@dootdootbananabus The nose resembles the F-22, and the wings maybe a little bit, but I didn't put any F-35 in there. It's more like a mix of F-22 with a fourth-generation fighter.
@Mastergamer117 Here you go, I've fixed it for you. What I've changed:
made the fuselage longer to move the center of mass (CoM) ahead of the center of lift (CoL);
gave the inboard (center) engine half the mass and twice the power; and
gave the two outboard engines twice the power.
I've also cut the spin-up time for all engines to one-quarter of the normal value. This causes them to reach full power more quickly, and also cuts down on engine noise.
Now it flies great, with and without the inboard engine enabled.
Learn to use the balance tool (when you open the menu, in the two rows of square buttons, it's the one with the balance icon). It'll show you the CoM, CoL, and center of thrust (CoT). CoM always needs to be ahead of CoL. CoT needs to be in line with the axis of the aircraft, and slightly below the center of mass (to counter the nose-down tendency).
@Mastergamer117 Engines can be modded to have more power, shorter spin-up time, and make less noise. Wings can be modded to not flex, and scaled so that what looks like a small wing can have enormous lift.
@belugasub Thanks. Well, I'm a programmer and have done 3d modeling in the past, so I can build a lot faster (and smoother) than most people. No one should feel that they're competing with me or I with them, I'm just here to share my builds for people to enjoy.
@Mastergamer117 That's because removing that dead weight moves the center of mass behind the center of lift. If you want it to go faster, look into modded engines (and wings). I know you can't mod on iOS, but people have uploaded modded part kits. If you can't find one that suits you, I can upload one.
@goboygo1 Yeah, that's included in "Add two small elevator control surfaces." He can either add a tail and add elevators there, or add canards at the front. Either way he'll need to change the mass distribution to make sure the center of mass stays ahead of the center of lift.
@Mastergamer117 Sure, I can fix anything (in SP). The simplest fix would be nothing at all. You can use trim to make it fly level.
Another way to make it fly level without having to adjust trim would be to move the engines lower. That will cause a nose-up tendency which, if correctly adjusted, will cancel out the nose-down tendency. The only problem with this method is that this will only work at a given thrust level. At lower thrust, the plane will pitch down, and at higher thrust, it will pitch up.
The best way is to use a combination of both approaches, i.e., set the engines at a height so that the plane flies level at default thrust, then use trim to adjust attitude for other levels of thrust.
It's not a good idea to use trim on large control surfaces, as it becomes too sensitive. Add two small elevator control surfaces, and enable trim only on those.
@Mastergamer117 You're very welcome, and I appreciate the invitation, but I don't enter challenges as I'd feel bad about competing with what is mostly a bunch of kids.
@Mastergamer117 Those are the available settings for missiles. You cannot see most of them in the default editor, you'll need to either use a mod called Overload, or edit the aircraft's XML directly.
@PyrusEnderhunter Well, I've had it happen. I deleted the build this was happening on, or I could have shown you. Another problem is that if I scale an entire build, the mass distribution goes haywire and what used to fly perfectly now flies very badly or not at all. Try scaling this one. I scaled it down twice, once with "calculate mass" checked and once unchecked, and both times the center of mass moved behind the center of lift and the center of thrust also moved out of line. Maybe it's to do with my system configuration.
@PyrusEnderhunter I avoid scaling things whenever possible, especially entire subassemblies or builds. Scaled parts don't behave very well when attaching other parts, so modifying builds becomes harder. I've had problems when mirroring as well, with all the parts on one side losing all their connections when mirrored. Everything looks ok in the designer, but when you enter the sandbox, one entire side falls to pieces.
@PyrusEnderhunter Yeah, the size is a requirement for the smoothness of the generated shapes. At this size, it takes segments 0.25 units thick to make the shapes look smooth, especially the stronger curves. If I used smaller blocks, I'd have to reduce the thickness, and that causes glitches like striped shadows.
@FGW2014 Thanks, but easy there, you're cramping my style. And cunning? As in "I have a cunning plan?"
@dootdootbananabus The nose resembles the F-22, and the wings maybe a little bit, but I didn't put any F-35 in there. It's more like a mix of F-22 with a fourth-generation fighter.
@FGW2014 Mentally sleek? What does that even mean?
@Mastergamer117 Here you go, I've fixed it for you. What I've changed:
I've also cut the spin-up time for all engines to one-quarter of the normal value. This causes them to reach full power more quickly, and also cuts down on engine noise.
Now it flies great, with and without the inboard engine enabled.
Learn to use the balance tool (when you open the menu, in the two rows of square buttons, it's the one with the balance icon). It'll show you the CoM, CoL, and center of thrust (CoT). CoM always needs to be ahead of CoL. CoT needs to be in line with the axis of the aircraft, and slightly below the center of mass (to counter the nose-down tendency).
@Mastergamer117 Yeah, those look like they might do the job.
@CreativeDean Deep inside, towards the rear. If you want it, see here and here.
@FGW2014 But I'm not sleek at all...
@Stingray Thanks, it flies well, doesn't it?
@Mastergamer117 Engines can be modded to have more power, shorter spin-up time, and make less noise. Wings can be modded to not flex, and scaled so that what looks like a small wing can have enormous lift.
@Ihavenorealideawhatiamdoing How about these? One fires a regular pattern, the other random. The random one would be good for a shotgun, I think.
