Profile image

SP rotation physics are balls

234k jamesPLANESii  2.3 years ago
  • Log in to leave a comment
  • Profile image

    Oh my goodness😭

    +1 2 months ago
  • Profile image
    20.5k tl

    @jamesPLANESii I thought it was because you’ve reached such a high point in points that they gave you green.

    1.2 years ago
  • Profile image

    @jamesPLANESii Oh cool!

    2.1 years ago
  • Profile image

    @Fish83828 I'm a curator for SPVR

    2.1 years ago
  • Profile image

    Question: How is you point tag green?

    2.1 years ago
  • Profile image

    @JakeS Yeah a while ago

    2.2 years ago
  • Profile image
    5,997 JakeS

    did they add a new tyre tread mesh

    2.2 years ago
  • Profile image
    15.0k ChamDel78

    @jamesPLANESii sure does :l

    2.2 years ago
  • Profile image

    @ChamDel78 true lol cdxxlxix is a bit of a mouth full lol

    2.2 years ago
  • Profile image
    15.0k ChamDel78

    Happy new month, JamesplanescdxxLXLX or should I say, Jamesplanesii.

    2.2 years ago
  • Profile image
    5,341 TRD6932

    This could be a good concept for a car that can do wheelies, I might play around with this

    +1 2.3 years ago
  • Profile image

    basically, contrarotative engines do work in SP, but normal spinning things goes ZZoooOoMm

    +1 2.3 years ago
  • Profile image

    @WormWithLegs Oh damn that's actually an insanely good diea :D

    2.3 years ago
  • Profile image

    @WormWithLegs see my forum as to why rotators are not speed limited

    2.3 years ago
  • Profile image
    1,378 WormWithLegs

    @IICXLVIICDLXXXIIIDCXLVII Increase the max value under RotationAxis in overload to 9999999. I'm not sure if there is an infinite spin option.

    +1 2.3 years ago
  • Profile image
    11.6k JesusChrist

    @WormWithLegs But how do you make it rotate indefinitely though? With rotators you can just use sum(yourinput) and it will spin forever, but with control bases it stops when you reach the max value, is there a way to disable that?

    +1 2.3 years ago
  • Profile image
    1,378 WormWithLegs

    @IICXLVIICDLXXXIIIDCXLVII make a variable of your desired input, then name it and put the name as the input for the control base axis (name of the variable must not have any numbers in it). You may want to adjust the minimum/maximum value of the control base if you want more rotation angle.

    2.3 years ago
  • Profile image
    1,378 WormWithLegs

    @jamesPLANEScdxxLXIX The rotation physics are way better with control bases.

    2.3 years ago
  • Profile image
    11.6k JesusChrist

    @WormWithLegs Wait, you can make control bases spin? How?

    +1 2.3 years ago
  • Profile image
    1,378 WormWithLegs

    @IICXLVIICDLXXXIIIDCXLVII use a control base instead of a rotator if you want make a custom prop. You won't run into counter-torquing problem anymore.

    2.3 years ago
  • Profile image
    11.6k JesusChrist

    @WormWithLegs I guess. Would be nice to have an xml attribute to disable counter-torque on rotators though, custom propellers would become a lot easier to make.

    +1 2.3 years ago
  • Profile image
    1,378 WormWithLegs

    @IICXLVIICDLXXXIIIDCXLVII the block is still ~1/20 of the car's weight (1500/77). It makes sense that something with a 1/20 the weight of another object would give the other object 1/2 a rotation over 10 rotations of itself.
    Why it has that effect when the block has already finished accelerating? Because it's not the block itself but rather the rotator physics. Try doing the same test with a control base and it will no longer have the goofy physics.

    2.3 years ago
  • Profile image
    1,378 WormWithLegs

    @asteroidbook345 it's not, the rotators are not affected by the rotation speed limit.

    2.3 years ago
  • Profile image
    3,190 bruhmoment99

    @alexJgameYTukraine 😂

    2.3 years ago
  • Profile image

    Andrew garrison: да пошла твоя физика на%уй!

    +4 2.3 years ago
  • Log in to see more comments