Input: How can you level up in the early levels?

Context:
What is this game all about? (short version) Do you like the board game RISK®? Then chances are you’ll like QONQR. Your job is to join a faction and help your faction (team) take over the world. QONQR is an artificial intelligence that appeared on the Internet. We don’t know where it came from, or its purpose, but we know it is powerful. The Legion want to destroy QONQR because they believe it will enslave and exterminate humanity. The Swarm believe QONQR will advance the human race, and we should protect it. The Faceless don’t care, and want to steal the technology for their own uses. Pick a side, recruit your friends, and help your faction capture the towns and cities in which you live, work, and play. What is this game all about? (long version) Right now an invisible war is raging all around you. At stake: the Past, Present, and Future. A rogue Artificial Intelligence has been detected infiltrating the world’s networked infrastructure. Initial hacking of the source code has revealed incredible new technology. It is not certain whether this AI seeks to enhance or destroy humanity. It is only certain that it is here, and that is has a name: QONQR.Those who first detected the presence of QONQR on the global networks have argued fiercely over its intentions. They have split into viciously rival Factions, each co-opting the known QONQR technologies for their own ends. Even now the Factions battle over the entire globe seeking to gather resources and prepare for the coming power struggle. Whether you accept it or not, the war is here. Your survival, prosperity, and even glory depend on the choices you make and the skill you demonstrate from this point forward. You will be asked to join one of three Factions. The choice should not be made lightly. Your Faction Alignment will define your place in the war over QONQR. THE LEGION unite under the shared goals of destroying QONQR and saving humanity by crushing the nascent AI before it can mature. They are led by AGENT SUNDAY, a former commander of the NSA's Turing Task Force which has been valiantly stamping out dangerous AIs for years. THE SWARM are convinced that QONQR promises an era of unprecedented technological advancement and human prosperity. Nanobot weaponry expert KIMYO NAGUMO leads this faction in the battle to defend QONQR and assemble its future tech, accelerating humanity's path into the future. THE FACELESS are a loosely organized faction of militant hackers who want QONQR's technology for their own ends, but want to prevent the unavoidable nightmare of human slavery they believe it portends. When they choose to communicate, they do so through an anonymous vigilante who goes by the name PROMETHEUS. . What do I do first? Create a base, then launch. Launch nanobots until your fingers hurt. How do I create a base? On iOS there is a Base icon in the menu bar. For Windows Phone, you will find a bases button on the home screen. These take you to the Base Screen where you can see how many bases you have available to you. Once you create a base, be sure harvest often by returning to the list of your bases. You can see how full each base is by checking the fill percentage icon. Bases stop collecting once they are full. What is the point of creating bases and harvesting resources? You need bases to earn money. Bases collect rare elements over time which you can then harvest for your faction in exchange for qredits. Qredits can be used to purchase ordinance (like nanomissiles) and upgrades which will help you capture and hold battle zones more easily. What do you mean, “launch nanobots?” Nanobots are the invisible soldiers generated by your device (which has been transformed into “Scope” by advanced QONQR technology). Nanobots fight for control of the battle zones around you.. From the home screen click “Current Zone”. Once you have selected your zone, you will be able to deploy nanobots there.. Initially, you are just a level 1 recruit. You are only going to get a small attack formation with a limited range.. Other solders have to practice with rifles before they get tanks; you are no different. Once you prove your mettle, you’ll get access to bigger weapons. Soon you’ll be lobbing missiles hundreds of miles. How do I capture a zone? If you play for the Legion and are launching nanobots into a zone controlled by the Swarm, you will capture the zone for the Legion as soon as you have destroyed enough of the enemy that your nonbots outnumber theirs. If you are the person who causes the zone to change control to the Legion, you will be listed as the Capturer of the Zone. The Person with the most nanobots in the zone is the zone leader. What is my current zone? How do you know? Your current zone is determined by your proximity to the nearest zone center. So, while you might be inside the governmental boundaries of a city, your scope (phone) could tell you your current zone is a different city, if that city’s center is closer. So I just keep deploying? Yes, in the early levels of the game, just keep deploying and harvesting your bases. You will earn XP (experience points) proving your loyalty to your Faction.	You will level up quickly and soon have access to many more options. So all I can do is just attack? You only get assault bots to start. They are the most basic type of nanobot formation. As you level up you will get many more options, including bots that are good at defense, energy attacks, long-range deployments, formations that will buff the shields for all your faction-mates in the zone, and many more. My faction already controls this zone should I still attack? Yes, assault bots won’t attack your friends. You will increase the bot counts for that zone, which will deter opponents. Attack bots can defend your zone; they just aren’t very good at it. As you level up you will unlock defensive formations that are better for deploying if your faction already holds the zone. I’ll never knock out my enemy at this rate! In the first few levels your impact might feel minimal, but every deployment helps you gain experience. It won’t take long to level up if you keep at it. If you are unlucky enough to be in a zone where someone has already built up huge defenses, you may be in for a long fight. But remember, your scope moves with you. Go explore the world and find softer targets. Once you level up, it won’t seem like a toy gun against a battleship. You’ll get your big weapons once you prove yourself. We have already seen operatives brag about taking down 1,000,000 nanobots in just a couple days. Nothing is impossible. How do I attack a different zone? As you level up you will unlock more and stronger formations. Those new formations will have range. While at the early levels you can only attack nearby zones, as you level up your attacks will go 10-20 miles (roughly 15-30 Km) and you will eventually gain access to nanomissiles that can go hundreds of miles. What should I buy in the depot first? The smallest thing to buy is a refresh. We give you some of these as you level up so you can try them out. Refreshes will refill (or partially fill depending on the size of your tank) your bot bar or your energy bar. But after that, it depends on your goals. There is much to choose from. Do you want to be able to deploy more nanobots on every launch? Do you want to boost your offensive or defensive bots? Do you want to be able to launch missiles into towns far away? All of these things are possible. Look through the depot and see what you like. Most of the time you will need to buy an upgrade before you can buy the ordinance. For example, missiles are fairly inexpensive, but you need to buy the MX Rack Missile Launcher before you can launch them. Buy the upgrade first. What is the difference between qredits and cubes in the depot? A qredit (aka: credit, which looks like the child of a Q and € ) is the type of currency you earn in the game by harvesting your bases. Cubes (aka: power cubes) are purchased with real money in the Bank section of the Depot. We want everyone to be able to do everything in the game for free, by earning qredits, but for those who want to move a bit faster, you can purchase cubes to speed things along. Purchasing cubes is how QONQR makes money. We very much appreciate your support. Every purchase you make helps us to keep making improvements in the game. Future enhancements will enable you to earn cubes in game. Why can’t I create another base? Additional bases become available as you level up. At the start, you will get a new base every 5 levels. If you don’t have any more bases available to build, you will need to level up. If you have a base available, but aren’t allowed to use it, it is because you already have a base in that zone. You can only have one base in a zone. Get yourself to another zone, then create your base there. My bases are collecting credits at different rates. Your bases collect resources faster if your faction controls the zone. Do your best to either put your bases in zones you can control by yourself, or find zones with strong players in the same faction and put your bases there to maximize your credit collection. The game says I’m in a town that doesn’t exist. QONQR tracks almost 3 million battle zones of varying strategic value in 250 countries. Sometimes those zones include locations that haven’t existed for over 100 years. That’s pretty cool if you ask us. If you find a zone that looks like a duplicate or is just plain wrong, however, let us know on the forums under “Zone Corrections”. How do I move my current position on the map? You might need to take a car, bus, plane or train depending on which zone you are trying to get to, but if you want to move on the map, you need to move in the real world. QONQR is a location-based game, which means you play where you are. However we don't want to make you move to play, we want you to plan when you move. QONQR goes with you as you move through the daily activities in your life. Where do I find the Strategy Guide? Here: http://community.qonqr.com/index.php?/topic/1191-the-official-qonqr-strategy-guide/ How do I win? That is for you to decide. There is still much to discover. We don’t even know if QONQR is good or evil. Why is it here? What is its purpose? Help your faction further its goals and unlock all the secrets of QONQR!
