I've been trying to get into the Juno/SR2 since it came out.
But the building and the gameplay part is too different from SP it is very hard for me and I believe most of the SP player base to get into.
I get it that dev has other things to do, but just straight up ditch the SP player base and unable to funnel them into the new game I my eyes is just a great miss opportunity.
This one is more a fix than a request
An input option for brakes on wheels with funkytree input. Currently there's no way to control it other than the input "Brake"
Balljoint
Just plz, They are great for making movable parts so plz
With double hinge rotators, you have to deal with alinement issue, twice the soft connection and twice the part.
Better parts:
Better Parts physics. Mainly more controllable and configurable soft connection and better tire physics (Like revised traction, revised engine logic, and maybe if we are lucky tire deformation).
I kinda wanna get in to SR2 for a while, but detered by the unfimillar building style and keyboard shortcut.
Is there any possibility to have SP style of builder in SR2?
up doots is sure addicting
really glad the main website is structured as such that it's genuine fun to contribute to the community
unlike other sandbox crafting/designing game, where all you got is steam workshop, which is just not as fun as SP website`
just hope that one day the car building aspect could reach Dream Car Builder's level then for my purpose this game will be next level
@WNP78 could you elaborate on how Control base could have unlock axis and could be free spinning like you mention in the post comment in SPVR Update - Control Base
also two simple petition:
1. Brake FT input for Resizeable wheel/ any landing gear
2. integrate your Limitless spin into the game
I know game dev is difficult, but online multi crew would be such a good feature. And that also enable builders to build more immersive and detailed build, especially for complicated vehicle ships and aircraft
I really think in order for SP to stand out it really need to specialized
Take SR2 for example, for a lot of people it's just KSP without the green man.
SP dont have the scale of KSP, dont have the world of stormworks, pretty realistic graphics of Flyout, and beautiful tire physics of Dream car builder.
But what it have is really easy building style that's suitable for small scale single craft and am all for that, but it really need a lot more feature.
And the introduction of FT really changes things. If other aspect of the game is as accessible to player as FT input, I believe the player base could really do a lot of awesome things, of course under solid physics, stuff like proper aerodynamics simulation, colision, etc.
I believe the game has some sort of rootementary open differential. You can try it by assigning 2 wheels to the engine and only 1 has contact with the ground. One in air will will spin while the other won't.
As to the weird grip action, I believe it's more to the fact that SP's tire physics are just weird, as I elaborated in this post
We could kinda mimic how LSD works if we can assign FT to wheel brakes, but it's currently not doable because no FT for brakes for now.
As to how the wheel could react in different torque split, I made a rig with 4 wheel assign to each engine, and have some FT to make it react differently, feel free to play around with it
@Suubk27 I actually believe SP don't even have static friction, but the friction value changes when there's any slip, and maybe that's why cars feel like it's driving on sope at low speed.
it's especially noticeable when you are doing a tight 3 point turn in a RWD car, the front wheel is slipping some before it does the turn, same on accelerating and decelerating even I just have very little speed and acceleration.
And why FWD can do it better is because it has forward traction to have more force to the turning
Maybe this could be tuned by the player by adjusting slipForward/Side Extremum/Asymptote but I don't really have the know-how
it's basically like a second cockpit that funkytree can refer to and not all depend on one single cockpit. Which makes a separatable compartment a lot easier and more intresting.
Some suggestion for the old game
Wheel doesn't have brake input option
Tire grip model need some work
Add option to turn spring into prismatic joint (disabling the spring, add travel limit)
Ball joint (we have control base, but to turn it into ball joint is a bit of a hassle. Also travel limit)
FT control for more thing, such as FT control for spring rate and damper of springs.
Spin speed limit of free rotator, it's stupid
The traction of a tire was greatly reduced when enable the inbuilt suspension
Feature suggestion
train stuff, train is cool
Gears, imagine what the player can build with gears. The game Gearblocks has really good gears implementation,
Belt/Polly/Tracks. Same reason as gears. But also people like tanks
Clutches, with FT control
Universal joint/ CV joint
Revamp Engine, engine out and driveshaft system. Current engine system on prop and wheels are simple, but these are maybe too simple for most player. It'll be cool if wheels and props being mechanically linked, and output by the same engine with mechanical linkages. Combine with gears, it'll be really cool for what the player can do.
Gearbox/differential, to manipulate/ split the rotation force of engine, if player don't wont to build it themselves/ if the performance cost is too much to have gears
Faux tire flex. It's basically the build in wheel suspension, but instead of moving from the tire base, let it sink into the colliding object a bit. Also have the tire grip being effected by the cross-section of dissected area and the force of the positive force the spring experienced
man gonna go play SP in SP
+20I've been trying to get into the Juno/SR2 since it came out.
+13But the building and the gameplay part is too different from SP it is very hard for me and I believe most of the SP player base to get into.
I get it that dev has other things to do, but just straight up ditch the SP player base and unable to funnel them into the new game I my eyes is just a great miss opportunity.
another poor soul getting trapped in SP
+13This one is more a fix than a request
+12An input option for brakes on wheels with funkytree input. Currently there's no way to control it other than the input "Brake"
"mobile friendly"
+12Petition
remove spin limit like LimitlessSpin mod do
Why spinlimit anyway?
also funkytree input for brakes for wheels plz
+10texture missing
+9@Zanedavid for the amount of ground vehicle creation we have, I think wheel and tyre physics deserve a dedicated update
+9Balljoint
+8Just plz, They are great for making movable parts so plz
With double hinge rotators, you have to deal with alinement issue, twice the soft connection and twice the part.
Better parts:
+8Better Parts physics. Mainly more controllable and configurable soft connection and better tire physics (Like revised traction, revised engine logic, and maybe if we are lucky tire deformation).
imagine tho
+7people batteling in SP in 4 islands as different teams and have to use user made vehicles to navigate and battle with them
Downloadable Waifu???
