Fixing the drag issue currently. That's what causes it to fly away. My main problem with sp aero is that you cannot separate lift and downforce. So the wings will generate both. I'm refraining from using any unconventional methods of down force until I figure out the problem.
For the blowing up part, the splitter is fake (yes i know) so when I was replacing it for a more accurate looking one, I forgot to turn on disableAircraftCollisions for all the pieces. So when you're going super fast it sinks into the ground, or trying to go up a sudden incline, it explodes. I'm really frustrated that I didn't realize it before I published it, but I've already fixed the blowing up problem on my version I'm working on. I also plan to add a front axle raise.
@JeskoGoesVROOM the car's not real, it's from gran turismo. Imo I like the look of the car. It's swooping curves and angry face are so simple and bad ass
@Greggory005
I'm confused at what you're trying to describe?
If this helps, I made the rotator for steering turn slower on purpose to mimic console racing games' analog stick steering behavior
@Greggory005
I originally colored my version the official colors because I wanted it to look official, but I don't really like them. I like your red a lot better. It looks much more aesthetically pleasing than srt's ugly colors.
@Greggory005
also, I'm using actual shocks this time around, and shocks behave differently than the built in wheel suspension, it's almost like a complete loss of traction, so if I don't have it high enough, it won't be able to corner at high speeds. if you go into the xml file you can see how I adjusted the wheel attributes like slipAsymptote and slipExtremum. To compensate this amount of traction. The problem is, I'm trying to make it behave not like simpleplanes physics, and that's really hard, so you have some caveats when trying to change the way it behaves.
@Greggory005
Yeah it is a little too easy the faster you go, but you have to account for understeer at high speed turning. You may think it's easy, but if you have sound on you can hear the tires. I guess what I'm trying to say is don't chuck the steering all the way to one direction and to the other. You'll have to try it on a controller, it makes a world's of a difference
@Greggory005
Oh I forgot to say, yes you can post your version, just make sure that you make it clear you give credit to me. And @ me, I want to see what you did! You can also send it to me unlisted if you want. It's up to you
@switdog08
That's what I mentioned in the description, it is 1:1.85 scale. So my rendition of the car is just shy of being twice as big as the one in GT. I basically built it around the gold prix track.
@Greggory005 thanks for those suggestions. That's the one thing that I was having trouble with, adding enough down force for it to stick on the road, but not too much so it's too slow and too easy to drive.
As for your other two complaints, I wanted this to be more of a simulation build. So if it spins out on the curbs, that's intentional. You have to be a skilled driver to control it.
For the thing you're talking about motors in the beginning, it sounds like you're referring to a differential, I plan to add that too.
Anyways, thanks for your feedback! I appreciate it. This currently my most successful build.
You Forgot to give the ie the negative camber and positive caster for wheel alignment. If you make cars, you have to at least be aware of alignment. Other than that, this is an outstanding build
@Coolkidondabloc this is going to sound surprising and maybe insulting, but I've never played a gran turismo game. I hope I am worthy of creating this car though
@switdog08 thanks! I'm planning to add directional movement for all of them, including adding the 2 element wing the real one has. I already have a plan on how to do it, but I figured a year after my last upload was too long to wait. so this is just what i have so far. also, if you divide the scale of the speed for my version by 1.85, you get the proportional mph speed, which is over 400
@Cyan if you really want to know why im silver, just look at how many uploads ive done and how far between they are. i dont post enough to consistently grow
@CyanWasNotTheImpostor the red windshield is glass and making a full interior means that i have to rework the entire mid section of the car because i started it not knowing i would be adding an interior eventually
i know this is an old post but could you possibly do a mod for car sounds with their respective cylinders like v6 v8 v10 v12, and an engine note rpm range tied to the horsepower or something? that would be really cool.
Can I submit problems here? You can tell where, I'm just gonna state my problem here:
There's a problem where simple planes custom button layout does not allow you to map button for xbox one game pads. Whenever you try to press a button or anything on the controller while you're in the pop-up prompt that tells you to register an input, it acts as if you didn't press anything and keeps counting down the 15 second or whatever timer you're given to register something. This is a simple planes issue because I tested mapping buttons to other inputs on other games that allow custom control schemes and they didn't have any problems. I'm on windows.