@belugasub Thanks, you have a new follower too. Oh, and happy new year.
@belugasub Thanks. Well, I'm a programmer and have done 3d modeling in the past, so I can build a lot faster (and smoother) than most people. No one should feel that they're competing with me or I with them, I'm just here to share my builds for people to enjoy.
@Mastergamer117 That's because removing that dead weight moves the center of mass behind the center of lift. If you want it to go faster, look into modded engines (and wings). I know you can't mod on iOS, but people have uploaded modded part kits. If you can't find one that suits you, I can upload one.
@FGW2014 How would you know?
Thanks, @FGW2014
@goboygo1 Yeah, that's included in "Add two small elevator control surfaces." He can either add a tail and add elevators there, or add canards at the front. Either way he'll need to change the mass distribution to make sure the center of mass stays ahead of the center of lift.
@Mastergamer117 Sure, I can fix anything (in SP). The simplest fix would be nothing at all. You can use trim to make it fly level.
Another way to make it fly level without having to adjust trim would be to move the engines lower. That will cause a nose-up tendency which, if correctly adjusted, will cancel out the nose-down tendency. The only problem with this method is that this will only work at a given thrust level. At lower thrust, the plane will pitch down, and at higher thrust, it will pitch up.
The best way is to use a combination of both approaches, i.e., set the engines at a height so that the plane flies level at default thrust, then use trim to adjust attitude for other levels of thrust.
It's not a good idea to use trim on large control surfaces, as it becomes too sensitive. Add two small elevator control surfaces, and enable trim only on those.
@Mastergamer117 Do you mean correcting the nose-down tendency?
@Mastergamer117 I only use the Cleaver. Here's my modded version.
@Mastergamer117 That's the way to go, not just for SP, but in general.
@Mastergamer117 You're very welcome, and I appreciate the invitation, but I don't enter challenges as I'd feel bad about competing with what is mostly a bunch of kids.
@Mastergamer117 On Android, yes. On iOS you're out of luck as Apple doesn't allow mods.
@Mastergamer117 Those are the available settings for missiles. You cannot see most of them in the default editor, you'll need to either use a mod called Overload, or edit the aircraft's XML directly.
@Mastergamer117 Set lockTime="0.01" on the missile. Here's a complete list of settings I'm using:
firingDelay="0.5"
lockTime="0.01"
maxRange="5000000"
maxTargetingAngle="360"
maxSpeed="1000"
maxHeadingAngleAdjustmentRate="100"
maxVelocityAngleAdjustmentRate="1000"
@Liyicheng Not a mod, the enhanced colors are from Reshade with a custom shader.
Thanks, @Liyicheng. For how to add images, see my reply to VOVAK just below.
You're welcome, @VOVAK
@VOVAK Upload the images somewhere, like imgur.com. Get the URL of the image itself (make sure it has .jpg or .png at the end). Then, use:
! [ ] (https://www.website.com/image.jpg)
without the spaces.
Nice build, especially the custom gatling gun.
Happy new year to you, @DerekSP
@chancey21 Here's your single plasma cannon, it's the small cylinder protruding between the main nozzles.
@Stingray Interesting build. Though I'd have had the bullets coming out of the spinning things.
@chancey21 You mean one of the guns in this assembly? Can you nudge it out yourself? If not, I'll post it later.
@chancey21 Don't fire the guns while in cockpit view, because it gets really loud.
@Mijmaj Well, I did warn you...
Thanks, @DemonSniper8
Thanks, @sexylips35
@FGW2014 Here they are if you want them.
@FGW2014 No, just 15 miniguns pointed at very slightly different angles.
@Nerfaddict As in, you'd go "Hell no" if it was your enemy and attacking you, but if it was on your side...
@Nerfaddict But what if it was on your side?
@RedstoneAeroAviation Yeah, I don't do landing gear. The default ones are too basic, and custom gears aren't worth the hassle.
+1@F104Deathtrap Thanks for getting it. That's exactly what I was aiming for -- to capture the essence of the thing.
+1Here's a short video showing what happens.
@PyrusEnderhunter Did you try scaling this one? Check the center of mass before and after.
@PyrusEnderhunter Well, I've had it happen. I deleted the build this was happening on, or I could have shown you. Another problem is that if I scale an entire build, the mass distribution goes haywire and what used to fly perfectly now flies very badly or not at all. Try scaling this one. I scaled it down twice, once with "calculate mass" checked and once unchecked, and both times the center of mass moved behind the center of lift and the center of thrust also moved out of line. Maybe it's to do with my system configuration.
@PyrusEnderhunter I avoid scaling things whenever possible, especially entire subassemblies or builds. Scaled parts don't behave very well when attaching other parts, so modifying builds becomes harder. I've had problems when mirroring as well, with all the parts on one side losing all their connections when mirrored. Everything looks ok in the designer, but when you enter the sandbox, one entire side falls to pieces.
@Squirrel Suits me, thanks.
@PyrusEnderhunter Yeah, the size is a requirement for the smoothness of the generated shapes. At this size, it takes segments 0.25 units thick to make the shapes look smooth, especially the stronger curves. If I used smaller blocks, I'd have to reduce the thickness, and that causes glitches like striped shadows.
Nice, but you should probably include some instructions on how to fly this thing.