1990 NSX NA1
26.1k FinnAatrox
3.6 years ago
Auto Credit Based on FinnAatrox's NA1
Pitch-accelerator
Roll-turn
Yaw-change gear
(for PC Q to down gear and E to up gear)
AG1-lights LandingGear-jump light
AG2-wiper AG3-front lid AG4-right door AG5-left door
AG6-engine lid AG7-back lid AG8-engine and park
*I don't want it become a part count monster so I do my best to control the part count at 1000 to make more players can enjoy it.
Type R is coming soon with a better perfrormance
Specifications
Spotlights
- 1918 3.6 years ago
- Wogchamp 3.6 years ago
- DerVito 3.6 years ago
- BowtheAvali 3.6 years ago
- tsampoy 3.6 years ago
- Zott 3.6 years ago
- Tonnkatu 3.6 years ago
- sakkijarven 3.6 years ago
- POTETOZ 3.6 years ago
- AWESOMENESS360 3.6 years ago
- EdgyCar 3.6 years ago
- RicardoACE 3.6 years ago
- Ian_Yashima 3.6 years ago
- ShirakamiShimada 3.6 years ago
- PlanariaLab 3.6 years ago
- Suubk27 3.6 years ago
- De2020 3.6 years ago
- CookingWithCinderBlocks 3.6 years ago
- DarthAbhinav 3.6 years ago
General Characteristics
- Predecessor NA1
- Successors 4 airplane(s) +178 bonus
- Created On Windows
- Wingspan 6.8ft (2.1m)
- Length 14.6ft (4.5m)
- Height 4.0ft (1.2m)
- Empty Weight 2,852lbs (1,293kg)
- Loaded Weight 2,976lbs (1,350kg)
Performance
- Power/Weight Ratio 1.132
- Wing Loading 90.2lbs/ft2 (440.5kg/m2)
- Wing Area 33.0ft2 (3.1m2)
- Drag Points 889
Parts
- Number of Parts 1000
- Control Surfaces 0
- Performance Cost 3,797
@RealOsazPeople Yes i did duh but for some reason it does still feels good to control
@ThatOneRoadTrainBuilder19 i think u use low things like phy, grp, and more
BRO I RUN THIS 1000 PART CREATION AND MY POTATO PHONE IS NOT LAGGING AT ALL
@FinnAatrox how are you making the wheel hubcaps spin without generating torque? Im trying to use rotators for wheel hubcaps but they are generating torque even though everything connected to it is massless
impressive
Use the yaw or the left control stick and to shift up you move the left stick to the right shift down is to move the left stick to the left @Weirdoguymajig
Can someone help me with the funky trees thing I’m trying to setup the rpm gauge to work on the car engine I’ve got it to function by inputting rpm1 but it just spins around about 3 full rotations before it actually reads like I want I think I just need to add like a max to the expression but I don’t know how need help plz
行
行
Just 1000 parts. Awesome
yo
Have this pic I took of it
https://cdn.discordapp.com/attachments/335481707010719746/854342350288846858/unknown.png
Can you make one thats automatic shift plz im mobile soooo😫
@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.
So no one is gonna talk about how the funky trees are done?
for the mobile peeps who need help with the gear shifting:
pitch up + yaw right. the car should eventually start rolling.
to shift, keep holding pitch up (i don't think it's needed, but who knows), and yaw to the right for about half a second. the car loses a bit of speed, don't let this frighten you, it's just a realistic gear shift effect, the car will gain speed shortly. after that, repeat until reaching max speed.
edit: i tried downshifts now, they work almost the same, except you've got to yaw to the left.
this is by far one of the best looking, functioning and feeling cars i've ever seen on SP, words can't express how much i appreciate this.
One of my dream cars
:)
I like.
I'm making a new speedometer these days and it is working for Pitch when neutral gear and ratio between GS and each gears' max speed when put in gears. And the magnets for sound are something like this as well.Maybe that can simulate the engine rpm.. @JumpingJack but in some special situations still have few problems need to improve now
@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.
Bwoah this is great!
the core is a counting function from my friend to record how many times you press Yaw:round(sum(abs(rate(round(clamp01(Yaw)))))/2-sum(abs(rate(round(clamp(Yaw,-1,0)))))/2)@JumpingJack then I add some inverse proportion function to simulate transmission ratio
cause I don't like to use mod parts ,so I'm trying to use the magnet with FT input to make a sound like Vtec@JumpingJack
Of course@JumpingJack
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.
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.