Congratulations to the Swarm on their overwhelming victory in Atlantis in May 2015 -- taking and retaining all Atlantis zones from beginning to end is hard to argue with -- most convincing -- well done Swarm!
Rumor has it that the Duggers have 20 scopes. Some families really do have a wife and ten kids... Ha Anyways.... Multi scoping is generally not encouraged, usually if you mention that you do it on the forums or in groupme your not going to be a very liked person, even within your own faction. What tends to happen is if you start multiscoping then your enemies start doing it, then you get into a war where ever person has 6 phones and nobody is happy. I've seen or heard about situations like this in a lot of different locations.
Great job, faceless! It was actually an exciting Atlantis and I prefer it that way. Way to bring your A game.
You know what we need in this game? Nano-Nukes!!
Attention (insert faction here), We, the (insert faction here) are tired of the way you constantly (circle one).. A. Cube rage us B. Bully us with numbers C. Talk mean to us It hurts our feelings because (circle one).. A. We don't cube B. We don't have as many allies C. We have no sense of humor and/or no backbone Please refrain from participating in the above selected actions for above selected reasons so as the game is enjoyable for (insert faction here). Regards, (insert name and faction here) There we go...this should streamline the entire complaint process of the forums. Copy and reuse as needed. You're welcome.
Silver, you mentioned in a blog that there are levels beyond 150, is it safe to say there is no level limit anymore or is that for us to discover? Another question, I'm not sure if I'm the only one noticing this but it seems like bot decay doesn't work against Zone Assault bots. I've hit two players I know have been inactive for well over 6 months but my attack had the same effect it did yesterday before the update. However I did notice against Deflection bots I am getting 2x the kill power. Also in response to decontaminatoR. Paid gaming isn't just something for adults. When I was 13 the best options for handheld gaming was GameBoy or GameGear and the games at the time cost anywhere between $29-$39 dollars. I had a paper route to pay for my games. So, no offense, but you can afford $0.99 for a game. You don't even need a paper route, just check under your couch cushions and I'm sure you'll find a few quarters.
I want to start by thanking Faceless. This round of Atlantis, Legion and Faceless were doubled in sized and probably spending by Swarm. I contacted some great players from the other side and put together a nonaggression pact, this pact was one of the most impressive agreements I've seen in the more than two years of playing. Hundreds of people worldwide stuck to this agreement and put past feelings behind us. It was awesome to see both sides stick so closely to each other in fighting against Swarm. I want to really thank everyone who showed honor by standing behind me and the faceless command when we suggested that, the people who really gave it a chance and then most importantly, to all the players who honored it. Faceless, thank you very much! We stood no chance of winning without you! The battle came down to literally one launch in one of three zones. I'd say that with that being said everyone fought incredibly hard, so I want to give Swarm the respect they deserve. You guys really show out and play to win. Good game, 2 against 1 is not easy, no matter how large your crew is. And Legion, we had many late, late nights, many very long days. You guys killed it this month! We didn't take home a trophy, but I would say we all have something to be proud of! The other leaders who helped me coordinate everything were awesome! So many great people kept everything moving forward 24 hours a day for the whole week. Thank you to everyone who gave it your all for the whole week even when we saw that Swarm had 4x our bots at the end of just one day. Many people would have given up, but we held in and **** near won! I've won Atlantis battles with Faceless and with Legion but I will say, nothing was as fun or incredible as this round! You guys are fantastic and I can't wait to do it all again next month! Hopefully we have more Legion and Faceless show up for the next round, but I know that even if we don't, we will figure out a way, just as warriors do. PEW! PEW! PEW!
I must start with an announcement: Camels are not the only animal in the middle east. You have overused it already. It's saddens me that anyone would still find it funny. Get a bit of originality. For anyone not wanting to read all this drivel, skip to the end (hint: Bold stuff). At what point have I bullied anyone? When was the last aggressive or threatening message you or any of your members received from me? Never. Legion and Swarm (in the UK) have teamed up because Faceless are dominating in London. That makes sense. It's a three sided fight and if one force becomes too powerful, the other two can join forces to try and take them down. But: We are dominating in the London area while your alliance is attacking players outside of that area. Then you expect me to sit back and do nothing. You are specifically using me as an excuse for why you have teamed up but then you're attacking players outside of my reach, sometimes with Europe involved. If that is not reason enough to attack you then I'm not sure what is. You lot cube, multiscope and have multi faction accounts and still complain. I don't complain about anything you do. Play the way you want to, ill do the same. I am never rude to anyone, always polite no matter what the message is, never brag about what I do, can do or have done, never threaten anyone, try and keep in touch with the few swarm or legion who are civilised to me, listen to any message form any side and if I can help in any way, I try my best to. Formed agreements with enemy (that I didn't need to) that ended up slapping me in the face. I have even in the past taken the time to find out who some of the younger players are so I know to avoid them. When I'm in a different country I try and find who the bullies are. Those players who threaten and brag and laugh at others. Those are my targets (if they exist in those areas). I don't see how anyone can think I'm a bully. Is it your money? Its none of your business how I spend it. Either way your numbers are way off. 700 dollars a day? Did you just decide to blindly strike the number pad to come up with that figure? Best part of one of your posts is saying that the devs should worry about my welfare. What concerns you about me spending my money? Maybe I'll self harm due to overspending? I wont have enough to buy food because I bought too many cubes? I don't understand what they are supposed to worry about. I have issues? At what point did you deduce this oh mighty psychologist? Wait a minute are you my bank account manager? What do you know about how much I can or cant afford? Random guy spends money on something he enjoys. The end. Told you last time to give up on all the drama but I guess thank you for the concern. You play to make me spend more? And? What do you think that accomplishes? In fact how do you even make me spend? You don't even attack me. You sulk when I'm in the UK and when I fly out and you find out, you call in Europe to help you take an zone or two. As they say, whatever floats your boat. As for Atlantis: Please try again. I quit Atlantis when we were winning. I have on occasion involved myself after I was asked to help out but on the whole I give it a miss. The last time (months ago) was the last 10 minutes of Atlantis and Legion fought hard. We lost. I was not the only Faceless player to quit Atlantis. Quite a few of us thought it lasted too long and had too many zones to fight over. I hear the duration has been reduced. You can't honestly believe I changed my sleeping pattern for the game. I was in California for a month. I was jet lagged. My sleeping pattern was a bit off when I got back. You're not even accurate about when I deploy. Pay attention. You should know this by now: I play as and when I want, sometimes every 20 minutes and sometimes I do long stretches and sometimes I'm busy and don't deploy for hours. You wont always win, and nor will I. Try and get satisfaction form at least trying to win or putting up a good fight. About the limit on cubing. Please. I suggested that last year. Twice. Unfortunately multiscoping is allowed and so prevalent that it kind of ruins the idea. These are the facts: YOU and YOUR side threatened Faceless members who support London. One of the members threatened is actually London based. What do you expect him to do while his city is under attacked? A few of your members don't know when to keep quiet. They sent messages to us threatening specific players and telling them their zones will be dropped just because they have helped London. Basically if they help London then they get their zones wiped. And you have the cheek to call me a bully? We stood up to your members specifically because they were trying to bully. That is the reason we went strong months ago and took those big zones. How is this me bullying you? This is me answering your threats. I didn't attack those zones "just because i can", it's just because I should. Because of your threats. You can blame your members for the loss of those 2 or 3 big zones. These are the basics: You attack one of our zones. We look at the list of attackers and pick one of the players who deployed the most, find a zone of his or hers and attack it. We don't need to justify our attacks with "because there are Faceless players within 30 miles". What, every time we attack a zone we need to send some letter explaining why? You attack us or we attack you, for any reason. That's the game. When some of you were cheating and you could not win you complained, when you cube and lose you complain, when you invite all of Europe to attack and win you still complain. I just think you like to make a fuss. Last words (for now): You think I attack zones as a means of getting attention? I get enough of it form your threads. The only attention seeker here is you with your victim attitude and pity us posts.
