feed back:
the area and the bumps are way too slippery, makes the car easily slip off the track
the one with a lot of hemispheres are too narrow
can have more wave like bumps like in this video (can be big or small)
@UP4014X my trick is to synk the output/crankshaft with the pistons with FT to avoid stall, and in the process made the input not locked to the speed but make it locked to output (i.e. more like how throttlr works irl), which make it more adaptable
Of course make the linkages sturdier will help too
@Heneepr agree
the change in weight on the tires do play a role on how much tires have grips
so it thinks same as you that just a few adjustments away from workable grip model
@TopDiplomatOfMonary
what will normally happen in SP for RWD car (if you make the front wheel have less travel) is as you turn and lift the inside wheel it makes the frond suddenly lose traction and bounce back so I think the problem still stand
and I upload another gif of a FWD doing similar thing
I wrote another post called this is not how tire grip works discuss the questionable tire model in SP
and we believe it's a few tweaks away from workable tyre model
and the stationary tire grip problem can be easily replicated by driving a normal-sized car with normal-scaled grip and trying to do a tight 3 point turn and the car will roll for some distance before doing the turn
Still waiting for the news of brakes having FT input option
make sure the rear axel can swivel
and if you have car building question, always welcome to come to SVT(basically simpleplanes car builder discord server) and ask. you sure can get some useful advice there about building cars
can in-game rotator spin limit count as a bug
If it is, pls remove it like it do in LimitlessSpin mod and this in my opinion shouldn't be done by a mod
The main thing to fix/add for me is FT input for brakes in wheels, which should be added since the FT update of 1.9, and it's probably the only few functions that isn't accessible by FT input and can only be accessible via "Brake".
Another thing to fix is the weird interaction between the ground and the tire when at relatively low or no speed. A lot of times on level ground while holding brake on GP island, it can still kinda float around without any input.
Still another is to fix the problem for the spoke from rim "Performance" cannot be properly painted
Finally fix the weird action of when enabling suspension on wheels, wheel grip decrease.
I wonder what people will do with this build
probably will make it fly or something, idk, this is a plane game after all
+1the tire tread label do make this super laggy
+1feed back:
+1the area and the bumps are way too slippery, makes the car easily slip off the track
the one with a lot of hemispheres are too narrow
can have more wave like bumps like in this video (can be big or small)
yyyyyyyyyyeeeeeeeeeeeesssssssssssssss!!!
+1kinda cute
+1mad lad
+1@UP4014X my trick is to synk the output/crankshaft with the pistons with FT to avoid stall, and in the process made the input not locked to the speed but make it locked to output (i.e. more like how throttlr works irl), which make it more adaptable
Of course make the linkages sturdier will help too
+1Wellcome to check out my piston engine
+1kar
+1@Aviator01
+1@BeastHunter
@Foodtastegood4K
idk but this build is so good i wanna kiss you now
+1@Foodtastegood4K basically piston goes up and down and turn the crankshaft 😏
+1The random bump do Kinda ruined the experience a bit
+1Great work tho
the wobbling effect is really cute
+1My opinion is just engine and motor output are kinda unintuitive
+1Once you know how it works, it's not as misleading and confusing as many will think
pretty cool driving charateristic
+1drip
+1not a big fan or low rider but damn this car is beautiful
nice detail
+1wow this looks fun as hell
+1very simple and beautiful
+1and the suspension is pretty neat
i beg you to advertise your own build
+1more people need to see this
oof
+1underrated solid build
+1@Mage2IsTriggered this is overly flattering to this simple build
+1this will be an important archive once SP (hypothetically) have proper multiplayer and scenario editor
+1awsome!
+1Brakes on Wheels don't have FT input
+1the part optimization along with level of detail is kinda mad
+1really well-tuned
+1almost can make me to look past the questionable tire model
@Heneepr agree
+1the change in weight on the tires do play a role on how much tires have grips
so it thinks same as you that just a few adjustments away from workable grip model
@donkski looks cool
+1i think that's all
@TopDiplomatOfMonary
what will normally happen in SP for RWD car (if you make the front wheel have less travel) is as you turn and lift the inside wheel it makes the frond suddenly lose traction and bounce back so I think the problem still stand
and I upload another gif of a FWD doing similar thing
+1I wrote another post called this is not how tire grip works discuss the questionable tire model in SP
and we believe it's a few tweaks away from workable tyre model
and the stationary tire grip problem can be easily replicated by driving a normal-sized car with normal-scaled grip and trying to do a tight 3 point turn and the car will roll for some distance before doing the turn
Still waiting for the news of brakes having FT input option
+1mad lad
+1poggers build
+1car with big smile
make sure the rear axel can swivel
+1and if you have car building question, always welcome to come to SVT(basically simpleplanes car builder discord server) and ask. you sure can get some useful advice there about building cars
oh noo
+1@Nanta02
+1@Nanta02 I guess engine swap some existed mechanical car is an option
+1can in-game rotator spin limit count as a bug
+1If it is, pls remove it like it do in LimitlessSpin mod and this in my opinion shouldn't be done by a mod
The main thing to fix/add for me is FT input for brakes in wheels, which should be added since the FT update of 1.9, and it's probably the only few functions that isn't accessible by FT input and can only be accessible via "Brake".
Another thing to fix is the weird interaction between the ground and the tire when at relatively low or no speed. A lot of times on level ground while holding brake on GP island, it can still kinda float around without any input.
Still another is to fix the problem for the spoke from rim "Performance" cannot be properly painted
Finally fix the weird action of when enabling suspension on wheels, wheel grip decrease.
And I wrote a forum post Nice update, but this has to be fixed with pictures to show the problem and some of my future whishes
+1@Mage2IsTriggered i haven't spot any new things aside from new wheels rims
+1he boxy
+1mad lad
+1With this level of detail and yet only use 100 parts
good one!
+1mad lad
+1wow
+1simple!
hope SP have this good of a circuit tho
+1Big eye
+1Performance cost: -1
+1