@theeunknown oh. Well I figured it out I think. Extremum is the max force the tires can handle before the tires lose traction and the asymptote is the amount of grip the tires are allowed to get after said traction is lost. You cannot assign negative or the number 0 values to these two and tire traction is a scale modifier for these two things although I don't reccomended going over 2. you'll want more forward traction than sideways traction in cars since more rubber is contacting laterally/side to side on the road for acceleration than rubber is front to back for cornering. Also a thing to note is that for slip extremum the higher the value is the easier it loses traction. the biggest changes happen between 1&100 values. For slip asymptote the higher the value is, the more grip you'll have after traction is lost. Biggest changes happen between 1&200 values, although you can go over 200 for both and still see a change. Hope this helped
@Ultra0 you're a real big help, you may not realize it, but before this little input fix in xml, you had to download mods to make walking mechs, bipeds, and quadrupeds. I will use the input you created a lot now. Thanks
@F104Deathtrap sorry that I asked when I did because I was impatient about figuring it out. But when I played around with it, I figured out what it does, with relative scale off, every part, after you scale it up or down, moves based from the center and the distance at which is moved is proportionate to the scale value you changed it to. With relative scale ON, all the parts are anchored to their attachment places on the part they're connected to. That way your build looks the same just smaller or bigger
@aircraftarsenal123 I just meant that generally you can do less with the iOS version because you can't use mods other than the now included overload and fine tuner, but with a year's worth of effort put in, it looks perfect
@aircraftarsenal123 oh yeah. I use Android and downloaded the overload Mod and now that overload and fine tuner are included with all versions of the game, it is disappointing because now iOS users have a chance at competing, but they still can't download download mods tho
Woah! 825 dl's?! Let's get it to 1,000!
@CyanWasNotTheImpostor
Fixing the drag issue currently. That's what causes it to fly away. My main problem with sp aero is that you cannot separate lift and downforce. So the wings will generate both. I'm refraining from using any unconventional methods of down force until I figure out the problem.
For the blowing up part, the splitter is fake (yes i know) so when I was replacing it for a more accurate looking one, I forgot to turn on disableAircraftCollisions for all the pieces. So when you're going super fast it sinks into the ground, or trying to go up a sudden incline, it explodes. I'm really frustrated that I didn't realize it before I published it, but I've already fixed the blowing up problem on my version I'm working on. I also plan to add a front axle raise.
@VChart
yeah, it's kinda hard to be realistic but be unrealistically fast at the same time. Lol
@JeskoGoesVROOM the car's not real, it's from gran turismo. Imo I like the look of the car. It's swooping curves and angry face are so simple and bad ass
Hey my sp score is now the horsepower of the srt tomahawk x ;)
+1@Greggory005
I'm confused at what you're trying to describe?
If this helps, I made the rotator for steering turn slower on purpose to mimic console racing games' analog stick steering behavior
@Greggory005
+1I originally colored my version the official colors because I wanted it to look official, but I don't really like them. I like your red a lot better. It looks much more aesthetically pleasing than srt's ugly colors.
Cool! I'm gonna test it out right now
@Greggory005
also, I'm using actual shocks this time around, and shocks behave differently than the built in wheel suspension, it's almost like a complete loss of traction, so if I don't have it high enough, it won't be able to corner at high speeds. if you go into the xml file you can see how I adjusted the wheel attributes like slipAsymptote and slipExtremum. To compensate this amount of traction. The problem is, I'm trying to make it behave not like simpleplanes physics, and that's really hard, so you have some caveats when trying to change the way it behaves.
@Greggory005
Yeah it is a little too easy the faster you go, but you have to account for understeer at high speed turning. You may think it's easy, but if you have sound on you can hear the tires. I guess what I'm trying to say is don't chuck the steering all the way to one direction and to the other. You'll have to try it on a controller, it makes a world's of a difference
@Ian_Yashima
I try to only put what is necessary. So the finished product may have 300 parts. Still very low if you consider how nice it looks
@Greggory005
Oh I forgot to say, yes you can post your version, just make sure that you make it clear you give credit to me. And @ me, I want to see what you did! You can also send it to me unlisted if you want. It's up to you
@switdog08
That's what I mentioned in the description, it is 1:1.85 scale. So my rendition of the car is just shy of being twice as big as the one in GT. I basically built it around the gold prix track.
@MAHADI it is pretty fast but you'll be surprised to know this doesn't have any jet or rotor propulsion. It's all done with a few car engines
@Greggory005 thanks for those suggestions. That's the one thing that I was having trouble with, adding enough down force for it to stick on the road, but not too much so it's too slow and too easy to drive.
As for your other two complaints, I wanted this to be more of a simulation build. So if it spins out on the curbs, that's intentional. You have to be a skilled driver to control it.
For the thing you're talking about motors in the beginning, it sounds like you're referring to a differential, I plan to add that too.
Anyways, thanks for your feedback! I appreciate it. This currently my most successful build.
+1You Forgot to give the ie the negative camber and positive caster for wheel alignment. If you make cars, you have to at least be aware of alignment. Other than that, this is an outstanding build
+1Hey people who tested the car! I would appreciate all feedback and constructive criticism so I can improve it. Tell me your thoughts about it.