I've had some very angry emails today from a couple users who are upset their rival achieved the ability to switch factions freely having played for one of the factions for only 1 hour. I've been accused of doing favors, changing the rules, and various other backhanded deals. It appears it comes down reading the rules. You do not have to play for every faction for 60 days in order to earn free switching status. Here is a common scenario many players have used to achieve free switching status and avoiding playing for one faction they despise. 1. Start with Swarm 2. Switch to Legion (earn Spy) play for 60 days 3. Switch back to Swarm (earn Double Agent) play for 60 days 4. Switch to Faceless (earn Mercenary) immediately switch back to Swarm or Legion Below is the complete text on the switch nanobots screen. It is the same text that has been there from Day 1 with the exception of the level 100 rules that went into place earlier this year, where you could switch as much as you want before level 100 , but those switches don't count towards the medals. This text has been part of this description since Jan 15, 2013. "Players that earn all three spy awards, may once again switch factions at any time as they could during the training levels 1 through 99." Prior to Jan 15, the text said this. "Players that earn all three awards may be given the opportunity to switch factions more quickly in future updates (contact support for more information)" I pulled that right out of source control, which includes the entire change history. Here is the complete text from this page. http://portal.qonqr....r/SwitchFaction WARNING: Defection has consequences! Self-destruct will be initiated on all your nanobots. Without the self-destruct, you would be required to battle against your former self to regain control of your zones. You will lose the capture and leadership of any zones you currently hold. Lifetime captures will be unaffected. If you are still completing the training levels and have not reached Level 100, you may switch as often as you like to find the faction that suits you best. Once you have reached Level 100 switching factions has rewards, but also has additional consequences beyond the self-destruct of all your nanobots. Defection will usually result in a demotion in rank. This is accomplished through awards with negative rank points. Those awards are: Spy - First switch to an opposing faction (-20 points) Double Agent - Return to a faction from which you had previously defected (-20 points) Mercenary - Become a member of all three factions (-20 points) Other Faction Change Details: You may not switch factions again until at least 60 days have passed since your last faction switch. Defection point penalties are applied only once per award Players that earn all three spy awards, may once again switch factions at any time as they could during the training levels 1 through 99. The decision to switch factions is one that must be made with strong determination. Nanobots cannot be reanimated once destroyed. You will retain your earned experience, level, formations, qredits, cubes, and upgrades. However, as far as your zones go, you will be starting over.
...has got to be one of the funniest moments I've seen in qonqr yet lol.
The **** change operation was a success!
As a relatively new player for faceless in a region dominated by swarm i can understand the OP. However, judging from the numbers i see here on a regular basis i think you are asking a bit much. My idea would be the opposite approach. Why not add a weapon with extremely short range, let's say like 5km that acts like a bomb and make it much stronk? That would add some serious home advantage. Or alternativley make attack formations lose power over range (exclude nanos and plasma). Maybe something like that would allow newcomers to at least get a foothold in their homezones. It's just an idea, maybe i overlooked something?
This is by design. Some day it is possible (I said someday) we could offer skins for your scope. So we will need a uniform color scheme. You can tell the formation families based on the shape of the box. Trapezoid is attack, diamond is defense, and octagon is support. It will take some time to get comfortable with the change.
Geophysical based game. Anyways, probably not a bad idea but, considering the issues with the three platforms and the development of blue for those platforms, I doubt the resources are available for development on a new platform. Seen the blog? Its Qonqr meets wheel of fortune!
I am happy to announce that today I both completed the training and captured my first zone.
^THIS so now that qonqr has been thoroughly funded, can we have blue now? Or is that not happening still lol.
Atleast I am not legion and there for we can have this intelligent discussion rather than just compete over who has the best words XD ohhhhh someone bring the bill to legion cuz someone just served them extra double order of stir fried SNAPPPPPP If the devs wont make zone dueling for us I hope out there somewhere are those who would empty a zone and challenge one on one to a local battle. I'd like to see the transcript of deployments made / moves made as well that would be neat I think such events would be cool. I suppose if people give up on atlantis as it works now they can schedule their own tournements in empty atlantis zones.. have a team clear the zone.. put 1 vs 1 or teams vs teams.. like fisticuffs challenges.. find out what these warriors are really made of!
@Qonqrd everyone you know must face palm every time you make a post. Its embarrassing. Mega cubers or whatever you want to call them are not great for the opposing team surrounding them but are great for the game itself (money) and for the team they are part of. Multiscopers are not not great for the opposing team surrounding them and bring nothing to the game but are great for the team they are part of. Both have a negative impact on enemy teams/players but only one benefits the game itself. Both can make people want to quit out of frustration. And that's not great for the game. @OP unlimited refresh is over powered. Its frustrating to fight against a ridiculous amount of refreshes. Unfortunately i dont see anything changing unless this game gets a lot more people playing. More people might mean more money for the company from various sources. More money from various players might mean they can limit the players who spend a ton and still generate a healthy income. The main issue i see with limiting refreshes is someone multiscoping and spending money. He now has two, three, four accounts to refresh with and gets the advantage. Its tricky.
ey dun new ho to yet it uff.
