@Liquidfox The AI is really unreliable. You get strings of flawless test runs, then it decides it wants to smack into cliffs as hard as it can. All you can do is get it up to 95% successful, then cross your fingers and hope for the best.
@Typhlosion130 I feel ya there. Another wildcard factor is no one knows exactly how their plane will fly on the dev's version come race time. And I'm sure we ALL know the AI can manage to make stupid moves on the last run of hundreds. I predict we'll see lots of beautiful crashes. Fingers crossed mine doesn't fall victim to that brutal turn. Good luck!
@Typhlosion130 @Dogemaster67 That first turn is the biggest killer. Even if it's a tight plane, the AI still likes to occasionally beef it on that corner. Do THREE runs on both starting spots. If it crashes even once, redesign it.
Another problem spot is the last three rings by the finish. Your plane will have a lot of speed when it reaches the third to last ring, and has to turn tight to catch the second. Depending on how the AI decides to roll, it will occasionally slam the plane into the iceberg. Again, make multiple runs on both starting spots just to be perfectly sure your baby can make it on its own.
@Potkuri It's got a lot of parts. Not very "mobile friendly". As a windows user, I should be more mindful about including a warning in the description for future builds.
@gamer506 That's an issue I notice on occasion. Generally, avoid firing the bombs while maneuvering quickly. Keep it nice and level, and don't jerk while firing, and it should be fine. It could also be framerate messing with collision detection. A possible fix would be deleting some bombs and moving the rest over so they aren't cramped against the plane.
Another possible cause is airblasts. Sometimes the bombs randomly explode while in flight. This usually occurs at distances greater than three miles, but sometimes they explode right away. Again this is probably caused by framerate.
Another thing to consider is the plane was made on Windows. I have no idea how any of my planes perform on mobile. This is likely your problem, as all your creations were made on Android.
@PositiveAnion Go for it. Just beware, the COT takes into account ALL engines, so it won't represent the thrust distribution of the vertical thrusters.
@StudentAV8R Yes, but that put it much closer to the center of lift, which made aggressive inputs more liable to produce undesired effects, and also ended up decreasing the pitch-rate slightly, which hurt its turns. I settled for what I felt controlled best in the air. And thanks!
@DavstrWrexham Thanks.
@Liquidfox The AI is really unreliable. You get strings of flawless test runs, then it decides it wants to smack into cliffs as hard as it can. All you can do is get it up to 95% successful, then cross your fingers and hope for the best.
The scale is a bit off. Only 83% actual size. Very nice build otherwise. I particularly like how you built the cockpit, and the fronts of the booms.
@Typhlosion130 I feel ya there. Another wildcard factor is no one knows exactly how their plane will fly on the dev's version come race time. And I'm sure we ALL know the AI can manage to make stupid moves on the last run of hundreds. I predict we'll see lots of beautiful crashes. Fingers crossed mine doesn't fall victim to that brutal turn. Good luck!
@Typhlosion130 @Dogemaster67 That first turn is the biggest killer. Even if it's a tight plane, the AI still likes to occasionally beef it on that corner. Do THREE runs on both starting spots. If it crashes even once, redesign it.
Another problem spot is the last three rings by the finish. Your plane will have a lot of speed when it reaches the third to last ring, and has to turn tight to catch the second. Depending on how the AI decides to roll, it will occasionally slam the plane into the iceberg. Again, make multiple runs on both starting spots just to be perfectly sure your baby can make it on its own.
@Potkuri It's got a lot of parts. Not very "mobile friendly". As a windows user, I should be more mindful about including a warning in the description for future builds.
@General360 Thanks.
@gamer506 That's an issue I notice on occasion. Generally, avoid firing the bombs while maneuvering quickly. Keep it nice and level, and don't jerk while firing, and it should be fine. It could also be framerate messing with collision detection. A possible fix would be deleting some bombs and moving the rest over so they aren't cramped against the plane.
Another possible cause is airblasts. Sometimes the bombs randomly explode while in flight. This usually occurs at distances greater than three miles, but sometimes they explode right away. Again this is probably caused by framerate.
Another thing to consider is the plane was made on Windows. I have no idea how any of my planes perform on mobile. This is likely your problem, as all your creations were made on Android.
@PositiveAnion Good plan! Good luck.
@PositiveAnion Very nice. Another thing; You may need to add additional VTOL engines to get enough thrust to lift it.
@PositiveAnion Go for it. Just beware, the COT takes into account ALL engines, so it won't represent the thrust distribution of the vertical thrusters.
@Liquidfox Thanks. I wish it flew as good as it looked though. lol
@General360 Wow, thanks.
I put in some work on this one.
https://www.simpleplanes.com/a/M21oG6/Sky-Lightning-3-0
@StudentAV8R Yes, but that put it much closer to the center of lift, which made aggressive inputs more liable to produce undesired effects, and also ended up decreasing the pitch-rate slightly, which hurt its turns. I settled for what I felt controlled best in the air. And thanks!
Wow. This post pushed me to silver status. Pretty cool. Thanks everyone.
@General360 Thank you.
Great idea. Would simplify the bombing missions. No telling how many times I had to retry the timed target mission.
@BaconAircrafts I like my SimplePlanes to be more... simple. But I do respect the artistic talent and patience that goes into detailed replicas.
@TheFlyingPlane21 Good idea.
@Himynameiswalrus [airhorn noises]
@Liquidfox Thanks!