First of all, you're building on a phone (or maybe a tablet), so you cannot possibly compete with someone building on a PC -- so don't feel bad about that.
Second, your RedHunter actually flies quite well, and quite realistically.
SimplePlanes is like a restaurant where the menu only has burgers and fries, but you look around and some people are eating top-notch gourmet food. You ask around and it turns out all the best dishes are secret, and you have to learn about them before you can even order them. I'm talking about XML modding, which is 99% of the game and the best part of it. Keeping it "hidden" and undocumented is a weird decision on the part of the developers. I often feel like grabbing them by the lapels, and in my best Sgt. Hartmann voice, yell WHAT EXACTLY IS IT ABOUT BEING SUCCESSUL AND MAKING MORE MONEY THAT YOU DON'T LIKE???
Anyway, to your questions.
Wings
The default wings are lousy, don't use them at all. The type you want is the "structural wing" which doesn't fall off in more than a moderate breeze, modded to enable control surfaces by setting allowControlSurfaces="true" on the Wing.State.
Next, one of the wonderful things about SP is that wings can be scaled, so that you can use a huge wing, scale it down, and it still has the same lift. Another wonderful thing is that a wing part always acts as a wing, regardless of whether it's partially or fully covered by fuselage blocks or other parts. This means that you can have an airplane that looks like an SR-71, but has the wing area of a Boeing 747, giving it tremendous roll stability and increased maneuverability. What if you don't want the increased roll stability that comes with a gigantic wingspan? Simple, you scale the wings' length down, moving their center of lift closer to the centerline of the aircraft.
Note that the larger the wing, the greater the drag, but again, SP has more wonderful tricks up its sleeve. You can do either or both of these:
adjust the dragScale of the wings.
increase the power of the engines to match the increased drag.
To build superbly-flying aircraft in SP, all you need is an understanding of high school-level physics -- but that understanding needs to be good. You need to completely and intuitively grasp things like momentum, angular momentum, the lever principle, and the relationships between force, mass, drag, and acceleration. If your pitch authority is too weak, you can increase it by using any or all of these strategies:
increase the size of the control surfaces.
place the control surface at a greater distance from the center of lift (make the moment arm longer -- the lever principle).
add another set of elevators (canards) at the opposite end of the aircraft.
increase the maximum deflection of the control surface, although this affects handling negatively past a certain point.
use thrusters to apply the required force
move the center of lift closer to the center of mass, though if you move it too close, the airplane will become unstable.
decrease the wing loading by either making the wings larger or the aircraft lighter.
Lastly, if all of that sounds like too much work to you, you can always take one of my flight modules, install it in your plane built according to the instructions, and enjoy the perfect, otherworldly handling of a SledDriver build :)
What annoyed me is this: you posted a question (about trim on your airplane not being precise enough). I took the time to write a detailed answer. You replied to other people in that thread, but not me, which I thought was pretty rude and meant that you'd jumped on the anti-SledDriver bandwagon.
@AerialFighterSnakes That wouldn't do much... those things are built to not go off accidentally, even after a plane crash or accidental release from altitude.
@FGW2014 I haven't seen the movie in a few years, and have forgotten most of the details. I will put it in my queue, though, haven't seen a Sean Connery movie in a while.
@AWESOMENESS360 they are now, because the default parts are so simple. But imagine a door part that let you configure shape, rotation or translation speed, bevels, etc.
@Mod nice try at sarcasm, you classy man :) I've made quite a few aircraft with moving control surfaces, and in fact pioneered the technique of seamless control surfaces using fuselages. But you're too busy hating so you wouldn't know that :)
It's really quite funny, the way haters like you claim that sticking a fuselage block on a rotator is somehow a tremendous skill. When you can reverse engineer a game to build things with it that the game developers themselves never imagined, and on top of that, make builds that are by far the highest performing at whatever they do, maybe then we can talk. Until then, I'll just enjoy inspiring hate in the likes of you :)
@TTHHSSSS Because with SolidWorks or any other 3D modeling application, you'd have a render that looks beautiful and... does nothing else. In SP your builds are actually functional. SP is still very limited, true, but so far it's the game that offers the most freedom and the highest quality by far. Ideally you'd have a game that supported Unreal Engine-like level of detail and graphics. Someone needs to come along and build one...