Yet you complain almost everyday here, on your website, Twitter, and YouTube channel that the game needs to change because cubing has such an impact.
It was fun. Swarm had me scared at first, but it turned into kind of a bullying match between us and legion. Last hour became p obvious which way it was gonna go. Legion rly stepped up their game in the end there, respect.
We are investigating this. Here is what we know: Several of the accounts used the same password. Most of the accounts belonged to people who knew each other personally. The accounts were all switched from the same IP Addresses. The person who logged in, got into each account on the first attempt, so they knew the password for each account. What you should know: QONQR never stores passwords, not even in the logs. Passwords are hashed (one way encrypted) and can never be decrypted When you authenticate to our servers, we hash the password you gave us and compare it to the encrypted password in the database to see if they match. Access to our database in the could is restricted tightly and we are confident no one breached the system. What you should do: Don't use the same password as other people you play with. Don't share your password with anyone.
I heard all the French players fled to the UK after one German player accidentally shot a single missile into France.
Most factions now use GroupMe or Line as their means of communication, the forums are too slow as a means of communication and insecure for specific faction conversations. Think of the forums are more of a gaming information resource rather than a means of communication. Contact the top players of your faction in the leader boards of your state and they will likely point you in the right direction to chatting with your local faction. The developers are also building some sort of new chat system into the game, we don't know much about it but apparently beta testing for the chat will be happening very soon (next couple of weeks) according to their timelines.
A way to honor the dead? Nah, how bout a way to dishonor the dead.
Could just build it up and retain their capture. Remember Bizzy, staq to the heavens.
I just read this entire thread. I am now tuckered.
Does anyone know if Bot Booster has an effect on Seekers and how much dmg they do to attacking players? Also on the topic of seekers, does the amount of skeers in a battlefield have any effect on how much damage they do?
Interactive map of real-time zone captures.
You know that is something I didn't factor in there. Time. The player who can consistently and constantly launch wins against the guy who casually picks up the phone on occasion or has to work away from a cell phone for 8 hours. Good point. And yes I can't argue skill doesn't factor in, it just seems like less of a factor than other games is all.
I cant see why a closed forum, open only to registered Qonqr accounts, cant be used. **** spammers!
Gotta love synclock! I suspect linjin has a problem. Maybe the dvs should look into it.
No, Naamah...I clearly understood what you were trying to convey. I'll even go as far as to agree that what your facing now is, while fully allowed and deemed completely acceptable by the developers, unbalanced and wrong. However..the imbalance isn't in the game and isn't something that, from a business standpoint, is likely to be regulated. The game is fair..the advantages are provided to all players. It's the players themselves that throw the balance into chaos because, as you've said, not everyone can afford spending several thousand bucks a year in only one game. Truthfully, in my opinion, the moment you admitted to buying cubes yourself your complaint became silly..because I'm sure there's a player out there, who has bought NO cubes, who can make this same complaint about you that you are making about others here. I know these things because I've read them so...many...times in this forum. There was likely a time, ages ago when I was a young Massune, that I even posted a few myself. That was the purpose of my post..I was poking fun at addition of yet another cuber/bully/trash talk complaint on the forum. It wasn't directed at your personal plight so much as the idea that someone, yet again, finds it necessary to lobby for a spending cap on the only real way for this game to make money. As to your specific problem..you, like all those that have raised this topic before you, have few options to rectify the issue. Here are a few that seem to have worked for others..fight harder, recruit better, spend less time complaining and more time organizing, budget for more cubes or quit. I'd rather not see you opt for the latter..but to each their own.
I agree, we should find a way to honor the dead, but I don't think keeping their towers infinitely is necessarily the solution. The game must go on. I'm pretty sure the point of bot decay was to clear the game of inactive player bots so that new players can have a chance to rise up, not to dishonor the bots of dead players.
The following are frequently asked questions about the new server update (so far) It still says Training Complete on my iPhone. -	Download the update from iTunes It still says Training Complete on my Android. -	Sorry, Android will not be updated again until the QONQR Blue beta is released My XP per launch keeps going down -	This is XP throttling and is intended to limit the ability for people to leve1 from 1 to 100 in a single day through heavy cubing. The XP throttle was introduced with the original version of QONQR in 2012,and the throttle formula is the same for levels above 100. The throttle resets at midnight UTC every day. How do I buy the Bot Regeneration Accelerator? -	Currently the Bot Regen Accelerator can only be purchased through http://portal.qonqr.com. Go to the Depot and review your scope upgrades. The new QONQR Blue clients will allow for this purchase to be made in the app using your mobile billing. I don’t have a PayPal account -	For users interested in purchasing the Regen upgrade, but who do not have a PayPal account, PayPal does give you the option to checkout using your billing information without creating an account. PayPal is not allowed in my country, or I don’t have a credit or debit card -	Please contact support@QONQR.com for alternate options Is Bot Regen Accelerator counted as part of the 100% scope upgrades? -	Yes, but there is a bug that does not increase scope upgrade percent when you purchase this upgrade, that will be fixed in the coming days. For all other questions, please read the 7 blog posts prior to 7/29/2015 for information on what was included in the update today.
Bye Fack, its been a pleasure being allied and against you.
The two big issues that are both killing the game slowly and keeping it from growing exponentially are cube injustice and new player ramp. The game obviously also needs to provide a consistent and growing revenue stream as well. I think Silver needs to rethink how revenue is generated if he is going to address cube injustice and new player ramp. For revenue generation I would suggest a model that doesn't give a significant combat advantages. Download and play for free from level 0-99 Pay small monthly fee to get full functionality or play for free at 50% of offensive/defensive funtionality Still buy cubes, but cubes are used for following: - Credit Boost: harvest more credits for a period of time - Range Extension: ability to use standard attack/defense formations at extended ranges - Base Share: get 100% credit attainment even in bases owned by another faction - Purchase additional ordinance - Zone Name Change - ability to customize zone names. "Breggland" - Faction Change with Bots - pay for the ability to keep up to 50% of your bots with faction change - Experience Boost: %increase in experienced gained while leveling - Other: anything that helps grow a player or provides enjoyment, but doesn't tip the battle capability of a scope. New Player Ramp/Integration into Game - Offer paid immediate ramp package: one price to become 100 with full upgrades - Like the changes in Blue - Create new zones in Metro areas that only 0-99 level can launch into, with statewide ranges Understand that catering to those who have money and like to use it for an advantage is a good business model and for those people it might be ok to offer very expensive options: - Shield generators: temporary energy shield that adds X% increase to defense or stops X% of damage - EMP's: turns Absorbs off for X minutes. Does not destroy, just turns off - Chain Lighting: Does damage across multiple players in a zone From a development standpoint I have no idea what is possible, easy or hard, but the general idea is to make the playing field more fair for the standard player while maintaining and growing a business revenue stream.
You need to come to the Northeast US. We handle our business like no other.

