@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?
@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.
@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.
@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.
Oh my goodness😭
@jamesPLANESii I thought it was because you’ve reached such a high point in points that they gave you green.
@jamesPLANESii Oh cool!
@Fish83828 I'm a curator for SPVR
Question: How is you point tag green?
@JakeS Yeah a while ago
did they add a new tyre tread mesh
@jamesPLANESii sure does :l
@ChamDel78 true lol cdxxlxix is a bit of a mouth full lol
Happy new month, JamesplanescdxxLXLX or should I say, Jamesplanesii.
This could be a good concept for a car that can do wheelies, I might play around with this
basically, contrarotative engines do work in SP, but normal spinning things goes ZZoooOoMm
@WormWithLegs Oh damn that's actually an insanely good diea :D
@WormWithLegs see my forum as to why rotators are not speed limited
@IICXLVIICDLXXXIIIDCXLVII Increase the
max
value underRotationAxis
in overload to 9999999. I'm not sure if there is an infinite spin option.@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?
@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.
@jamesPLANEScdxxLXIX The rotation physics are way better with control bases.
@WormWithLegs Wait, you can make control bases spin? How?
@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.
@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.
@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.
@asteroidbook345 it's not, the rotators are not affected by the rotation speed limit.
@alexJgameYTukraine 😂
Andrew garrison: да пошла твоя физика на%уй!