I tried to make the tire feels bity yet loose, the G force it's pulling shouldn't be that far off a real car.
Also I've implement a steering assist FT, which would compensate for over/under steer, speed sensitivity and pedal input. The Car
Dear Dev @AndrewGarrison I've a few questions
Would there be gyroscopic precession and rolling effect caused by the engine? (Simulating the rotating assembly of the engine, propeller torque would be a separate thing)
I think these two details can add alot of depth to the flight.
Also I was wondering if there's any chance to out put multiple engine to 1 gearbox. So that dev wouldn't have to make every single possible layout and we can just merge multiple engine blocks together to creat something like H and X layout, Chrysler multi -bank and Jumo 222.
@User265 Me with my work with piston engine also can only reach around 925 RPM without load. I've also tried your engine with the mod and it reach around 900+ RPM. I'm kind of incline to believe it's limitation of the physics engine.
The rotator's spin limit with limitlessspinn mod is around 2700 RPM. But I'd believe with reciprocating design I'll believe it can do only 1000.
Maybe someone better than me can do better tho.
@bjac0 potentially doable if there's positional output from control base. Alternative would be a bunch of springs and hinge rotator to output variable, potentially doable, but would be pretty messy, partcount and all the part squeezed together
@32
In-game magnet are probably too finicky to implement, because i believe it need collision to work, kinda nogo in the structure that need to crumble
@WinsWings I think you should give the mod a try
From my test without limitless spin and free spin rotator and jet the max speed is around 100 RPM
Anything higher I think you'll need the mod
Could I reasonably expect we have realistic pontoon lift when it comes to sea plane in new water physics?
Current sea plane have pretty jank water physics due to lack of ground effect and wake lift where plane would have the bottom part stick to the water
@17514 I also hope we can potentially hook up hand made component to the drive train system
Like sprocket of a tank, hand made propeller and potentially, hand made piston engine on to the transmission
@SupremeDorian
Would drag caculation consider the back side? Like the drag between a smooth drop back and abrupt back with and without spoiler for example.
And for how I understand it the back side apply as much from simple angle of attack as the front when it comes to drag
And also would the lift element interact with the ground? (Ground effect)
this is the project I mentioned before, but I still couldn't figure it out how to make the crank count in 720.
Could you shine some light on the problem?
@tiltglory IK, i tried this idea in 2020 and have the same conclusion idea as you. I tried with a boxer and the external force is still bad. That's why I kept on doing with piston and controlbase instead of jet engine although it is actually cooler
and people said costume piston engine is far fetched
Like it's so close we just need some little things like higher frequency physics engine, better connections and a way to output engine power
With more complex mechanism like my piston engine even ctrl+M wouldn't suffice, as once mirrored the connection would got mess up, so I pretty much have to just use subassembly and know that things are not mirrored.
Which things like suspension when mirrored I have to disconnect and reconnect everything to make sure things work properly.
And to trouble shoot connection is the biggest time waste for my work flow.
I never really use the feature because back when I was a phone player, there's a small chance when I use the feature, everything just get doubled and it's now impossible to clean it up.
Maybe the problem is no more but I never use it since once i switched to PC, and only exclusively use control+M
I was thinking something like this but in 4 stroke
But couldn't figure out how to make crankshaft reading (like RPMS in this build) in 360 degree to 720 one
You got any ideas?
pls add "minigame" and "funky tree" tag, so this can be found easily in the future
+3I tried to make the tire feels bity yet loose, the G force it's pulling shouldn't be that far off a real car.
Also I've implement a steering assist FT, which would compensate for over/under steer, speed sensitivity and pedal input.
The Car
Dear Dev @AndrewGarrison I've a few questions
+9Would there be gyroscopic precession and rolling effect caused by the engine? (Simulating the rotating assembly of the engine, propeller torque would be a separate thing)
I think these two details can add alot of depth to the flight.
Also I was wondering if there's any chance to out put multiple engine to 1 gearbox. So that dev wouldn't have to make every single possible layout and we can just merge multiple engine blocks together to creat something like H and X layout, Chrysler multi -bank and Jumo 222.