Answer: Keep deploying and harvesting your bases to earn experience points and level up quickly.


Input: What is the purpose of the baseline in the layout procedure?

Context:
Probably one of the most frustrating things about building experimental aircraft, especially when starting with a minimum of pre-fabricated parts, is to start building and ending up with an unexpected result. Every builder starts a new project by wanting it to go "perfectly." So when things aren't going well, especially at the beginning, the frustration can lead to an unfinished airplane.
This is the first article in a series dedicated to helping builders of the Rand Robinson KR series planes build a straight and true fuselage -- the first part of the construction process. Borrowing from modern boatbuliding techniques, focus will be on the KR-2S, but the principles apply to the entire lineup of KR-1 & KR-2 series planes.
While building the KR-2(s) a common surprise is encountered by builders when the completed fuselage sides are laid into position to form the fuselage box section. With many hours spent building the sides flat, finding the once straight longerons that now bow up from the building surface, form a most dissatisfying "banana" shape. Especially when using the preformed fiberglass parts, this curve in the top longeron is not acceptable. The builder is left wondering what went wrong and no amount of clamping or brute force forming will solve the problem to any degree of satisfaction. The problem is not the builder's fault. The solution starts by understanding the three dimensional relationship of the assembled parts being built.
First understand that the plans show the finished form of the plane. They show the "projected" form as you would expect to see it if viewing an actual plane from the top, ends and from the side. Since the sides are sloped (flared) outward, looking from the side, the distances given by measuring the profile drawing are "foreshortened" and don't give the proper shape for building the fuselage with a flat top longeron. What needs to be done is to "develop" the "true" distances and shape of the flat panel so that when it is curved into position, the longerons lay flat.
Second, understand that the dimensions called for in the plans put a twist in the sides that tends to work the panel in two directions of curvature. This twist makes the panel "undevelopable" meaning that that shape cannot be unrolled into an equivalent flat shape. This is important when laying out the side and bottom panels onto flat plywood. To illustrate this, try forming a piece of paper around a soda can. The paper can be formed flat around the can either straight or at a diagonal to it's length. It has only one direction of curvature and is by definition "developable". Now try to form the same piece of paper around a baseball. It won't lie flat on the surface without some deformation (folding, wrinkling or tearing) of the paper. The ball has curvature in more that one direction and is a "compounded" shape. Paper (or plywood) can only be readily formed in developable shapes as opposed to aluminum or other metal which can accept in plane deformation. A developable surface is needed to lay out a curved surface when the materials used can't be deformed with any degree of in-plane strain.
Initially, the fuselage sides are laid out flat with reference to the top longeron measured to a straight chalk line. The bowing problem starts when the side panels are bent and sloped to form the fuselage box section. If the sides were not sloped (tumbled home), the section formed would be cylindrical and the longerons would lie flat. Since the sides are tumbled home, the section formed is now conical. When a conical shape is cut with a plane (building surface) not perpendicular to it's axis, the shape formed is elliptical -- exactly what happens with the top longeron. When it's built flat, bent to form a cylindrical section, and sloped to form a conical section, it takes on an elliptical shape firewall to tailstock.
This method borrows heavily from proven techniques used in the marine trades. It should be stressed at this point that although the layout procedure is not complicated, it is important to take your time. If the layout is not going well initially, start over! Better to erase layout errors now than to have them built it and cause surprises later.
Layout to ensure a fair and true fuselage starts by drawing a reference line (baseline) on the building surface. Refer to figures 2 & 3 and use a wire guide to draw a very straight baseline. About 500 lbs. Of tension should be adequate. One could use a chalk line, but we're talking airplanes here, not house framing.
The main layout difference is that the baseline isn't used as a reference for the top longeron. The baseline references the mid point of the firewall for the developed (and true dimensioned) side panel. Although the baseline will still be the reference, the top and bottom longerons will be laid separately.
Layout differences don't end there. Each of the stations (vertical members) will be laid out with a calculated separation so that when the panels are formed into position, they land on the spacing called for in the plans. Another major difference is that the bottom & side panels are applied after forming the fuselage box section. This is mainly to obtain the ability to "fair" the side and bottom surfaces and insure a straight and true shape.
Refer to figure 1 for the layout of the new developed side panel. The firewall (station a) is layed out perpendicular to the baseline. Longitudinal (station) measurements are given along the length of the baseline from the firewall. Vertical dimensions are given to reference the angle and breadths of the station at the baseline.
Notice that the top longeron is bowed outward and that the stations are spaced slightly greater than called out in the plans. When the panels are formed into the box frame section ,they will work into the dimensions specified in the plans.
Strike a centerline, longer than is needed on the building surface using a wire guide. Draw off the firewall line perpendicular to the centerline at one end.
Using the distances listed in the balloons, mark them off on the centerline. Distances are measured to the nearest sixteenth of an inch. Take time to mark them off carefully. Don't mark off the distances in a cumulative fashion. Use the firewall as a common reference.
Using the angles listed at each station, mark off a station line longer than is needed. The angles are measured to the nearest hundredth of a degree. Take time to mark them off carefully.
At each station, start by marking off each short (bottom longeron) line distance from the centerline. Use your set of trammels or beam compass for doing this. Mark the intersection of the short line with the station line.
At each station, mark off each long (top longeron) line distance from the intersection of the short line distance and the station line. Again the trammels or beam compass is best for completing this step. Mark the intersection of the long line distance with the station line.
Using the longeron as a batten, trace out the inside and outside curves of the longeron. After the batten is secure, in between each station, fasten a keeper block inside and outside to preserve the shape of the longeron taking care to avoid potential future interference with the diagonal members to be installed later. The fairing blocks can be removed or left in place if they won't interfere with building. The vertical station members and their diagonals can now be measured and positioned. Remember to refer to the plans for the material thickness direction.
After vertical and diagonal members are cut and fitted, take time to draw their outlines on the building surface to cut down on time and confusion when laying out the opposite side.
Finishing the side panel is accomplished in a manner similar to that called for in the handbook with the exception that the side and bottom skin panels will be attached later.
The next article in the series will discuss jigging and building techniques to ensure alignment and straightness of the flat built side panels. Also covered will be building a "strongback" jig to assure alignment of the side panels when they are formed into their final shape.
Part 3 in the series will cover assembly of the side panels using the jigs. Some joint details will be discussed that will ensure a stronger and more fair fuselage assembly. Also covered will be the layout & attachment of the side and bottom ply skins.
U.S. Mail: Densmore Associates, inc.
ANSI "D" size, computer generated plots of all the layout drawings in this series are available from the author for $30 plus postage & handling. Full (true size) scale plots may be made available depending on demand.
"Scarfing" is the practice of splicing plywood so that short pieces of plywood can be used to span long distances. On the KR, it is required on both the fuselage skins and spar webs. The angle of the splice should be 10 to 12 degrees to maintain strength across the joint. Also, joints should coincide with structural members, such as spar webs or fuselage truss members.