@TTHHSSSS The answer should be obvious, I do it for fun. Generally speaking, creative people have to do something creative to be happy. Passive entertainment like TV is not for me. Moreover, the effort is not wasted, it keeps my programming skills sharp.
Thanks, @AWESOMENESS360, I'm glad you like it. I wish things like a variety of doors, sliding panels, and other mechanical parts came included with SP, but we make do with what we have :)
@TitanIncorporated I actually made this because hollow fuselage blocks finally make it feasible to make things like tubes with beveled edges and propeller shrouds. As for your suggestions, can I suggest in return that you refrain from dismissing someone's entire body of work with phrases like "you need to make more than just floating shapes"? That would be great, thank you.
@Notaleopard Clever. But I think it's more fun to keep the impactForce at around 100 million or so, that way you can push the ships around and make them bump into each other. With this high an impactForce, the ship just disappears.
@Prolex917 Well, the whole point of Easter eggs is that they're a surprise. If anything, I'd be complaining that there aren't more.
As to how I got the close-ups, when you have airplanes that handle really, really well, you can do amazing feats with them. So all you have to do is fly really close to the ship, select Orbit camera, and play around with camera placement to get the shot you want.
@MegaFox Lol I dunno
Thanks, @Wingman522
@CrashFighter05 It does, true.
@evilbadger34 Well, both points of view are correct...
@evilbadger34
First of all, you're building on a phone (or maybe a tablet), so you cannot possibly compete with someone building on a PC -- so don't feel bad about that.
Second, your RedHunter actually flies quite well, and quite realistically.
SimplePlanes is like a restaurant where the menu only has burgers and fries, but you look around and some people are eating top-notch gourmet food. You ask around and it turns out all the best dishes are secret, and you have to learn about them before you can even order them. I'm talking about XML modding, which is 99% of the game and the best part of it. Keeping it "hidden" and undocumented is a weird decision on the part of the developers. I often feel like grabbing them by the lapels, and in my best Sgt. Hartmann voice, yell WHAT EXACTLY IS IT ABOUT BEING SUCCESSUL AND MAKING MORE MONEY THAT YOU DON'T LIKE???
Anyway, to your questions.
Wings
The default wings are lousy, don't use them at all. The type you want is the "structural wing" which doesn't fall off in more than a moderate breeze, modded to enable control surfaces by setting allowControlSurfaces="true" on the Wing.State.
Next, one of the wonderful things about SP is that wings can be scaled, so that you can use a huge wing, scale it down, and it still has the same lift. Another wonderful thing is that a wing part always acts as a wing, regardless of whether it's partially or fully covered by fuselage blocks or other parts. This means that you can have an airplane that looks like an SR-71, but has the wing area of a Boeing 747, giving it tremendous roll stability and increased maneuverability. What if you don't want the increased roll stability that comes with a gigantic wingspan? Simple, you scale the wings' length down, moving their center of lift closer to the centerline of the aircraft.
Note that the larger the wing, the greater the drag, but again, SP has more wonderful tricks up its sleeve. You can do either or both of these:
Maneuverability
To build superbly-flying aircraft in SP, all you need is an understanding of high school-level physics -- but that understanding needs to be good. You need to completely and intuitively grasp things like momentum, angular momentum, the lever principle, and the relationships between force, mass, drag, and acceleration. If your pitch authority is too weak, you can increase it by using any or all of these strategies:
Lastly, if all of that sounds like too much work to you, you can always take one of my flight modules, install it in your plane built according to the instructions, and enjoy the perfect, otherworldly handling of a SledDriver build :)
@evilbadger34
The grey looks great, especially with the metallic highlights.
@Mumpsy No problem, dude :)
@CRJ900Pilot "These Romans are crazy!"
@CRJ900Pilot And I get your point, in the first picture it does look like a moustache. Something that belongs on a character from Asterix.
Thanks, @Treadmill103. Thought it was time for something different :)
Nice. Looks like a mosquito.
Thanks, @CRJ900Pilot
@1234planebuilder Same way it moves in any other direction -- using a thruster.
@AWESOMENESS360 Yeah, this seems to be the ultimate flight module to me -- I can't think of anything else I could want from one.
@atgxtg The 'Variable Trim Problem' thread is the one I'm referring to, I deleted my post after you didn't reply to it.