@User265 Me with my work with piston engine also can only reach around 925 RPM without load. I've also tried your engine with the mod and it reach around 900+ RPM. I'm kind of incline to believe it's limitation of the physics engine.
The rotator's spin limit with limitlessspinn mod is around 2700 RPM. But I'd believe with reciprocating design I'll believe it can do only 1000.
Maybe someone better than me can do better tho.
SP2 car gaming lets goooo
+5please consider further development with LimitlessSpin mod in mind
+1This has some potential
maybe a "building" tag?
+1I totally forgot we can just go into xml file and mod it there.
+1I really wanna tinker with the wheels, for I see huge potential in them
@SupremeDorian
Is there plan for SP2 on Windows on Arm device?
I like where this is going
@bjac0 potentially doable if there's positional output from control base. Alternative would be a bunch of springs and hinge rotator to output variable, potentially doable, but would be pretty messy, partcount and all the part squeezed together
entomophobia test
lol sim racer
@32
+1In-game magnet are probably too finicky to implement, because i believe it need collision to work, kinda nogo in the structure that need to crumble
@KSB24 yummy
+1@WinsWings I think you should give the mod a try
From my test without limitless spin and free spin rotator and jet the max speed is around 100 RPM
Anything higher I think you'll need the mod
@WinsWings oh btw from my test the spin limit with limitless spin mod is around 2700 RPM
Another good reason to ask dev to remove the spin limit of rotators
To similar idea, I also have this and this unfinshed build built pre 1.8
My best attempt is this
+1注音lol
+1Could I reasonably expect we have realistic pontoon lift when it comes to sea plane in new water physics?
Current sea plane have pretty jank water physics due to lack of ground effect and wake lift where plane would have the bottom part stick to the water
@17514 I also hope we can potentially hook up hand made component to the drive train system
+4Like sprocket of a tank, hand made propeller and potentially, hand made piston engine on to the transmission
@SupremeDorian
could you address this problem about wheel grip?
the handling is really good
@SupremeDorian
+2Would drag caculation consider the back side? Like the drag between a smooth drop back and abrupt back with and without spoiler for example.
And for how I understand it the back side apply as much from simple angle of attack as the front when it comes to drag
And also would the lift element interact with the ground? (Ground effect)
please add "Part" tag
my favorite machine to suffer in in WoT (yes the 90mm one)
omg cars
Can't wait for multicrew multiplayer (if there'll be one)
+2@Nerun Also me on Snapdragon laptop
cool car
+1add "part" tag?
T
+1@Graingy if not car why car shaped?
+1honestly I think this should be a default part in SP2
+3humm
I can sense it being a popular asset in SP2
looks cute
+1Add "funny" tag pls
+3funny car
The simple driving simulator
+1this car have some Ghia looks to it
excellent work, might steal some code and ideas later
+1this is the project I mentioned before, but I still couldn't figure it out how to make the crank count in 720.
Could you shine some light on the problem?
@tiltglory IK, i tried this idea in 2020 and have the same conclusion idea as you. I tried with a boxer and the external force is still bad. That's why I kept on doing with piston and controlbase instead of jet engine although it is actually cooler
and people said costume piston engine is far fetched
Like it's so close we just need some little things like higher frequency physics engine, better connections and a way to output engine power
With more complex mechanism like my piston engine even ctrl+M wouldn't suffice, as once mirrored the connection would got mess up, so I pretty much have to just use subassembly and know that things are not mirrored.
Which things like suspension when mirrored I have to disconnect and reconnect everything to make sure things work properly.
And to trouble shoot connection is the biggest time waste for my work flow.
I never really use the feature because back when I was a phone player, there's a small chance when I use the feature, everything just get doubled and it's now impossible to clean it up.
Maybe the problem is no more but I never use it since once i switched to PC, and only exclusively use control+M
I was thinking something like this but in 4 stroke
But couldn't figure out how to make crankshaft reading (like RPMS in this build) in 360 degree to 720 one
You got any ideas?
Could I borrow some parts and code from this build
I was planning on a piston engine, and this would really help to grab some eyeballs
Add part tag pls
Jundroo
+13Pls add "All Time" to Airplanes tab (like Highest rated and Tag)
Currently there's no option to see craft more than 1 year old