This scarfer is made by mating a regular plunge router (this one costs about $50) to a table saw. Obviously, you really only need a table saw to cut the chamfer, but it does make a nice heavy table for scarfing. You could just as easily use a large work table as the base.First, set the table saw for a 5.5 degree cut (for a 1:12 joint, or 6.5 degree cut for a 10:1 joint), and run a 1 x 6 through on edge to chamfer a corner on the board. Then drill the board for three router mounting holes (two are countersunk) and connect the assembly to the table saw with two 1/4 inch bolts. Use a long (2-3 inch) straight cutting bit to do the cutting. Adjust the bit so it doesn't interfere with your table top, and go to town. Keep pressure on the plywood to ensure contact with the table while you're scarfing. Make sure you feed your material from the same end as you would if you were sawing, or the router will take your plywood away from you and put a big dent in your garage door.
In the late 60's Ken Rand and Stuart Robinson were working as flight system engineers for Douglas Avionics. Ken was working as an electrical engineer, having previously worked for Sperry as an autopilots project engineer, while Stu's degree was in aeronautical engineering from Northrop University. They were two of the guys at the end of the DC-8,9, and 10 assembly lines responsible for correcting some of the nits and picks in various systems before delivery to the customer.
They both wanted to build a fast, inexpensive airplane which was also economical to maintain. Several designs were considered, and plans were bought first for the Jeanie's Teenie and then the Taylor Monoplane. The Monoplane was more to their liking, but would require some modification to fit their needs. A cooperative redesign effort ensued, with virtually no dimensions left untouched. Only the basic fuselage structure, airfoil, and powerplant were retained. The tail shape was Stu's, and came directly from the big DC-8s parked on the ramp outside his office window. The landing gear was designed by Ken, after seeing the gear on a Dewey Bird at Santa Paula airport.
Ken was killed in his KR2 a short time later while flying over Cajon Pass in what was apparently a bad weather / low fuel accident. Ken's wife Jeanette became owner of RR overnight, and stepped up to keep the plans and parts coming. Much of the engineering needs are handled by Bill Marcy of Denver, who's been helping out since early '79.
To date, almost 6000 KR1, 9200 KR2, and 760 KR2S plan sets have been sold. 1200 KR2s are estimated to be flying, with 5 KR2Ss now in the air. Much of the development work done on KR's is now done by the builders themselves. KR builders tend to be innovative, which leads to some interesting modifications. Some of the mods that work eventually creep into the plans. The KR2S is a case in point. Many builders who'd heard of the pitch sensitivity and tight cabin of the KR2 began to build an enlarged version, with the length determined by the most commonly available longeron material. The result is a KR2 that is stretched 2" between firewall and main spar, and 14" behind the main spar. Higher gross weights dictated more wing area, with the new standard becoming the Diehl wing skin. Those who plan to carry passengers commonly stretch the cabin width a few inches, although 1.5 inches is the limit if you still want to use RR's premolded parts.
Mike Stearns addresses the KR Forum crowd.
This year's KR Forum featured guest speakers Mike Stearns, Steve Trentman, and Bill Marcey. Mike Stearns spoke on several topics, including the many sources for KR and homebuilding information available on the Internet. He also mentioned KRNet, the list server devoted entirely to KR aircraft, as well as several notable World Wide Web home pages. He also brought a sample of the new Rand Robinson wing skins with him, and discussed their high temperature core prepreg construction. His KR2S will receive the first set, which is currently being installed at Hinson Composites.
Steve Trentman spoke on his turbine installation. It uses a turbine engine which saw duty as an A7 attack jet starter engine. Total weight is about 85 pounds, while putting out around 90 horsepower. There is a small stockpile of these engines available from government surplus. sources. This engine can only be throttled back to 52% power, which leads to some pretty interesting landings. One inflight failure has been logged so far, with very little damage to the aircraft. More on this exciting development in next month's issue of KROnline.
Les Palmer's KR2 N202LP won Best KR2, Best Engine Installation, and People's Choice awards at the 1995 KR Gathering at Columbia, TN. After researching the KR series, and reading Neil Bingham's "A Critical Analysis of the KR2" (Jan 88 Sport Aviation), Les decided to build his as a single seater, stretched 24" in the tail, while maintaining a stock width firewall. His fuselage is made from Douglas fir, which weighs in at 4 lbs heavier than if constructed from spruce. It is skinned with 1/8" birch plywood. Spars are covered with plywoood on both fore and aft sides, ala KR2S. Diehl wing skins provide the lift. Horizontal stabilizer and elevator were stretched 7" longer on each side, while the vertical stabilizer and rudder were stretched 8" taller. . The fuselage to cowling junction was made more graceful by adding 1.5 inches to the height of the firewall end of the fuselage sides.
Les's canopy is a Dragonfly, using a four linkage system to swing forward when opening. The canopy frame fits snugly into a recess in the foward deck, providing an excellent wind and water seal. The fiberglass work is exemplary.
Seating is luxurious for one.
The cowling is also a work of art, and uses NACA ducts for efficiency. Female molds were made for all the fiberglass parts on Les's plane, so he could proabably be persuaded to make more, if demand dictates. Les also machines a multitude of KR aluminum and steel parts which he now offers for sale.
The firewall was reinforced with aluminum brackets and angles bolted between the longerons in anticipation of the 200 lb Subaru EA-81 engine installation. His 100 HP Asian version is outfitted with an American Holley 5200 caburetor and manifold. It uses a PSRU of Les's own design, featuring two spur gears with a 1.69:1 reduction ratio and a toothed belt. Other than tapping the crank for larger bolts to mount the redrive, no other engine modifications were required. Also, this is probably the only air conditioned KR2 on the planet. The prop is a 60/63 Hegy.
Originally built as a taildragger, the fixed gear is made from 4130 steel tubing. Custom cast 6.00x6 aluminum wheels and steel rotors are mated with 6" Cleveland calipers for braking. An early taxi test accident damaged the main gear, and prompted Les to change to tricycle gear. Again, he designed his own fiberglass main gear, and uses a Diehl nose wheel fork with a 4130 strut and 6" wheel up front.
Early tests revealed cooling problems, which prompted a radiator move from the firewall to a lower cowling location.
The first flight was almost a disaster, as test pilot Randy Smith lost power right after takeoff. He managed a 180 with a safe downwind landing with only minor nosewheel pant damage. The culprit proved to be a spark plug with too much reach, which was quickly remedied. Subsequent flights have shown water temp to be about 210 degrees, oil temp is 220-230, and airspeed is about 180 mph.
Shopping for the Partially Built KR.
This story starts about twenty years ago when I first started looking at the KR-2 as the plane I'd like to build. The only problem at that time was a lack of money, lack of knowledge, and a lack of job stability. I liked the design, except for the low ground clearance of the retractable gear and that a KR was going to be a tight fit for me to fly.
