A bit of problem to report
The tarmac feels way too slippery (compare to Gold Prix island)
And starting with 2nd place isn't too clever in A class race considering there's no countdown and will get rear ended upon staring the race
And the Meshes is kinda funny (common SP problem)
Sad to hear you lost the Unity project, this is actually good fun and had real potential.
thanks for this build to inspire me to write this post where I discuss the weird tire model of SP and explain why this car drives kinda nervous when it shouldn't.
not exactly a bug but somewhat an annoyance is the arrow from the connection editor will not scale with the part. So when dealing with scaled-down(or just small fuselage) it becomes a ball of arrow and it's pretty difficult to select the side to connect to
very beautiful paneling
I see you like build cars, wanna join our car builder chat? You can find us in the official discord post called SVT
feel free to join
I think for car building there are a few points I have thought of
not a feature, but a bug fix:
Currently, there's no way to add input to the brake of the wheel, it only be applied by pressing the brake, and can not control by FT input.
Ball joint
because the ball joint
A drive train system
Drag and drop drive train, that has spinning animation, and we can connect one end on transmission, one end to diff (and have settings on trans and diff), and finally to a wheel or a block (for making engine prop using engine power).
A holo rim for the wheel with physical tire model
holo in the middle so we can make our own spoke
and we can customize how's the rim size, how tall the sidewall, compound, tire pressure, and maybe the curvature of the tire.
Because the deformation of the tire and change in contact pach is also an important part of suspension
engine mapping
It will be a nice opportunity to teach everyone how ICB works
Although I don't expect the level of detail like in automation.
fixing the soft connection or at least have the option of having stronger soft connection without haveing to add weight
But still, I think if we want SP to attract more crowds, this will not be the priority.
I think what will make more new player is the ability for custom made missions, campaigns, challenges, and races so the player has something to do with their build
@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.
Some suggestion for the old game
Wheel doesn't have brake input option
Tire grip model need some work
Add option to turn spring into prismatic joint (disabling the spring, add travel limit)
Ball joint (we have control base, but to turn it into ball joint is a bit of a hassle. Also travel limit)
FT control for more thing, such as FT control for spring rate and damper of springs.
Spin speed limit of free rotator, it's stupid
The traction of a tire was greatly reduced when enable the inbuilt suspension
Feature suggestion
train stuff, train is cool
Gears, imagine what the player can build with gears. The game Gearblocks has really good gears implementation,
Belt/Polly/Tracks. Same reason as gears. But also people like tanks
Clutches, with FT control
Universal joint/ CV joint
Revamp Engine, engine out and driveshaft system. Current engine system on prop and wheels are simple, but these are maybe too simple for most player. It'll be cool if wheels and props being mechanically linked, and output by the same engine with mechanical linkages. Combine with gears, it'll be really cool for what the player can do.
Gearbox/differential, to manipulate/ split the rotation force of engine, if player don't wont to build it themselves/ if the performance cost is too much to have gears
Faux tire flex. It's basically the build in wheel suspension, but instead of moving from the tire base, let it sink into the colliding object a bit. Also have the tire grip being effected by the cross-section of dissected area and the force of the positive force the spring experienced
If we gonna use the website for SP2 down the line, I think it'll be worthwhile to update the website a bit. With the biggest problem being the search, it kinda bad.
and with tags, ill be nice to search with multiple tags and also search from it.
@SimpleStudent yeah, it's been a while since I properly built a thing, and cannot resist.
So I built this thing, and probably wouldn't build a new thing for a while
A bit of problem to report
The tarmac feels way too slippery (compare to Gold Prix island)
And starting with 2nd place isn't too clever in A class race considering there's no countdown and will get rear ended upon staring the race
And the Meshes is kinda funny (common SP problem)
Sad to hear you lost the Unity project, this is actually good fun and had real potential.
+2cursed .obj
+2holy F
+2I turns out thatwe can really use the base joystick as a ball hinge
Could you write a tutorial on how to do it?
the game just refuses to load it
+2it that ay its kinda impressive
why so much effort and part count?
