@sakkijarven
Totally agree on the connection stuff, as of currently it's really difficult to balance between weight and connection strength
And also on the FT inout part, as its pretty weird to not have FT input for a lot of interactable stuff, such as firing guns and wheel brakes.
But also I would wish more FT input in places such as springs/ damper/ ratator dampers (and hopefully rotator springs)
0:52
Is there possibility to have ground effect for lift/down force?
Even elementary implementation like increased force near ground would be really neat
But also hight related to arear of the wing arear (or maybe wingspan idk) i believe would be good
@AndrewGarrison
Could we not have rotator spin limit like what LimitlessSpin trying to do?
And also I've been doing some piston engine and Mechenical stuff, currently the engines can do realistic size and power/weight.
It'll be really cool to have 1. no spin limit in game and 2. have something to interact with like gears and clutch.
The popular mod Engine out would be also be awesome to be integrated into the game.
People already achieve amazing work in the mechanical tab, imagine what we can do with ingame gears. ( I can't find the way to display all time of a tag)
@marcox43 you sure can build good engine
Your v and inline engine was my inspiration to build better engine
I was amazed by how well it work back then, and even now
we have funky tree now my man
So the piston don't have to start at either at top or bottom dead center now
The cycle function can be write using a sin wave, with top dead center be sin(90) and halfway at sin(0/180). And this is how I do this engine.
And even better we can have rotator output it's current position to the piston so it will never jam the engine ever again like this set of engines.
And lately I found out we could use control base instead of piston to push, and improves power per weight a lot.
So basically I have done some developing on the art of piston engine and above are my trade secret.
@marcox43 glad to see you on this old post This is my latest piston engine. I think in this I have the wobble reasonably taken care of.
Cool idea maybe I should do one just to try one with shorter stroke.
I do found out shorter connecting rod (in proportion) do reduce max RPM
even till now despite all the improvement to my engine
all of my engine can push 800 something RPM but not more.
Not sure which part of construction or game engine reason that limit it, as just attach an engine to free spinning rotator can easily do above 1000
@GrandPrix no
The wheel base is too short to drift properly, and it snaps back way too fast or just entering uncontrollable spin.
Because the rear wheel is rigid, it can't retain much rolling/side inertia and spins out due to a wheel leaving the ground
I'm not too sure what to test for but here's my thought
If not under acceleration100-200 km is pretty balanced, a bit on the oversteer side but controllable.
Over 200 it's pretty understeery, and under 100 it pretty norovirus
The Ackerman angle was not working properly, I have add a display to show how much steering angle each wheel have and it's not doing it properly See this one
I'm suspecting it's due to the steering linkage cannot articulate properly thus causing some funky steering.
By using control base as a ball joint to solve this problem like this
The steering system collapsing is another problem, just limit the steering angle or redesign the steering system
@GrandPrix overall really nervous
Major problem there's 0 articulation of the rear axle, so when the car roll one of the wheel would be lift up lose grip abruptly
from my test the rear left wheel would levitate and wouldn't touch ground without load.
I would believe it's wheel or one of the block stock on each other's collision model.
Another problem is the structure the rear left upper trailing arm attached to is wrongly attached to the lower arm. This should have the problem solved
based tank
My favorite tank in WoT
Sadly they absolutely butchered it after 9.18
@NTH you can download and look at the plane, but it could go fast because ingame spin limit
+1he look like he's hurt
+1should had have the funny tag
+1@sakkijarven
+1Totally agree on the connection stuff, as of currently it's really difficult to balance between weight and connection strength
And also on the FT inout part, as its pretty weird to not have FT input for a lot of interactable stuff, such as firing guns and wheel brakes.
But also I would wish more FT input in places such as springs/ damper/ ratator dampers (and hopefully rotator springs)
0:52
+3Is there possibility to have ground effect for lift/down force?
Even elementary implementation like increased force near ground would be really neat
But also hight related to arear of the wing arear (or maybe wingspan idk) i believe would be good
I maybe interested, but would like to use piston engine like this which would require LimitlessSpin.
+1Could that still be within the rule?
@ShinyGemsBro planes? like flying?