Over the past twenty years I've owned a number of planes, but still always wanted to build my own. I needed one that would fit me, my budget requirements, and have the speed and performance that I wanted. When "KITPLANES" published the article featuring Roy Marsh's new KR-2S, it was the first I had heard of any major modifications or improvements to the same old KR design. I believe that article and Roy Marsh's workmanship have probably been the greatest boon to Rand Robinson (RR) in the last twenty years. It certainly caught my eye! Here was the same design I had decided I wanted to build twenty years ago, with all of the improvements I wanted. It was sitting on fixed gear with some reasonable ground clearance. It had the capability to be built large enough to accommodate me. It has enough prefab parts available that it didn't have to be 100% scratch built if I decided to hurry the project along. And it had the speed I wanted. I knew that Roy's published speeds were probably not realistic expectations for the average KR, but after knocking around for the last three years in my Champ, anything over 90 mph seems pretty fast to me.
After purchasing the info kit and the sales video from Rand Robinson, the next step after deciding for sure to build this plane was to order the KR-2 plans and the KR-2S addendum. I finally got my plans and was putting together my first order to start the plane, when my partner in the Champ pointed out that there was a partially completed KR-2S for sale in Trade-a-plane. My initial answer was "No, I don't even want to look at it. I want to build my own from scratch." My partner insisted that for the advertised price and the fact that it wasn't too far away, I ought to at least give the guy a call and investigate it. "No, I don't think I want to buy someone else's problems," I persisted. That night I went home and crunched up some numbers on the calculator and finally came to the conclusion that for the sake of my budget for the next several years, I really should give this guy a call.
Three days later, I flew to his place about 400 miles away to take a look at his project. At this point I should probably mention that I consider myself to be fairly knowledgeable about airplane construction, although the vast majority of my experience is with tube and fabric. The rest of this article deals with what I looked for and more importantly what I missed and have had to repair in the last year since I purchased the project.
When we went to the seller's house, I found that the left wing was built using the Dan Diehl wing skins and the right wing skins were leaning against the wall inside the house. Also the canopy was in the house with the canopy covered with paper and tape. I wanted to inspect the fuselage first, so off we went to the shop.
There I found a fuselage sitting on it's gear painted in primer gray. The first step was to inspect the quality of workmanship of what could be seen as it sat. The interior of the fuselage looked as if it had been built with a great deal of care. The fit and finish of all of the interior wood was very nice. Even the gussets looked like they had been painstakingly perfectly fitted. The glass work on the turtle back also looked very precise and clean. It was evenly faired into the vertical and horizontal stabs. The tail also appeared to be well built with the exception of a depression directly over the front and rear spars in the horizontal stabs. He explained that when he moved recently, that he had shot the plane with gray primer to protect it from the weather since he wouldn't have ready access to a shop to put it in right away. It ended up sitting out in the hot south Texas summer sun for a few weeks before he got a shop rented to work in. That caused the glass (or possibly the foam inside the horizontal stab) to swell, except that it held onto the spar, so it was slightly ballooned in front of and behind the spars. His recommendation was to fill it back smooth with micro.
I also found a small linear crack in the lower left wing spar cap on the left wing stub. It appeared to be from over tightening the rear spar wing attach fitting bolts. His explanation was that the crack wasn't important because the rear spars only job is to keep the wings from folding back. I also noticed that the holes for attaching the outer wing to the wing stub were badly rounded out on the rear spar. He explained that the Diehl wing skins require the rear spar to be swept slightly more forward than the stock wings. This won't allow you to use the rear spar attach fittings from RR and that I would need to fabricate a new set of rear spar attach fittings.
I also found that the aileron bellcranks were not built or installed as per plans, but found that they looked professional. I couldn't check for function since the right bellcrank and sheeve wasn't installed, the left wing also wasn't installed, and the right wing didn't exist yet.
Next we pulled the inspection panels off of the fuselage and tail and looked at everything I could see with a good flashlight. I didn't find anything else that might be questionable about the fuselage except for a cracked elevator trim tab that was damaged when it fell off it's hanging place on the wall.
Next we spent some time going over his builders log and builders photo album. I still hadn't seen anything that would dissuade me from buying this project.
At this point it was starting to get late and my ride down needed to get airborne for the flight home. I needed to make a decision about whether I wanted this project or not, but I hadn't inspected the wings and canopy yet. I took a cursory look at the left wing and saw lots on micro built up on it and some bubbles in the leading edge, but nothing that looked seriously wrong to my amateur eye. The right wing was only a set of spars in the shop and the Diehl wing skins in the house, so there wasn't much to look at there. The canopy was wrapped in paper and tape, so there wasn't much to look at there either. I decided that even if there were serious problems in the wing that was built, I would be money ahead to go ahead and buy the project. For the advertised price, I could build a new set of wings and still be way ahead financially. We negotiated a final price, shook hands, took my ride to the airport, and started off in search of a U-haul to haul the project home.
Now, at this point, some of you are thinking about what I surely must have forgotten to inspect and why didn't I take a local A & P or EAA member along for the ride. First of all, I don't know any mechanics locally that have any experience with glass and our EAA chapter of which I am VP is woefully lacking in fiberglass knowledge. Secondly, as you will see, I missed plenty. Some by ignorance, some by just not looking close enough.
Now for a list of the problems that I found over the last year and a few of the fixes that I came up with.
I found that the lower set of rear spar attach fittings on the left rear spar were installed backwards with the longer spaced hole towards the fuselage. Since this is the same place that also had the cracked spar cap, it required a major change. Also in the same area he had drilled through the rear spar with a hole saw to create a place for the aileron cable to pass through and managed to cut out the second from the outside vertical brace in the spar. Then he chose to install the aileron bellcranks in front of the rear spar, and cut another hole through the rear spar for the aileron push rod. He also managed to cut out the outside vertical brace in the spar. Since the holes were already drilled through the spar, the choices were to either cut out that section of spar cap and scarf a new piece in, cut the whole rear spar carrythrough out of the fuselage including ruining the left lower wing skin, or do something else creative to reinforce the spar cap and install a custom built set of attach fittings.
I also found that after I built and installed the right side wing stub ribs and skin that the aileron bellcrank setup would not work as installed. The cable that crosses between the two bellcranks had a sharp uphill from the sheeve to the bellcrank in the last 12 inches on either side. This combined with the radius that the bellcranks turn caused the cross cable to pull up tight when the ailerons were pushed to either end of their travel, but allowed the cables to go very slack when the ailerons were centered. Also the Aileron pushrods needed to pass directly through the lower set of rear wing attach fittings to attach to the aileron. This whole rear spar and aileron bellcrank setup was going to either have to be redesigned or cut out and built to plans. The bottom line is that the problems I observed when I inspected this part were much more serious than expected when I had to fix it.
I decided that I had to remove the rear fittings from the left wing to be replaced with the new set that my neighborhood machinist was cutting out for me. When I put the wing on the work bench to start removing the rear fittings, I thought I had better take a closer look at the bubbles in the leading edge. I found that as I pushed on the leading edge, it delaminated between the glass lay-up on top and the upper and lower wing skin edges that were floxed together underneath. I concluded that that area had to come apart and took a belt sander to the leading edge. What I found was that the leading edge had been floxed together and glassed over, but the mold release had never been scrubbed off the leading edge of the wing. It peeled apart for rebuild quite easily.