+2this is one of my favorite build
+2Big boxy sedan from the 80's with incredible detail
in true spirit of simpleplanes
+2he looong
+2oh wow this works pretty good
+2@donkski yes, those are stock rims
+2new feture from beta
thanks for this build to inspire me to write this post where I discuss the weird tire model of SP and explain why this car drives kinda nervous when it shouldn't.
+2not exactly a bug but somewhat an annoyance is the arrow from the connection editor will not scale with the part. So when dealing with scaled-down(or just small fuselage) it becomes a ball of arrow and it's pretty difficult to select the side to connect to
+2WOW
+2breakable flaps
very beautiful paneling
+2I see you like build cars, wanna join our car builder chat? You can find us in the official discord post called SVT
feel free to join
simple birb
+2the meme is back bois
+2this trailer is so good it let me think SP has a good tire model
+2I think for car building there are a few points I have thought of
not a feature, but a bug fix:
Currently, there's no way to add input to the brake of the wheel, it only be applied by pressing the brake, and can not control by FT input.
Ball joint
because the ball joint
A drive train system
Drag and drop drive train, that has spinning animation, and we can connect one end on transmission, one end to diff (and have settings on trans and diff), and finally to a wheel or a block (for making engine prop using engine power).
A holo rim for the wheel with physical tire model
holo in the middle so we can make our own spoke
and we can customize how's the rim size, how tall the sidewall, compound, tire pressure, and maybe the curvature of the tire.
Because the deformation of the tire and change in contact pach is also an important part of suspension
engine mapping
It will be a nice opportunity to teach everyone how ICB works
Although I don't expect the level of detail like in automation.
fixing the soft connection or at least have the option of having stronger soft connection without haveing to add weight
But still, I think if we want SP to attract more crowds, this will not be the priority.
+2I think what will make more new player is the ability for custom made missions, campaigns, challenges, and races so the player has something to do with their build
seriously impressive build, too bad that the suspension doesn't actually work (my guess is faulty connection)
+2Wanna join SVT?
simple truck with boom boom
+2Oh yes, this is what i'm waiting for for years
+2Big iron on your truck
+2@WiFly maybe hop in and ask some question
+2I'm sure there'll gonna be someone willing to help including me
@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?
+2Some suggestion for the old game
Wheel doesn't have brake input option
Tire grip model need some work
Add option to turn spring into prismatic joint (disabling the spring, add travel limit)
Ball joint (we have control base, but to turn it into ball joint is a bit of a hassle. Also travel limit)
FT control for more thing, such as FT control for spring rate and damper of springs.
Spin speed limit of free rotator, it's stupid
The traction of a tire was greatly reduced when enable the inbuilt suspension
Feature suggestion
+1train stuff, train is cool
Gears, imagine what the player can build with gears. The game Gearblocks has really good gears implementation,
Belt/Polly/Tracks. Same reason as gears. But also people like tanks
Clutches, with FT control
Universal joint/ CV joint
Revamp Engine, engine out and driveshaft system. Current engine system on prop and wheels are simple, but these are maybe too simple for most player. It'll be cool if wheels and props being mechanically linked, and output by the same engine with mechanical linkages. Combine with gears, it'll be really cool for what the player can do.
Gearbox/differential, to manipulate/ split the rotation force of engine, if player don't wont to build it themselves/ if the performance cost is too much to have gears
Faux tire flex. It's basically the build in wheel suspension, but instead of moving from the tire base, let it sink into the colliding object a bit. Also have the tire grip being effected by the cross-section of dissected area and the force of the positive force the spring experienced
If we gonna use the website for SP2 down the line, I think it'll be worthwhile to update the website a bit. With the biggest problem being the search, it kinda bad.
+1and with tags, ill be nice to search with multiple tags and also search from it.
this brake my understanding on hinges and piston
+1great work
funny triangle
+1low rider niva is just a normal hatchback
+1nice
+1why not
+1wow the entire SP player base came back and give you updoot
+1GJ
M O N K E
+1This build is somebody saying to a plane : you are a car now
+1the look is kinda cool
+1indeed i have the car acceleration a bit too fast
+1@SimpleStudent yeah, it's been a while since I properly built a thing, and cannot resist.
+1So I built this thing, and probably wouldn't build a new thing for a while
this bring me 2015 SP vibes
+1