+6Say no more
I un upvoted just to keep it the funny number
+5I kinda wanna get in to SR2 for a while, but detered by the unfimillar building style and keyboard shortcut.
+5Is there any possibility to have SP style of builder in SR2?
it's been a while has there been a build that need super computer
+5up doots is sure addicting
really glad the main website is structured as such that it's genuine fun to contribute to the community
unlike other sandbox crafting/designing game, where all you got is steam workshop, which is just not as fun as SP website`
just hope that one day the car building aspect could reach Dream Car Builder's level then for my purpose this game will be next level
+5laugh in my piston engine plane
+5simpleplanes, the new learning platform
+5I wonder what people will do to this building in a plane game
+4Brakes on the wheel to have FT input?
+4Maybe?
About the glitching wheels
+4It's time to fix the wheel and soft connection issue isn't it wink wink
cute square box
+4normies: use windows calc
+4Me: opens SP and going for a flight just to use calc
so can the activation of the button be independent of the AG ingame (AG1-8) or you still have it bound to AG?
+4@WNP78 could you elaborate on how Control base could have unlock axis and could be free spinning like you mention in the post comment in SPVR Update - Control Base
also two simple petition:
+41. Brake FT input for Resizeable wheel/ any landing gear
2. integrate your Limitless spin into the game
the curves... must touch
+3I know game dev is difficult, but online multi crew would be such a good feature. And that also enable builders to build more immersive and detailed build, especially for complicated vehicle ships and aircraft
+3Since the last time the website died it has been less activities.
+3Probably a lot of people saw it died and never came back
love the mod
+3But I think the scale may not be right
I really think in order for SP to stand out it really need to specialized
Take SR2 for example, for a lot of people it's just KSP without the green man.
SP dont have the scale of KSP, dont have the world of stormworks, pretty realistic graphics of Flyout, and beautiful tire physics of Dream car builder.
But what it have is really easy building style that's suitable for small scale single craft and am all for that, but it really need a lot more feature.
+3And the introduction of FT really changes things. If other aspect of the game is as accessible to player as FT input, I believe the player base could really do a lot of awesome things, of course under solid physics, stuff like proper aerodynamics simulation, colision, etc.
rotator: exsist
+3Wolfhunter: you are buildings now
cool plane, but take off spped of 230 are a bit too high dont u think?
+3I believe the game has some sort of rootementary open differential. You can try it by assigning 2 wheels to the engine and only 1 has contact with the ground. One in air will will spin while the other won't.
+3As to the weird grip action, I believe it's more to the fact that SP's tire physics are just weird, as I elaborated in this post
We could kinda mimic how LSD works if we can assign FT to wheel brakes, but it's currently not doable because no FT for brakes for now.
As to how the wheel could react in different torque split, I made a rig with 4 wheel assign to each engine, and have some FT to make it react differently, feel free to play around with it
sorry for sounding like a cry baby
but still hoping there will be a fix on tire behavior, which is the biggest one I discussed in This is not how tire grip works post
this is the biggest thing that makes SP cars behave unnatural on pavement and I believe it's just a few tweaks away from being workable
+3based
+3@Suubk27 I actually believe SP don't even have static friction, but the friction value changes when there's any slip, and maybe that's why cars feel like it's driving on sope at low speed.
+3it's especially noticeable when you are doing a tight 3 point turn in a RWD car, the front wheel is slipping some before it does the turn, same on accelerating and decelerating even I just have very little speed and acceleration.
And why FWD can do it better is because it has forward traction to have more force to the turning
Maybe this could be tuned by the player by adjusting slipForward/Side Extremum/Asymptote but I don't really have the know-how
an egg
+3mad lad
+3upvote for komi
+3Remove spin limit like LimitlessSpin do
+3This makes a lot of craft "limited" and spin limit (at least on PC) is pretty unnecessary
Localized funkytree
it's basically like a second cockpit that funkytree can refer to and not all depend on one single cockpit. Which makes a separatable compartment a lot easier and more intresting.
+3sim racing experience on a game for building planes
nice
+3@MVC controlbase is just weird in general, it isn't instantly obvious it's uses as a mechanical part
+2@MrCOPTY literally me
+2SP2 at home:
+2thumbnail hurt my brain a bit, but cool
+2Some suggestion for the old game
Wheel doesn't have brake input option
Tire grip model need some work
Add option to turn spring into prismatic joint (disabling the spring, add travel limit)
Ball joint (we have control base, but to turn it into ball joint is a bit of a hassle. Also travel limit)
FT control for more thing, such as FT control for spring rate and damper of springs.
Spin speed limit of free rotator, it's stupid
The traction of a tire was greatly reduced when enable the inbuilt suspension
Feature suggestion
+2train stuff, train is cool
Gears, imagine what the player can build with gears. The game Gearblocks has really good gears implementation,
Belt/Polly/Tracks. Same reason as gears. But also people like tanks
Clutches, with FT control
Universal joint/ CV joint
Revamp Engine, engine out and driveshaft system. Current engine system on prop and wheels are simple, but these are maybe too simple for most player. It'll be cool if wheels and props being mechanically linked, and output by the same engine with mechanical linkages. Combine with gears, it'll be really cool for what the player can do.
Gearbox/differential, to manipulate/ split the rotation force of engine, if player don't wont to build it themselves/ if the performance cost is too much to have gears
Faux tire flex. It's basically the build in wheel suspension, but instead of moving from the tire base, let it sink into the colliding object a bit. Also have the tire grip being effected by the cross-section of dissected area and the force of the positive force the spring experienced
himb is angry
+2Waiting for the funny to happen
+2SP stands for SimracingPlanes
+2