the handling feel off as well -- the controls feel sluggish, as when you're losing hydraulic pressure in a real aircraft. In my opinion, gyros don't belong on fixed-wing aircraft at all.
This does very well, informal tests show that the delta-h is about 200 feet. The only problem with this build is that the crosshair is obscured by a fuselage block in front of it, meaning I can't actually use it to aim the aircraft. If you could just move the cockpit up or forward so it has an unobstructed view, this would be the new top contender. Nice work.
Thanks for entering, but this build doesn't meet the minimum speed requirement (1500 mph). It also has a strong nose-up tendency, meaning it would never hit the island.
@grizzlitn Thanks, I just did some informal tests. This build has a strong nose-up tendency, and starts to climb immediately after disengaging autopilot. It doesn't even come close to hitting the island, I'm afraid.
@MisterT It only really matters if you have them on a spaceship-type build, like this one, that flies using thrusters and not wings. This kind of build is really sensitive to the slightest imbalance, and rotators cause uneven drag depending on the orientation. With regular, airplane-style builds they're not as big a problem.
@Stingray Er, the missiles aren't launched using activation groups, but the regular way (select air-to-ground mode, lock on, then fire using the FireWeapons input). Glad you like the plane overall, though.
@JohnnyBoythePilot Yeah, if you can find your AircraftDesigns folder (where all your builds are saved), CloudSettings.xml is one level up from that folder.
@Pianoman Sure thing. To me, it's a shame that a build this unique and high-quality got so few comments, and didn't get spotlighted by anyone but me. It just shows the cliquish, narrow-minded nature of a large part of this community. It's very sad that a website that's entirely about being creative and building things has so much negativity.
@Stingray Could not get Cleavers activated? But I didn't modify the launch mechanism in any way. You just select air-to-ground, lock on, and fire using FireWeapons.
@EternalDarkness Yeah. Very un-aerodynamic, but fancy :)
@Treadmill103 I guess they tend to get lost among the other stuff :)
@Treadmill103 Yeah, the ribs are hard to miss. My favourite feature on this build is the nozzles, though.
@Treadmill103 What do you like best about it?
Thanks, @Jetpackturtle
Pretty cool. Just so you know, to format text, use this syntax:
#heading1
heading1
##heading2
heading2
###heading3
heading3
####heading4
heading4
#####heading5
heading5
######heading6
heading6
Links are made like this (make sure to remove the space between ']' and '(' ):
[link text here] (https://www.website.com/path)
You can embed images in the description using this (remove all spaces):
! [] (https://website.com/image.jpg)
*italic text*
italic text
**bold text**
bold text
***bold italic text***
+2bold italic text
Cool. Now try making a flyable rocket using regular engines.
@RailfanEthan Wait... are you saying this build isn't sweet beans?
@MartinCoetzee I get that a lot :)
Thanks, @rubbishcraft
Now if only points were dollars, @RailfanEthan
@Ephwurd Here you go. It's got a bunch of shaders, the one you see in the screenshots is OrangeBlueSaturated.
@Ephwurd It's a custom shader I wrote. Let me set up a website where I can upload this stuff, I'll send you a link shortly.
@Ephwurd Thought you might like this one. What do you think of the custom nozzles?
Thanks, @GermanWarMachine
@realluochen9999 Nice, that's my first spotlight in quite some time. Thanks.
Thanks, @Dllama4
@Ephwurd I know, but you could easily replace those decorative rotators with about 10 fuselage blocks, and get more of a decorative effect, moreover it would fly much better.
@mikoyanster Look forward to your entry.
@KSPFSXandSP Yeah, quite similar.
@Camroncs Good luck with the exam/test/whatever.
@Camroncs Well, feel free to add some if you like.
@Camroncs It's ok, you're welcome to whatever opinion you have.
@Camroncs Hmm. Part of that is true, all my aircraft go fast, handle beautifully, and have very smooth shapes. The high speed is because I find slow aircraft very boring.
But as for function, just look at my profile. I have short-range mortars, long-range mortars, howitzers, flying howitzers, hovering howitzers, spotter drones, spaceships, fighters, alien aircraft, guided missiles, drone bombs, bomb shotguns, plasma shotguns, and many more highly functional builds that do their function very well.
