@marcox43 glad to see you on this old post This is my latest piston engine. I think in this I have the wobble reasonably taken care of.
Cool idea maybe I should do one just to try one with shorter stroke.
I do found out shorter connecting rod (in proportion) do reduce max RPM
even till now despite all the improvement to my engine
all of my engine can push 800 something RPM but not more.
Not sure which part of construction or game engine reason that limit it, as just attach an engine to free spinning rotator can easily do above 1000
@GrandPrix no
The wheel base is too short to drift properly, and it snaps back way too fast or just entering uncontrollable spin.
Because the rear wheel is rigid, it can't retain much rolling/side inertia and spins out due to a wheel leaving the ground
I'm not too sure what to test for but here's my thought
If not under acceleration100-200 km is pretty balanced, a bit on the oversteer side but controllable.
Over 200 it's pretty understeery, and under 100 it pretty norovirus
The Ackerman angle was not working properly, I have add a display to show how much steering angle each wheel have and it's not doing it properly See this one
I'm suspecting it's due to the steering linkage cannot articulate properly thus causing some funky steering.
By using control base as a ball joint to solve this problem like this
The steering system collapsing is another problem, just limit the steering angle or redesign the steering system
@GrandPrix overall really nervous
Major problem there's 0 articulation of the rear axle, so when the car roll one of the wheel would be lift up lose grip abruptly
from my test the rear left wheel would levitate and wouldn't touch ground without load.
I would believe it's wheel or one of the block stock on each other's collision model.
Another problem is the structure the rear left upper trailing arm attached to is wrongly attached to the lower arm. This should have the problem solved
chill, I just find it really cool somebody else also did the details of the car.
I also like model car with details, and couple of my build also have engine internal.
Also moving drive shaft, nice detail and I too have some build with that.
I would like to imagine I have some influence in this build, mainly the engine, but also some other small thing.
If not still congraz for this beautiful build
I've seen you in your video (the landing gear one) where you turn multiple blocks into one static body or importing one from 3d modeling software.
Can you brief on how it's done?
@Jacobdaniel I think it's the inbuild suspension would have problem with rescaled wheels.
If you cave the wheels with >1 scale it'll sink below the ground
I think the vehicle physics of SP1 is good enough to go after trailmaker (the game)
But the game needs a way for the player to properly use their vehicle, either by custom event or online multiplayer
@crazyplaness I can, but I think that kinda miss the point.
Look at prop and engine spinning fast is part of the fun
I believe my old helibuild do work well enough without limitless spin
OMG French car!!!
@MVC I was trying something with controlbase but I guess this would do
@lizi13399a such a pity we couldn't have you in SVT
T
T
the instability is really cool, but this thing really need fly by wire and flight computer
we need single craft multiplayer for this
could I put working pistons and post this in the future?
@marcox43 glad to see you on this old post
This is my latest piston engine. I think in this I have the wobble reasonably taken care of.
Cool idea maybe I should do one just to try one with shorter stroke.
I do found out shorter connecting rod (in proportion) do reduce max RPM
even till now despite all the improvement to my engine
all of my engine can push 800 something RPM but not more.
Not sure which part of construction or game engine reason that limit it, as just attach an engine to free spinning rotator can easily do above 1000
@MrShenanigansSP
So i did eventually did this on the Bush plane
Take a look if you want
I'll also redo this with a V12, as I finally have a powerful enough engine at proper size of the plane
bro waited almost 6 yeas for this one
@GrandPrix no
The wheel base is too short to drift properly, and it snaps back way too fast or just entering uncontrollable spin.
Because the rear wheel is rigid, it can't retain much rolling/side inertia and spins out due to a wheel leaving the ground
I'm not too sure what to test for but here's my thought
If not under acceleration100-200 km is pretty balanced, a bit on the oversteer side but controllable.
Over 200 it's pretty understeery, and under 100 it pretty norovirus
The Ackerman angle was not working properly, I have add a display to show how much steering angle each wheel have and it's not doing it properly See this one
I'm suspecting it's due to the steering linkage cannot articulate properly thus causing some funky steering.
By using control base as a ball joint to solve this problem like this
The steering system collapsing is another problem, just limit the steering angle or redesign the steering system
@GrandPrix overall really nervous
Major problem there's 0 articulation of the rear axle, so when the car roll one of the wheel would be lift up lose grip abruptly
@GrandPrix yes why?
from my test the rear left wheel would levitate and wouldn't touch ground without load.
I would believe it's wheel or one of the block stock on each other's collision model.
Another problem is the structure the rear left upper trailing arm attached to is wrongly attached to the lower arm.
This should have the problem solved
plane game and tower
humm
big honkus
chill, I just find it really cool somebody else also did the details of the car.
I also like model car with details, and couple of my build also have engine internal.
Also moving drive shaft, nice detail and I too have some build with that.
I would like to imagine I have some influence in this build, mainly the engine, but also some other small thing.
If not still congraz for this beautiful build
No bumps?
a sub 200 part plane need a long table of contents
Truly advance
the best vehicle to play hide and seek with
@SPMistatop sure
looks german
cute
@MVC I was thinking the exactly same thing on controlbases, using it with FT to have an adjustable suspension.
I guess you beat me to it
T
yes my favorite tank and health bar game
I've seen you in your video (the landing gear one) where you turn multiple blocks into one static body or importing one from 3d modeling software.
Can you brief on how it's done?
missed phone call from Virgil Exner
finally i can see this truck without spending on microtransaction
@Jacobdaniel I think it's the inbuild suspension would have problem with rescaled wheels.
If you cave the wheels with >1 scale it'll sink below the ground
IDK but the stance of this bus is kinda good
I think the vehicle physics of SP1 is good enough to go after trailmaker (the game)
But the game needs a way for the player to properly use their vehicle, either by custom event or online multiplayer
using LimitlessSpin
I have it and 100% throttle is fine, pretty stable
the REEEEEE plane
@crazyplaness I can, but I think that kinda miss the point.
Look at prop and engine spinning fast is part of the fun
I believe my old helibuild do work well enough without limitless spin
not bad enough
2016 calls and want its paneled build back
wa- wat do you mean realistic weather in SP
simpleplanes wifu cant be real
simpleplanes wifu in the pic:
ill be really cool if there's some rail infostructure for train lovers
fellow boat enjoyer
I like car
80's econ box
happy cute boi
the literally me car