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Before the actuators where updated in 1.6(?) to make them less "floaty" this plane had minor issues with clipping actuators in the complex landing gear making the plane go bananas. This was usually easily fixed by a respawn or by operating the landing gear, but after the update to actuators they just freak out every time so I have had to completely rebuild and simplify the landing gear.
If you don't get the updated version try to unsub and resub, this forces Steam to DL the file again locally.
I hope you can get it to work better for you. :)
If you are at all familiar with using the editor all my planes have some trim elevators hidden in the rear stabilizer. They're connected to a speed sensor and try to trim the plane at various speeds since lift changes SO much from under 100 kph to over and then again from over 220 kph and then again from over 450-500 kph it's impossible to get a plane to fly straight at all speeds without some severe trimming. So if you feel like please do change the Max Angle on those trim flaps and add +1 or 2 or 3 degrees and see if that helps.
I have a submarine that I worked for hours trimming and getting to float just right with and without the torpedoes in it and I got it working pretty well. The I spawned in a couple of large ships to test the torpedoes on and my FPS went from 144 to 55-60 and then the sub was suddlenly floating at a 45 degree angle in the water, nose up, and nothing could be done about it.
It's an amazing game in many ways but sadly some very core mechanics are still very broken after all this time, and I somehow feel that Fluppi is more focused on bringing the players all the bells and whistles they demand rather than fixing the core issues of physics/fps/multiplayer/netcode etc. that make the game behave so very erratically in many ways.
I hope I'm wrong but...
If you are using 1.3 -I of course try to trim them so they don't, but that's what works for me in single player on my PC with 144 FPS. As has been stated many times before the game physics including aerodynamics are extremely dependent on FPS and possible server lag which means no matter how much I try to trim it in SP on my PC it will behave completely differently at lower (or higher I'm sure) FPS and especially if there's some servaer latency/lag, so there's very little I can do about it I'm afraid.