It's absolutely fine if you don't like my work, but no one can say my builds aren't functional.
+1@Camroncs "Never had function?" What do you mean, my builds have always been functional and high-performance.
+1You have a very distinctive style, and it keeps getting better.
@phanps Yes, that's right. Thanks, glad you like the plane.
@WalrusManufacturingCo2 Umm, I'm not thinking about your or anyone else's experience at all. All that matters is how well your aircraft performs. Whoever can build the aircraft that flies the most level will win, whether they have a million points or a hundred.
@JoeCFX I'm flying all entries the regular way, and to aim them, I use cockpit view, and try to place the crosshair exactly on the destroyer. Here's a video showing the testing procedure with one of my aircraft.
@ThomasRoderick The gyro on this build is standard, not modded at all. Setting extreme values for gyroscope speed/stability, and/or using multiple gyros, are messy and ineffective fixes for inherent problems with the build itself -- incorrect mass or drag distribution. For this kind of build (I call it the spaceship-type), the slightest imbalance in mass/drag distribution causes problems like rolling to one side, or pitching up or down when moving. The faster you move, the more noticeable these effects become, and no number of modded gyros will solve the problem. When the mass and drag distribution is correct, you can go as fast as you like without any stability problems. I have spaceship-type builds that go over one million mph with perfect stability.
You're right that gyros don't work well on fixed-wing aircraft, and they make the handling feel off as well -- the controls feel sluggish, as when you're losing hydraulic pressure in a real aircraft. In my opinion, gyros don't belong on fixed-wing aircraft at all.
+1@WalrusManufacturingCo2 Rank doesn't matter, all that matters is whether someone can create an aircraft that flies straight.
This does very well, informal tests show that the delta-h is about 200 feet. The only problem with this build is that the crosshair is obscured by a fuselage block in front of it, meaning I can't actually use it to aim the aircraft. If you could just move the cockpit up or forward so it has an unobstructed view, this would be the new top contender. Nice work.
@WalrusManufacturingCo2 Look forward to your entry. Are you WalrusAircraft?
@JoddyFubuki788 No problem
Thanks for entering, but this build doesn't meet the minimum speed requirement (1500 mph). It also has a strong nose-up tendency, meaning it would never hit the island.
@grizzlitn Thanks, I just did some informal tests. This build has a strong nose-up tendency, and starts to climb immediately after disengaging autopilot. It doesn't even come close to hitting the island, I'm afraid.
@JohnnyBoythePilot Yeah, I wish the sandbox had more targets, as well.
@MisterT It only really matters if you have them on a spaceship-type build, like this one, that flies using thrusters and not wings. This kind of build is really sensitive to the slightest imbalance, and rotators cause uneven drag depending on the orientation. With regular, airplane-style builds they're not as big a problem.
@JoddyFubuki788 I don't get that reference, I named her Freyja after the Norse goddess.
Thanks, @Davisplanez
@Stingray Er, the missiles aren't launched using activation groups, but the regular way (select air-to-ground mode, lock on, then fire using the FireWeapons input). Glad you like the plane overall, though.
@JohnnyBoythePilot I don't think you can create multiple copies of ships via CloudSettings, just change the locations of the existing seven.
@JohnnyBoythePilot Yeah, if you can find your AircraftDesigns folder (where all your builds are saved), CloudSettings.xml is one level up from that folder.
@diegoavion84 It has influences from both the B-1 and the Tu-160.
@Jetpackturtle Yeah, I'm not happy with either the wings or the stabilizers on this aircraft. Not happy with it in general, in fact.
Oh hullo @AstleyIndustries, haven't seen you around these parts before. Have a look around, I hope you enjoy your stay.
Thanks, @JBird
@Pianoman Sure thing. To me, it's a shame that a build this unique and high-quality got so few comments, and didn't get spotlighted by anyone but me. It just shows the cliquish, narrow-minded nature of a large part of this community. It's very sad that a website that's entirely about being creative and building things has so much negativity.
+1Thanks, @JettStorm @grizzlitn @Maxwell1
@Stingray Could not get Cleavers activated? But I didn't modify the launch mechanism in any way. You just select air-to-ground, lock on, and fire using FireWeapons.