When I got back to removing the rear spar attach fittings, I noticed that the woodwork inside the wing looked awfully dull. The reason was that the wing had been closed up without varnishing any of the woodwork. This was rectified with a small hole saw, a number of extensions and a modified undercoating sprayer.
I also found that the aluminum drain fitting in the bottom of the left wing tank had been glassed into place upside down. The tapered pipe threads were tapered the wrong way to install the draincock into the tank. Retapping the fitting the right direction seemed to be a good fix for that problem.
When I finally got around to attaching the wing to the fuselage, I found that the front spar attach fittings were badly misaligned. Although they could be forced into alignment, I didn't think I needed that kind of preload on the main spar fittings. This problem was fixed by calling on my local neighborhood machinist to build me an aligning fixture and reaming the attach holes to the next larger size and ordering the new sized bolts.
On the fuselage I found that although it had new Cleveland wheels and brakes on it, one of the brakes had a severe wobble to it. I must complement the manufacturers for taking care of that problem. One call to the Cleveland factory and they shipped me a new set of wheels and brakes even though the receipt for this set was over four years old and in the original builders name. Their only concern was that this set had never been placed in service yet.
I chose to sand the load of micro off the left wing to see what it was covering. When I got down to the glass, I found that there was no glass for the aft inch and a half of the underside of the wing in front of the aileron hinge. With the Diehl wing skins, you build the wings, then cut the ailerons out of trailing edge of the wing. He had mismeasured and cut too much material off the bottom side of the trailing edge in front of the aileron. It was filled by floxing a piece of spruce into the gap to fill the space between the back edge of the fiberglass and the aileron mount. I chose to wrap the trailing edge of that wing, and the other wing to match with a couple of lay-ups of glass.
When I sanded the primer off the aforementioned damaged trim tab, I found that the hinge was floxed to the leading edge of the foam insides of the tab, but not the glass. I also chose to wrap the front of the trim tab with a lay-up of glass.
I decided to pull the paper off the canopy and take a look at it before I'm ready to bolt it on and fly. The original builder had blown his own canopy and after some of the previous problems, I was beginning to have some concerns about not having looked it over closely enough. The canopy turned out to have been blow a little too large. It ended up with a little larger bubble for headroom, which I didn't object to. However, it had more headroom on the right side than the left. Yes, it was just a little bit lopsided. The main problem was that the canopy is stretched thin enough that it can be easily pushed in with one hand when the weather is warm.. My fear was that this is just thin enough that it may decide to lay on my head or in my lap when flying on a warm day. It will have to be replaced.
I'm sure that many that are reading this could see several of the potential problems before I mentioned them, but some others may not have and I'm sure that there could have been many other problems that didn't but could have existed on this project. This is also not intended to be critical of the gentleman that started this project as many parts of it, especially the wood work are better than I could have done and much of his work is outstanding. I prefer to think that I'll end up with a better plane with his woodwork combined with my glasswork. This article is intended to feature some of the problems that you may run into in buying someone else's project.
The final question is, knowing what I have found over the past year, would I have still purchased this project. The answer is yes, but primarily because the price was right in that I am still money and work ahead of where I would be if I had started the project from scratch. There are a few things that I would have done differently, but nothing that I can't live with. Although I won't be able to say that I built it all from scratch, I have built and rebuild enough of the plane that I should have no problem qualifying under the 51% rule.
You can send comments directly to the author via e-mail at "jscott@LANL.GOV".
Here is an brief explanation of how I built my turtledecks. The jig was constructed from scrap plywood and a few 1x4s that I ripped into stringers. I made two temporary bulkheads from the plywood, one for each end. Remember the forward bulkhead needs to be shaped in a way that will closely match the aft end of your canopy frame. Make an aft bulkhead by placing a straight edge at the top of your forward bulkhead and the trailing edge of your horizontal stabilizer. This will give you an idea of how tall your aft bulkhead needs to be. As far as location, I placed my aft bulkhead just forward of the lower/front of my vertical fin. I constructed the jig on the fuselage, it is glued together with automotive bondo.
After the bulkheads were bondoed to the fuselage I used the stringers that I ripped from the 1x4s and bondoed them to the bulkheads. This gave me a male form to cover with thin plastic or posterboard. I stapled two layers of posterboard to the jig(thin plastic would work better). The posterboard wraps down two inches onto the fuselage. After I was satisfied with the way it looked, I then covered the entire thing with duct tape (fiberglass will not stick to duct tape) On top of this I wetout one layer of tri-ply cloth (22oz) that I had left over from an earlier project, and one layer of 8oz. bid. Remember to mask off your fuselage so you don't get epoxy on it. If you are not familiar with composite lay-ups, you should plan on razor cutting your lay-ups 4 to 6 hours after wetout while the lay-up is still soft enough to cut with a razorblade.
After the lay-up cured (2 or 3 days) it was removed from the jig, and the jig was removed from the fuselage and discarded. (be careful, the bondo sticks very well to the spruce, you could splinter your wood during removal) I now have a fiberglass skin that tends to hold the shape of the jig but is still flexible enough to work with. I made two bulkheads out of 1/4 last-a-foam (AS&S) using the plywood formers from the jig as a guide. I covered these foam bulkheads with one 8oz layer of glass on each side, with a glass to glass edge on the bottom. After cure these bulkheads were bondoed into place (to the fuselage)and the fiberglass skin was pulled down tight and floxed to the bulkheads. When the flox cured the bondo joints were broken, again being careful not to harm the wood. The turtledeck was removed from the fuselage and 2 inch tapes added to the bulkheads inside and out.
At this point the turtledeck looked great and only weighed about 5lbs. but I noticed you could deform the skin by pushing hard on the outside. So I flipped the turtledeck over and from 1/4 inch last-a-foam, I cut two inch wide strips that would run the entire length, forward and aft inside the turtledeck. In effect these would act as composite stringers, I made enough of these two inch wide strips to make up three stringers. One down the center (sort of a backbone) and one on each side of the "backbone" half the distance to the edge of the turtledeck. I sanded the edge of the foam so that when covered with a layer of bid @ 45degrees there would be a nice transition from the turtledeck skin up onto the foam and then back onto the turtledeck I scuff sanded and glued the foam stringers in with micro. I covered the foam stringers with one layer of 8oz bid @ 45degrees.
You can also send me email at: mikemims@pacbell.net if you have any questions or want to share your ideas.
KROnline is an online KR Newsletter devoted to sharing KR information with other builders and pilots in a timely manner. The first issue (September 96) is now available as a zipped MicroSoft Word file at http://members.aol.com/bshadr or as an html document at kronline9.html. If you'd like to submit articles or photos, email Randy Stein at BSHADR@aol.com ------------------------------------------------------------ Don't bother to email Randy though. KROnline has been retired since the KR Newsletter has improved.

Answer: The baseline is used as a reference for the mid point of the firewall for the developed side panel.