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XML drag update

2,664 LotusEngineering  6.0 years ago

Hey everyone! I’m quite new to XML modding. I received a SP update with a changelog talking about drag.

“*added dragScale, calculateDrag... attributes”

What are these, and how can I use them? Has the drag model been changed? Thanks!

-LE

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    @AndrewGarrison alrighty. Thanks for making SP an awesome game!

    6.0 years ago
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    @LotusEngineering No plans to rework the drag model at this point.

    +2 6.0 years ago
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    @AndrewGarrison Thanks so much! Will you be possibly reworking the drag model altogether at some point?

    6.0 years ago
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    35.6k Delphinos

    cough cough body lift cough cough

    +2 6.0 years ago
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    @jamesPLANESii Exactly! Slow aircraft will actually speed up when they dive. People would actually have to worry about "energy" during dogfights instead of having unrealistically powerful engines all the time!

    I'm probably just going to set everything to zero, then ajdust the drag for the wing-fuselage blocks till the cruise and top speed are correct for the specific altitude. The wings should be a good place to focus the drag, I think.

    6.0 years ago
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    My Brewster Buffalo has severe drag issues (you would know if you’ve downloaded, I had to give the engine 10,000hp XD) and with this update, I could make it fly like a normal aeroplane! :D

    6.0 years ago
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    Wait I just realised that this would be epic for making the performance for my aircraft realistic... @F104Deathtrap

    6.0 years ago
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    @AndrewGarrison Yeah, myself and others goofed around with neg drag airbrakes, but the game can only handle so many million miles per second, especially if you touch water.

    6.0 years ago
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    @F104Deathtrap It is fun to play with. While testing, I disabled drag on all parts on my aircraft and got up to about 20,000 mph before my aircraft exploded.

    +2 6.0 years ago
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    @JamesPlanesII You might want to check this out, I know realism is a big feature in your planes, this could be a very powerful tool.

    +1 6.0 years ago
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    @EternalDarkness You may remember our discussion about drag a few weeks ago. Check out A. Garrison's statement below.

    6.0 years ago
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    @AndrewGarrison

    Thank you so much for including this!

    There's tremendous potential for this feature, more realistic replicas, maybe even new ways of flight and control! I'm sure you know all that, but I just want to thank you for taking the time to implement it and explain. Thank you.

    6.0 years ago
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    The drag attributes are for the Part tag in the XML. The dragScale let's you multiply the drag the part receives. You can set it to any non-negative number. 0 indicates no drag. 1 is normal drag, 1.5 is 50% more drag, etc.

    The calculateDrag attribute can be set to false to exclude a part from the drag calculation altogether. This means that parts that are behind it will receive drag. This is less likely to be used. Typically you'll want to just set dragScale to 0.

    The diffuseInertiaTensors attribute is for the Aircraft tag. We diffuse inertia tensors across the aircraft to improve stability/reduce wobbliness, but this can come at the cost of realism in some cases. The default settings is true.

    +6 6.0 years ago
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    I know! Am I allowed to tag @andrewgarrison ?@F104Deathtrap

    6.0 years ago
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    1 comments?! Thats it? Dang. I wonder who we can ask to get answers?

    +1 6.0 years ago
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    I would like to know more about the dragScale feature as well. Most of my replicas suffer from a preposterous amount of drag, so I have to compensate with preposterously powerful engines. The result? Stupid-fast acceleration under power and barely any acceleration due to gravity.

    +2 6.0 years ago
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    5,841 FastDan

    I hope the drag has been changed cause the current drag stinks.I mean,parts in a car that are behind other parts having drag and making your car veer just isn't right.

    +3 6.0 years ago