+1@Coolkidondabloc this is going to sound surprising and maybe insulting, but I've never played a gran turismo game. I hope I am worthy of creating this car though
dang it should've submmited my car here
@switdog08 thanks! I'm planning to add directional movement for all of them, including adding the 2 element wing the real one has. I already have a plan on how to do it, but I figured a year after my last upload was too long to wait. so this is just what i have so far. also, if you divide the scale of the speed for my version by 1.85, you get the proportional mph speed, which is over 400
have any of you guys tested it with a controller?
@Cyan if you really want to know why im silver, just look at how many uploads ive done and how far between they are. i dont post enough to consistently grow
@CyanWasNotTheImpostor the red windshield is glass and making a full interior means that i have to rework the entire mid section of the car because i started it not knowing i would be adding an interior eventually
2 things.
+11. this crazy for a mobile creation
2. please tell me how you got the right engine sounds
i know this is an old post but could you possibly do a mod for car sounds with their respective cylinders like v6 v8 v10 v12, and an engine note rpm range tied to the horsepower or something? that would be really cool.
@Spectres it doesnt give you nearly as many options as directly editing the code within a code editor like sublime
@Flightsonic
i know this is old but what is flame length? the literal length of the flame out the back of the jet?
@Weaverfish what do you mean by eshaust is scaled? like engine sound/note/pitch?
@Numbers I have signed a controller, but I forgot to say only the thumbsticks don't work
Can I submit problems here? You can tell where, I'm just gonna state my problem here:
There's a problem where simple planes custom button layout does not allow you to map button for xbox one game pads. Whenever you try to press a button or anything on the controller while you're in the pop-up prompt that tells you to register an input, it acts as if you didn't press anything and keeps counting down the 15 second or whatever timer you're given to register something. This is a simple planes issue because I tested mapping buttons to other inputs on other games that allow custom control schemes and they didn't have any problems. I'm on windows.
@theeunknown oh. Well I figured it out I think. Extremum is the max force the tires can handle before the tires lose traction and the asymptote is the amount of grip the tires are allowed to get after said traction is lost. You cannot assign negative or the number 0 values to these two and tire traction is a scale modifier for these two things although I don't reccomended going over 2. you'll want more forward traction than sideways traction in cars since more rubber is contacting laterally/side to side on the road for acceleration than rubber is front to back for cornering. Also a thing to note is that for slip extremum the higher the value is the easier it loses traction. the biggest changes happen between 1&100 values. For slip asymptote the higher the value is, the more grip you'll have after traction is lost. Biggest changes happen between 1&200 values, although you can go over 200 for both and still see a change. Hope this helped
+4@theeunknown do you know what slipSidewaysAsymptote does? im having trouble tuning it in xml editing to fix my car
@JoMiMi link?
@Starlight you apply it to the input of a part and you can add negative angle values to make the opposite effect happen
+1@Starlight my bad it's sin(Time * [insert angle measure]) and it makes rotators move back and forth continuously
@starlight do you know about sin(Time -180)
@Ultra0 you're a real big help, you may not realize it, but before this little input fix in xml, you had to download mods to make walking mechs, bipeds, and quadrupeds. I will use the input you created a lot now. Thanks
can u tell me how u modded the rotators to go back and forth please ive been trying to figure it out forever
+1next step is to add lasers and the shield generator
+1@F104Deathtrap sorry that I asked when I did because I was impatient about figuring it out. But when I played around with it, I figured out what it does, with relative scale off, every part, after you scale it up or down, moves based from the center and the distance at which is moved is proportionate to the scale value you changed it to. With relative scale ON, all the parts are anchored to their attachment places on the part they're connected to. That way your build looks the same just smaller or bigger
@F104Deathtrap what does "relative scale" do to the plane & what does it mean?
+1hey look what i did
https://www.simpleplanes.com/a/0E8Lbh/Corvette-C8-r
@jamesPLANESii can you post a tutorial or show us how you made rims on the resizable wheels?
Here's the new and improved version >> https://www.simpleplanes.com/a/Gac0H3/SRT-Tomahawk-X-Vision-Gran-Turismo
This is underrated
@carrot2110 thanks man
it's 2:20 am in texas atm of posting this comment. i hope i get the Europeans' attention.
@aircraftarsenal123 I just meant that generally you can do less with the iOS version because you can't use mods other than the now included overload and fine tuner, but with a year's worth of effort put in, it looks perfect
@aircraftarsenal123 oh yeah. I use Android and downloaded the overload Mod and now that overload and fine tuner are included with all versions of the game, it is disappointing because now iOS users have a chance at competing, but they still can't download download mods tho
@aircraftarsenal123 I'm just puzzled as to why you moved to mobile did you get rid of your laptop?