3,572 JumpingJack Comments

  • F1 style pushrod multilink suspension 3.1 years ago

    @AtomicCyclone
    Also another flaw in the many gizmo parts of sp; the shock's travel distance stays the same no matter how big or small you make it in xml editing. So if you want less suspension travel (which is what you want if making f1 cars), then only use 1 shock. I have experimented with this already, it performs worse with more than one shock per wheel for track cars. Off-roaders benefit greatly from the increased suspension travel, but you don't want a lot for a high performance track car. I wish it worked differently, but hey, that's just the way so works. It's not always logical and realistic.

  • F1 style pushrod multilink suspension 3.1 years ago

    @AtomicCyclone no I meant that small rotators are lighter than the regular rotator. Hinge rotators and small rotators weigh the same

  • Godzilla GTR R32 3.1 years ago

    @frank77831
    Oh the FT is easy. The input is GS

  • Godzilla GTR R32 3.1 years ago

    @frank77831
    While it is an easy fix to just put a jet engine on it's not realistic and I don't want to cheat my way to it. It won't be satisfying.
    If I ever get around to doing it I'll have to use some funky trees to make it work properly.
    While we're on the topic of alternative methods of downforce though, helicopter rotors are the only propellers in the game that have actually ground effects coded into them, so I'll have to use a heli rotor instead.

  • Polossi F1 Version B 3.1 years ago

    The camber is positive on the left wheels

  • Godzilla GTR R32 3.1 years ago

    @frank77831
    Oh yeah! I see you have upvoted it. Thx. Btw I have no idea how it got that many downloads. if you were wondering, I have not stopped working on it, and fixing it's many problems are a pain.
    Anyways your r32 is a nice looking interpretation, I'll have to try it out later.

  • Lil drifter (1) 3.1 years ago

    Love the negative camber. it really completes the look of a car

  • 1990 NSX NA1 3.1 years ago

    @FinnAatrox
    Sounds like things that are a little ahead of me. I'm relatively new to FT and I haven't found a good post that really goes into detail on how you connect all the parts of a FT input, and neither good examples on what is possible. Just wish the sp devs made more accurate car engines with some good sound already. And also an easy to use transmission part.

  • Godzilla GTR R32 3.1 years ago

    Very fitting at the moment

  • 1990 NSX NA1 3.1 years ago

    @FinnAatrox
    So I've been playing around with the gear ratios and I've noticed that the rpms don't increase after the output value is lowered for each shift.
    So if you use the engine sound pack, the sound is tied to a certain input value, NOT an rpm like the standard sp plane engine, and car engine sounds, so I have not found a way to match the sound to the engine.

    The only way I can think of a way for it to work is if there was something like a resizablewheelRate flight data input in funky trees that measures how fast the wheel is spinning in revolutions per minute so you could match the sound to it. But yeah, your transmission is still really great for tuning now that we have motor in sp that simulates the power band of an internal combustion engine.

  • 1990 NSX NA1 3.1 years ago

    I know I'm commenting a bunch but would you consider making a forum post on how you did the transmission and how it works in funky trees? I would really like to see how you did it.

  • 1990 NSX NA1 3.1 years ago

    hey @FinnAatrox I'm going to use Starbound's engine pack to give this NSX some soul because they have custom sounds. I'll credit you once I upload it.

    Btw looking at your funky trees and Im just speechless, such a great thing you did with your transmission.

  • 1990 NSX NA1 3.1 years ago

    can I have your permission to use your transmission concept? it's goddamn revolutionary

  • OUTDATED: Input System Explanation & Tutorial ("Funky Trees") [SP 1.9] 3.1 years ago

    hey @SnoWFLakE0s
    I'm using an xbox controller and when put multiple inputs on a piston like 'Brake | Roll' both inputs seem to stop using the variable value that comes with joysticks, it just returns 1 for both brake and pitch instead of whatever value between -1, and 1 the stick is at. I know that Brake is a Boolean value input type, but I have been able to get brake to have joystick input type properties before when its just by itself like 'Brake'

    Do you know of any way to make the inputs behave like they would when normally used on joysticks when using an |, OR operator?

