@Juanfly154 sure, though I'm not content with this version, it's a bit too simplified, and might work on something better if I got the time
it's basically works on the FT of GS
(clamp01(GS > lowest speed in that gear) * clamp01(GS < highest speed in that gear) * clamp(GS*gearing, lowest rev in that gear, highest rev in that gear)
Noted: speed should match with rev by a certain ratio and here's how I do it
take the second gear for example(clamp01(GS > 15) * clamp01(GS < 29.995) * clamp(GS*0.233,3.495,7))
we know the highest speed in second gear is 30, and it correlated to 7 in the tachometer, so the gear ratio would be 0.233... .And then we can calculate where at the lowest speed how many revs it should have, which is 3.495
repeat that for how many gears you want, and you will have a simple tachometer
I mainly build cars in SP, and here's my opinion about building cars in SP.
About building cars, we can take a good look at the game "dream car builder".
Just as you say engine, transmission, and drive train. But also tyre model and ball joints.
A better tyre model includes the importance of suspension geometry and also tyre itself as a suspension components. And it would be nice, if we can build the rim with fuselage, let the driveshaft drive the rim, and tyre as an add on.
Ball joints enable us to use less part in suspension, instead of stacking a bunch of rotator on each other.
And also there's connection physics problems with the games. If you connect a little mass object relative to the total mass, the connection will be weekend. And that prevents us from building a realistic weighted components for cars.
And I think it will be awesome to have belts and gears for those mechanical nerds.
@CrashFighter05 I go from around 400 points to 3000 points from just 2 of my work. One is a very serious work that took me 6 months, and another one was build in only purpose of laughing at the truck's design and took me 6 hours.
@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
@sakkijarven
Totally agree on the connection stuff, as of currently it's really difficult to balance between weight and connection strength
And also on the FT inout part, as its pretty weird to not have FT input for a lot of interactable stuff, such as firing guns and wheel brakes.
But also I would wish more FT input in places such as springs/ damper/ ratator dampers (and hopefully rotator springs)
@marcox43 you sure can build good engine
Your v and inline engine was my inspiration to build better engine
I was amazed by how well it work back then, and even now
we have funky tree now my man
So the piston don't have to start at either at top or bottom dead center now
The cycle function can be write using a sin wave, with top dead center be sin(90) and halfway at sin(0/180). And this is how I do this engine.
And even better we can have rotator output it's current position to the piston so it will never jam the engine ever again like this set of engines.
And lately I found out we could use control base instead of piston to push, and improves power per weight a lot.
So basically I have done some developing on the art of piston engine and above are my trade secret.
@XEPOH
My opinion is that we shouldn't have to use custom prop to have all this. Because as you stated it would be too demanding and I totally agree. I just think there could be a option to have all the stuff integrated into the prop part
@BeastHunter
+2@TigerEye35
@Spikerya
finally some simpler plane in the first page
+2@Nanta02 i comment when i see a good car build, or someone tags me, or both
+2lovely!
+2especially it's pretty difficult to do the bubble shape of 90's in SP
and it's pretty well done here
the transmission FT is amazing
+2I wanted to do something like that for a while and I see this
amazing
@Juanfly154 sure, though I'm not content with this version, it's a bit too simplified, and might work on something better if I got the time
it's basically works on the FT of GS
(clamp01(GS > lowest speed in that gear) * clamp01(GS < highest speed in that gear) * clamp(GS*gearing, lowest rev in that gear, highest rev in that gear)
Noted: speed should match with rev by a certain ratio and here's how I do it
take the second gear for example(clamp01(GS > 15) * clamp01(GS < 29.995) * clamp(GS*0.233,3.495,7))
we know the highest speed in second gear is 30, and it correlated to 7 in the tachometer, so the gear ratio would be 0.233... .And then we can calculate where at the lowest speed how many revs it should have, which is 3.495
repeat that for how many gears you want, and you will have a simple tachometer
+2closed pit stop
+2project cars 3 flashback
absolutely beautiful!
+2oh wow
+2windows phone is long gone
but long live the jundroo
My criteria are simple, if there's ROC stuff, I will upvote.
+2I mainly build cars in SP, and here's my opinion about building cars in SP.
About building cars, we can take a good look at the game "dream car builder".
Just as you say engine, transmission, and drive train. But also tyre model and ball joints.
A better tyre model includes the importance of suspension geometry and also tyre itself as a suspension components. And it would be nice, if we can build the rim with fuselage, let the driveshaft drive the rim, and tyre as an add on.
Ball joints enable us to use less part in suspension, instead of stacking a bunch of rotator on each other.
And also there's connection physics problems with the games. If you connect a little mass object relative to the total mass, the connection will be weekend. And that prevents us from building a realistic weighted components for cars.
And I think it will be awesome to have belts and gears for those mechanical nerds.
+2@CrashFighter05 I go from around 400 points to 3000 points from just 2 of my work. One is a very serious work that took me 6 months, and another one was build in only purpose of laughing at the truck's design and took me 6 hours.
guess which do better
+2the map?
+2please 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
@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
+1Another 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
+1cool car
+1T
+1@Graingy if not car why car shaped?
+1looks cute
+1The simple driving simulator
+1excellent work, might steal some code and ideas later
+1@NTH you can download and look at the plane, but it could go fast because ingame spin limit
+1he look like he's hurt
+1should had have the funny tag
+1@sakkijarven
+1Totally agree on the connection stuff, as of currently it's really difficult to balance between weight and connection strength
And also on the FT inout part, as its pretty weird to not have FT input for a lot of interactable stuff, such as firing guns and wheel brakes.
But also I would wish more FT input in places such as springs/ damper/ ratator dampers (and hopefully rotator springs)
I maybe interested, but would like to use piston engine like this which would require LimitlessSpin.
+1Could that still be within the rule?
@ShinyGemsBro planes? like flying?
+1nah we dont do that here
ur hellcat looks funny
+1based vehicle
+1how to make custom prop be rotatable yet stayed on instead of flying away due to centrifugal force?
+1@marcox43 you sure can build good engine
+1Your v and inline engine was my inspiration to build better engine
I was amazed by how well it work back then, and even now
we have funky tree now my man
+1So the piston don't have to start at either at top or bottom dead center now
The cycle function can be write using a sin wave, with top dead center be sin(90) and halfway at sin(0/180). And this is how I do this engine.
And even better we can have rotator output it's current position to the piston so it will never jam the engine ever again like this set of engines.
And lately I found out we could use control base instead of piston to push, and improves power per weight a lot.
So basically I have done some developing on the art of piston engine and above are my trade secret.
@YarisSedan yoo chill
+1cappie best girl
+1@ShinyGemsBro pray for the people of Jundrooverse
+1Omg i love french car
+1lol the text radio is really cool
+1welcome back legend
+1@XEPOH
+1My opinion is that we shouldn't have to use custom prop to have all this. Because as you stated it would be too demanding and I totally agree. I just think there could be a option to have all the stuff integrated into the prop part
absolute cinima
+1@AddictiveSPboy this looks like old school build from 2014
+1cool conversion
+1good to see someone join the piston engine rabbit hole
+1why is the wear wheel steering
+1beautiful car
+1