What annoyed me is this: you posted a question (about trim on your airplane not being precise enough). I took the time to write a detailed answer. You replied to other people in that thread, but not me, which I thought was pretty rude and meant that you'd jumped on the anti-SledDriver bandwagon.
Thanks, @Treadmill103. "How much more precise can a flight module be? None. None more precise."
@AerialFighterSnakes Thanks. I've since upgraded it to be completely invulnerable to any number of missile hits.
@AerialFighterSnakes That wouldn't do much... those things are built to not go off accidentally, even after a plane crash or accidental release from altitude.
Thanks, @Davisplanez
@Megaplanesinc ... and its top speed is 666 mph.
@DaKraken You use backticks (`) around the text.
@BLOODIUS Add anywhere between one to six
#
symbols in front of your text.#Level 1 heading
Level 1 heading
######Level 6 heading
Level 6 heading
*italic text*
italic text
**bold text**
bold text
***bold italic text***
bold italic text
@typeZERO only the developers can change that.
@FGW2014 I haven't seen the movie in a few years, and have forgotten most of the details. I will put it in my queue, though, haven't seen a Sean Connery movie in a while.
Thanks, @Ariathe. I've always been fascinated by submarines, and especially the incredible power they wield these days.
@DaKraken i made the submarine big enough that the missiles are contained within the part above the waterline.
@AWESOMENESS360 they are now, because the default parts are so simple. But imagine a door part that let you configure shape, rotation or translation speed, bevels, etc.
@Mod nice try at sarcasm, you classy man :) I've made quite a few aircraft with moving control surfaces, and in fact pioneered the technique of seamless control surfaces using fuselages. But you're too busy hating so you wouldn't know that :)
It's really quite funny, the way haters like you claim that sticking a fuselage block on a rotator is somehow a tremendous skill. When you can reverse engineer a game to build things with it that the game developers themselves never imagined, and on top of that, make builds that are by far the highest performing at whatever they do, maybe then we can talk. Until then, I'll just enjoy inspiring hate in the likes of you :)
@FGW2014 Time for the canyon? I don't get it...
@TTHHSSSS Because with SolidWorks or any other 3D modeling application, you'd have a render that looks beautiful and... does nothing else. In SP your builds are actually functional. SP is still very limited, true, but so far it's the game that offers the most freedom and the highest quality by far. Ideally you'd have a game that supported Unreal Engine-like level of detail and graphics. Someone needs to come along and build one...
@TTHHSSSS The answer should be obvious, I do it for fun. Generally speaking, creative people have to do something creative to be happy. Passive entertainment like TV is not for me. Moreover, the effort is not wasted, it keeps my programming skills sharp.
@enzoBoeing757 Using this and other scripts.
Thanks, @AWESOMENESS360, I'm glad you like it. I wish things like a variety of doors, sliding panels, and other mechanical parts came included with SP, but we make do with what we have :)
@TitanIncorporated that's all right.
@TitanIncorporated I actually made this because hollow fuselage blocks finally make it feasible to make things like tubes with beveled edges and propeller shrouds. As for your suggestions, can I suggest in return that you refrain from dismissing someone's entire body of work with phrases like "you need to make more than just floating shapes"? That would be great, thank you.
Thanks, @Abhishek700
@FGW2014 It doeshn't have a Caterpillar drive, though.
Thanks, @CRJ900Pilot.
@Treadmill103 Well, the top speed is a very deliberate 666 mph, so more like two minutes :)
Good to know, @Lizardlover46
@Looney If I reveal that I might as well give away the source code...
@Notaleopard Try it and see..
@Notaleopard Clever. But I think it's more fun to keep the impactForce at around 100 million or so, that way you can push the ships around and make them bump into each other. With this high an impactForce, the ship just disappears.
@Planesdude VIDEO WATCH
@Prolex917 Well, the whole point of Easter eggs is that they're a surprise. If anything, I'd be complaining that there aren't more.
As to how I got the close-ups, when you have airplanes that handle really, really well, you can do amazing feats with them. So all you have to do is fly really close to the ship, select Orbit camera, and play around with camera placement to get the shot you want.
@WNP78 Well, if you want to tell us, don't let me stop you...
Thanks, @TitanIncorporated
@ThomasRoderick depends on which end of the gun you're on, I guess...