  • EA-6B Prowler 3.1 years ago

    I like your name @Destroyerz117 Chief

  • The Valley 3.1 years ago

    @EliCandyYT69
    Lol. Always find a that comment in any mod post

  • SimplePlanes MultiPlayer Servers 3.1 years ago

    @Embo
    Ah. I see now. Pretty sure your ipad has bluetooth. It's really a pain in the butt to have to use the mobile touch controls whenever I go back onto my phone after awhile, so I just connect my xbox controller. Once you do it, you can't ever go back

  • SimplePlanes MultiPlayer Servers 3.1 years ago

    @Embo wait so how are you playing simpleplanes if you don't have a phone??

  • SimplePlanes MultiPlayer Servers 3.1 years ago

    Who wants to do mirage speedway race with me ._.

  • how to make resizable wheels stop bending at connection point? 3.1 years ago

    @Ruvien0Republic0Officer
    I tried your drag car and reverse engineered its suspension. I found that your dragster actually generates more lift than it does downforce. my track car generates much more than the dragster you sent me. So the wheel bending problem is still present.

  • how to make resizable wheels stop bending at connection point? 3.1 years ago

    @Ruvien0Republic0Officer
    could you elaborate on what you mean by 2 hinges?

  • how to make resizable wheels stop bending at connection point? 3.1 years ago

    @Ruvien0Republic0Officer
    The vehicle weighs 1738 lbs. I don't think weight is a problem.

    Now if you know about down force in race cars, it's effectively like adding extra weight to keep the car planted to the ground, without the extra inertia that usually comes with increasing mass.

    So what I got from your comment is that it seems that it is a problem with weight, just not in the form of mass, it's in the form of downforce. Which is now an entirely new problem because the car needs the downforce To take the high speed turns (and also not fly off the road on an incline) but the suspension can't compress.

  • Need Opinions plz 3.1 years ago

    @Khanskaya my car goes 700+ mph 😳

  • Alfa romeo v6 155 ti 1:1 scale 3.1 years ago

    @CDRxavier
    https://www.simpleplanes.com/Mods/View/1250347/Simple-Race-Tracks

  • 1:1 iRobot Roomba 650 3.1 years ago

    @WoozyKiev
    curse you to eternal purgatory you heretical swine

  • OUTDATED: Input System Explanation & Tutorial ("Funky Trees") [SP 1.9] 3.1 years ago

    @CatMouth32
    Use the absolute value function. Or make your min value positive

  • Need Opinions plz 3.1 years ago

    @Khanskaya
    I'm trying to make multi directional wings with as little parts as possible. Using pistons would result in more parts. If you look at my profile I'm replicating the SRT Tomahawk X from Gran Turismo.

  • Crappy test vote thing(also changing name and some parts of desc) 3.1 years ago

    @tsampoy your comment now has 69 upvotes. You're welcome

  • sun 3.1 years ago

    I'm thinking about modding this to be the size of the sun

  • Need Opinions plz 3.1 years ago

    @Khanskaya
    Nice. I'm trying to make an active moveable wing and it turns out the heavier the wing is, the more it will resist sinking downwards when you go faster. Since it's suspended by a rotator, you want it to be heavy so it stays up and keeps producing the desired amount of downforce, but that means the rotator has to be heavy too so the wings don't sink down because the rotators aren't strong enough.

    So basically it the rotators the move the wings need to be a tad bit heavier than the wing, the big downside is, now you've got one heavy mechanism

  • Need Opinions plz 3.1 years ago

    @RejsDen not realistic

  • Need Opinions plz 3.1 years ago

    @Khanskaya question, does the wing thickness change drag?

  • Suspension setup 3.1 years ago

    I agree with what @HamzaJatt says. It needs some positive caster if it's going to be road suspension, considering that it's push rod. I'll see what I can do to make it smaller

  • Simpleplanes 4 The Unreal Driving Simulator 3.2 years ago

    Someone please tell me where to find race track maps like this. Would also love to know what this map is called.