+1nah we dont do that here
ur hellcat looks funny
+1Yes my favorite genre of SP build
Downloadable waifu
based vehicle
+1T
@AndrewGarrison
Could we not have rotator spin limit like what LimitlessSpin trying to do?
And also I've been doing some piston engine and Mechenical stuff, currently the engines can do realistic size and power/weight.
+2It'll be really cool to have 1. no spin limit in game and 2. have something to interact with like gears and clutch.
The popular mod Engine out would be also be awesome to be integrated into the game.
People already achieve amazing work in the mechanical tab, imagine what we can do with ingame gears. ( I can't find the way to display all time of a tag)
we got walkable SP2 character before SP2
+3T
a part tag would be very helpful for someone to find this in the future
+3@crazyplaness and also I test out my engine need some RPM to make sufficient power
: upload first post
: absolutely fire build
OMG French car!!!
@MVC I was trying something with controlbase but I guess this would do
@lizi13399a such a pity we couldn't have you in SVT
T
I used to be a mobile builder
But once I get used to the controls and hotkeys I couldn't go back
how to make custom prop be rotatable yet stayed on instead of flying away due to centrifugal force?
+1T
how this 404 part plane are so heavy on the system.
+2This lag my device where normally a 900 part craft wouldn't
the instability is really cool, but this thing really need fly by wire and flight computer
we need single craft multiplayer for this
could I put working pistons and post this in the future?
@marcox43 you sure can build good engine
+1Your v and inline engine was my inspiration to build better engine
I was amazed by how well it work back then, and even now
we have funky tree now my man
+1So the piston don't have to start at either at top or bottom dead center now
The cycle function can be write using a sin wave, with top dead center be sin(90) and halfway at sin(0/180). And this is how I do this engine.
And even better we can have rotator output it's current position to the piston so it will never jam the engine ever again like this set of engines.
And lately I found out we could use control base instead of piston to push, and improves power per weight a lot.
So basically I have done some developing on the art of piston engine and above are my trade secret.
@marcox43 glad to see you on this old post
This is my latest piston engine. I think in this I have the wobble reasonably taken care of.
Cool idea maybe I should do one just to try one with shorter stroke.
I do found out shorter connecting rod (in proportion) do reduce max RPM
even till now despite all the improvement to my engine
all of my engine can push 800 something RPM but not more.
Not sure which part of construction or game engine reason that limit it, as just attach an engine to free spinning rotator can easily do above 1000
@MrShenanigansSP
So i did eventually did this on the Bush plane
Take a look if you want
I'll also redo this with a V12, as I finally have a powerful enough engine at proper size of the plane
bro waited almost 6 yeas for this one
@GrandPrix no
The wheel base is too short to drift properly, and it snaps back way too fast or just entering uncontrollable spin.
Because the rear wheel is rigid, it can't retain much rolling/side inertia and spins out due to a wheel leaving the ground
I'm not too sure what to test for but here's my thought
If not under acceleration100-200 km is pretty balanced, a bit on the oversteer side but controllable.
Over 200 it's pretty understeery, and under 100 it pretty norovirus
The Ackerman angle was not working properly, I have add a display to show how much steering angle each wheel have and it's not doing it properly See this one
I'm suspecting it's due to the steering linkage cannot articulate properly thus causing some funky steering.
By using control base as a ball joint to solve this problem like this
The steering system collapsing is another problem, just limit the steering angle or redesign the steering system
@GrandPrix overall really nervous
Major problem there's 0 articulation of the rear axle, so when the car roll one of the wheel would be lift up lose grip abruptly
@GrandPrix yes why?
from my test the rear left wheel would levitate and wouldn't touch ground without load.
I would believe it's wheel or one of the block stock on each other's collision model.
Another problem is the structure the rear left upper trailing arm attached to is wrongly attached to the lower arm.
This should have the problem solved
@YarisSedan yoo chill
+1simple assetto
plane game and tower
humm
cappie best girl
+1@ShinyGemsBro pray for the people of Jundrooverse
+1T
nice curves
T
@jamesPLANESii same
+2Still remember lerning to build helicopter blade, then 1.8 landed