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
in short i think SP needs to be specialized
For now SP can do a lot of things, but just kinda
3D modeling is kinda there, air/fluid simulation isn't there, physics simulation (ie interaction between object, joints, collision) are kinda there and gameplay is kinda there
But it's all kinda. It's good for somebody to get in, but not good enough to really make something great.
I think a good start will be built in scenario editor and or proper multiplayer
It could massive improve the playability of the game
In my opinion the next step for SP build system is block occlude/merge
This could make buildings a lot straight forward and hopefully reduce a lot of unnecessar polygons to improve performance
A bit of problem to report
The tarmac feels way too slippery (compare to Gold Prix island)
And starting with 2nd place isn't too clever in A class race considering there's no countdown and will get rear ended upon staring the race
And the Meshes is kinda funny (common SP problem)
Sad to hear you lost the Unity project, this is actually good fun and had real potential.
thanks for this build to inspire me to write this post where I discuss the weird tire model of SP and explain why this car drives kinda nervous when it shouldn't.
not exactly a bug but somewhat an annoyance is the arrow from the connection editor will not scale with the part. So when dealing with scaled-down(or just small fuselage) it becomes a ball of arrow and it's pretty difficult to select the side to connect to
very beautiful paneling
I see you like build cars, wanna join our car builder chat? You can find us in the official discord post called SVT
feel free to join
I think for car building there are a few points I have thought of
not a feature, but a bug fix:
Currently, there's no way to add input to the brake of the wheel, it only be applied by pressing the brake, and can not control by FT input.
Ball joint
because the ball joint
A drive train system
Drag and drop drive train, that has spinning animation, and we can connect one end on transmission, one end to diff (and have settings on trans and diff), and finally to a wheel or a block (for making engine prop using engine power).
A holo rim for the wheel with physical tire model
holo in the middle so we can make our own spoke
and we can customize how's the rim size, how tall the sidewall, compound, tire pressure, and maybe the curvature of the tire.
Because the deformation of the tire and change in contact pach is also an important part of suspension
engine mapping
It will be a nice opportunity to teach everyone how ICB works
Although I don't expect the level of detail like in automation.
fixing the soft connection or at least have the option of having stronger soft connection without haveing to add weight
But still, I think if we want SP to attract more crowds, this will not be the priority.
I think what will make more new player is the ability for custom made missions, campaigns, challenges, and races so the player has something to do with their build
@Juanfly154 sure, though I'm not content with this version, it's a bit too simplified, and might work on something better if I got the time
it's basically works on the FT of GS
(clamp01(GS > lowest speed in that gear) * clamp01(GS < highest speed in that gear) * clamp(GS*gearing, lowest rev in that gear, highest rev in that gear)
Noted: speed should match with rev by a certain ratio and here's how I do it
take the second gear for example(clamp01(GS > 15) * clamp01(GS < 29.995) * clamp(GS*0.233,3.495,7))
we know the highest speed in second gear is 30, and it correlated to 7 in the tachometer, so the gear ratio would be 0.233... .And then we can calculate where at the lowest speed how many revs it should have, which is 3.495
repeat that for how many gears you want, and you will have a simple tachometer
U are our hero
+2"Can't have stuff in Detroit" moment
+2@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
+2boat
+2that's indeed a car
+2in short i think SP needs to be specialized
For now SP can do a lot of things, but just kinda
3D modeling is kinda there, air/fluid simulation isn't there, physics simulation (ie interaction between object, joints, collision) are kinda there and gameplay is kinda there
But it's all kinda. It's good for somebody to get in, but not good enough to really make something great.
I think a good start will be built in scenario editor and or proper multiplayer
It could massive improve the playability of the game
In my opinion the next step for SP build system is block occlude/merge
+2This could make buildings a lot straight forward and hopefully reduce a lot of unnecessar polygons to improve performance
The second best thing we could have for SP i believe is Scenario mode, where we can set up event to play and to share
and a SP style of building mode would help massively for SP player to get into SR2
+2@IceCraftGaming thanks, it's made before 1.12 so paneling it goes
+2Pics looks like legit racing game
+2N O
+2Fuselage wing are a great idea
Since we can now build beautiful plane but only with stuffy stock wing, or stuff it inside a pair of fake wing
But the biggest think SP could have is some sort of compain editor, so we have things to do with our craft, as i elaborate in this post
+2love the handling, so good that i thought it's scaled up and with gyro
+2and the rear end styling is quite good
Great job
A bit of problem to report
The tarmac feels way too slippery (compare to Gold Prix island)
And starting with 2nd place isn't too clever in A class race considering there's no countdown and will get rear ended upon staring the race
And the Meshes is kinda funny (common SP problem)
Sad to hear you lost the Unity project, this is actually good fun and had real potential.