  • Halo Warthog "Ultimahog" 3.2 years ago

    @OsmosisBinLaden
    The One:1 is too old by now to be considered "new". In may it'll be 8 years old. The Agera R.S. is still relatively new.

  • Halo Warthog "Ultimahog" 3.2 years ago

    Cursed

  • Build your own engine! 3.2 years ago

    I like how you put a Ferrari v12 block along with a shell logo in there ( ͡° ͜ʖ ͡°)

  • The Fundamentalist (0:17 Gold Prix time) 3.2 years ago

    @FLOWRIDER0 I didn't know the standard jundroo tournament guidelines

  • Object has a rotational speed limit 3.2 years ago

    I know this is old, but if this relates to resizable wheels I'll tell you what to do:

    1. Download a free text editor to edit in xml (only works on Android for the mobile version of sp). I recommend Quick Edit for android, and sublime for windows (the reason you need a text editor is because overload doesn't offer enough for your problem, and just doesn't offer enough for editing xml in general).

    2. Type this near brake torque somewhere,
      maxAngularVelocity = 100000

    And there you go.

    Here's a link to a car I made that has resizable wheels with a very I high max angular velocity limit,

    https://www.simpleplanes.com/a/C3adex/The-Fundamentalist-017-Gold-Prix-time

  • The Fundamentalist (0:17 Gold Prix time) 3.2 years ago

    @FLOWRIDER0 did you list that in the rules or the description? I've never done a standard jundroo tournament before so I never knew.

  • Quadra Type-66 Avenger 3.2 years ago

    @CyberBlood
    Also I play around with shock based suspension, and built-in resizable wheel suspension. Apparently the built-in wheel suspension is a lot bouncier and picks up more traction as speed increases. I found that off-roaders are better with shock based suspension and high performance track cars are better suited with the resizable wheel suspension.

    Also, positive caster does help with steering because it makes the turning curve less sensitive at the middle.

  • Quadra Type-66 Avenger 3.2 years ago

    @CyberBlood
    Take a look at my cars I've made. I'm all about adjusting everything about the suspension, tire grip, traction slip attributes. So to answer your question, yes

  • Quadra Type-66 Avenger 3.2 years ago

    @Juanfly154
    sorry to bug you a little more, but do you know what caster and camber is? or just alignment in general? just checking because there is an easy way to have camber and caster without any toe adjustments, unless you want some toe in or toe out, which doesn't serve an aesthetic, it just helps with responsive turning, but sp physics seem to just limit top speed more than the actual handling benefit toe out gives. so id reccomend no toe changes for both front and back wheels.

  • Quadra Type-66 Avenger 3.2 years ago

    @BloodFart I know it's not functional in sp, but it looks strange without it. Since this build is mainly an aesthetic build, it wouldn't hurt to add some positive caster and negative camber.

  • The Fundamentalist (0:17 Gold Prix time) 3.2 years ago

    @RandomDisplay
    no excuses.

  • The Fundamentalist (0:17 Gold Prix time) 3.2 years ago

    @RandomDisplay don't use ai to drive, use yourself. this is a racecar, not a Tesla

  • The Fundamentalist (0:17 Gold Prix time) 3.2 years ago

    @RandomDisplay
    that's called understeer, that's why it's best to use a controller so you can limit the gas just enough where you're still accelerating

  • The Fundamentalist (0:17 Gold Prix time) 3.2 years ago

    @FLOWRIDER0
    also use the custom camera 1 of 1, tuned it so it's better to see where you're going when you turn at high speeds.

  • The Fundamentalist (0:17 Gold Prix time) 3.2 years ago

    @FLOWRIDER0 I use an xbox controller. Pitch is RT, brake is LT, roll is left stick x axis. LS x axis has almost no inner deadzone, same goes for the RT and LT deadzones. Pitch backwards is bound to RS down for reverse

  • The Fundamentalist (0:17 Gold Prix time) 3.2 years ago

    @FLOWRIDER0 cool yay