+2cursed .obj
+2the game just refuses to load it
+2it that ay its kinda impressive
why so much effort and part count?
+2this is one of my favorite build
+2Big boxy sedan from the 80's with incredible detail
in true spirit of simpleplanes
+2he looong
+2oh wow this works pretty good
+2@donkski yes, those are stock rims
+2new feture from beta
thanks for this build to inspire me to write this post where I discuss the weird tire model of SP and explain why this car drives kinda nervous when it shouldn't.
+2not exactly a bug but somewhat an annoyance is the arrow from the connection editor will not scale with the part. So when dealing with scaled-down(or just small fuselage) it becomes a ball of arrow and it's pretty difficult to select the side to connect to
+2WOW
+2breakable flaps
very beautiful paneling
+2I see you like build cars, wanna join our car builder chat? You can find us in the official discord post called SVT
feel free to join
simple birb
+2the meme is back bois
+2this trailer is so good it let me think SP has a good tire model
+2I think for car building there are a few points I have thought of
not a feature, but a bug fix:
Currently, there's no way to add input to the brake of the wheel, it only be applied by pressing the brake, and can not control by FT input.
Ball joint
because the ball joint
A drive train system
Drag and drop drive train, that has spinning animation, and we can connect one end on transmission, one end to diff (and have settings on trans and diff), and finally to a wheel or a block (for making engine prop using engine power).
A holo rim for the wheel with physical tire model
holo in the middle so we can make our own spoke
and we can customize how's the rim size, how tall the sidewall, compound, tire pressure, and maybe the curvature of the tire.
Because the deformation of the tire and change in contact pach is also an important part of suspension
engine mapping
It will be a nice opportunity to teach everyone how ICB works
Although I don't expect the level of detail like in automation.
fixing the soft connection or at least have the option of having stronger soft connection without haveing to add weight
But still, I think if we want SP to attract more crowds, this will not be the priority.
+2I think what will make more new player is the ability for custom made missions, campaigns, challenges, and races so the player has something to do with their build
seriously impressive build, too bad that the suspension doesn't actually work (my guess is faulty connection)
+2Wanna join SVT?
simple truck with boom boom
+2Oh yes, this is what i'm waiting for for years
+2Big iron on your truck
+2@WiFly maybe hop in and ask some question
+2I'm sure there'll gonna be someone willing to help including me
@BeastHunter
+2@TigerEye35
@Spikerya
finally some simpler plane in the first page
+2@Nanta02 i comment when i see a good car build, or someone tags me, or both
+2lovely!
+2especially it's pretty difficult to do the bubble shape of 90's in SP
and it's pretty well done here
the transmission FT is amazing
+2I wanted to do something like that for a while and I see this
amazing
@Juanfly154 sure, though I'm not content with this version, it's a bit too simplified, and might work on something better if I got the time
it's basically works on the FT of GS
(clamp01(GS > lowest speed in that gear) * clamp01(GS < highest speed in that gear) * clamp(GS*gearing, lowest rev in that gear, highest rev in that gear)
Noted: speed should match with rev by a certain ratio and here's how I do it
take the second gear for example(clamp01(GS > 15) * clamp01(GS < 29.995) * clamp(GS*0.233,3.495,7))
we know the highest speed in second gear is 30, and it correlated to 7 in the tachometer, so the gear ratio would be 0.233... .And then we can calculate where at the lowest speed how many revs it should have, which is 3.495
repeat that for how many gears you want, and you will have a simple tachometer
+2closed pit stop
+2project cars 3 flashback
absolutely beautiful!
+2oh wow
+2windows phone is long gone
but long live the jundroo