For the longest time I am left wondering: Why the heck is this curated but my Lancia Fulvia (that I actually built a VR friendly interior for) is not!?
@shibusu Will do, many thanks! Also here's a little tip for thumbnail screenshots, next time don't use one that's under shadow/dark for your main thumb. I've found that those don't tend to get noticed very well, and something like this deserves at least 1000 downloads!
I just might adopt this into a future build of mine, as it's far more sophisticated and functional yet as I've discovered also comes with the ability to change gear ratios! Only with your permission of course and the condition of crediting. I'm in love with this car and hope to see you do more cars with this system!
I've had no problem loading into the game and driving it, but I'm curious as to the technical reasons as to why the body isn't visible when in the builder yet is visible when loaded in game.
@TriggerMiku That's due to the first gear inputting simply "Pitch" instead of "GS * #" which was given to allow revving the engine at a standstill, but it really just causes that exact problem so I will likely not repeat the same error again.
@DeezDucks Careful, you might tick off some drift elitists with that claim, they don't count any slide as a drift unless only the rear wheels are powered, however controlled the slide is lol.
@Soccersteve326 The Engine power is determined by the current angle of a rotator located just behind the engine. CurrentAngle is an output that can be used, and was named RPM.
.
The engine's FT uses a logistics graph to implement a powerband, while the Rotator itself is turned by its own FT that uses a combination of Pitch input and Current speed/GS (which as the variables show is multiplied by a number that acts as gear ratio).
.
The final component is an airbrake that activates upon reaching redline, which will halt the speed of the car.
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Gear ratios determine how far back the rotator will reel when shifting gears (ala changing weapons).
.
Since it uses a powerband, having the rotator move farther back will have less acceleration since it starts the rotator at a lower energy state, however the amount of time the needle takes to move from there to Redline ensures a higher top speed. Having the rotator move back less results in higher acceleration, but for a shorter amount of time before redline.
@shipfinder568 I might make a Kirov at some point, I've had interest in potentially doing one for a while. Perhaps the next time my building interest spontaneously changes.
It does a good job at keeping itself upright without the gyro when running straight, though it doesn't seem to respond to roll input much at all. Am I missing something?
@TrainDude I was such a stickler for being close to the real thing that I went to the effort to search for something that had leaf springs on the site, of course it's FF!
@Phoebe Smoke Trails mod, there's a link to the version with it near the top. This main version doesn't have it. B had the idea to use it to spice of the screenshots.
@Ludluka Lucky you! And many thanks! I went to the effort to try and put the COM around where I've read it sat, I'm impressed I could make it accurate given I could never make any kind of ATTESA system that would function alongside the shifting.
Well I'll be, it's happening.
A thing of beauty, I know, will never fade away.
+1@ACUTEPIGEON As usual, just credit!
+1Little note, if there's an auto credit you can just let it do its work, though I appreciate the courtesy!
For the longest time I am left wondering: Why the heck is this curated but my Lancia Fulvia (that I actually built a VR friendly interior for) is not!?
@MonsNotTheMonster By all means, the site should auto-credit it but if it doesn't for some reason simple credit will do just fine.
+1Assuming this is indeed you, welcome back!
+6@SimpleAreospace Doesn't stop them from disappearing below 18 meters, hence why I made this system.
+1Very nice touch to have a full PDF Operator's manual! Adds to the build greatly.
@FOXG Glad you enjoy it!
Keep o’ knockin’ but you can’t come in! Keep o’ knockin’ but you can’t come in!
+1@shibusu Aaaah I see
@shibusu Will do, many thanks! Also here's a little tip for thumbnail screenshots, next time don't use one that's under shadow/dark for your main thumb. I've found that those don't tend to get noticed very well, and something like this deserves at least 1000 downloads!
I just might adopt this into a future build of mine, as it's far more sophisticated and functional yet as I've discovered also comes with the ability to change gear ratios! Only with your permission of course and the condition of crediting. I'm in love with this car and hope to see you do more cars with this system!
I love how far you've gone into simulating a manual transmission, great build!
+1I've had no problem loading into the game and driving it, but I'm curious as to the technical reasons as to why the body isn't visible when in the builder yet is visible when loaded in game.
+1@TriggerMiku I might consider a code like that, thanks for the suggestion.
@TriggerMiku That's due to the first gear inputting simply "Pitch" instead of "GS * #" which was given to allow revving the engine at a standstill, but it really just causes that exact problem so I will likely not repeat the same error again.
Cool to see manual shifting catching on with cars lately!
Finally, people can take their offroad vehicles throughout Snowstone in peace.
+12@DeezDucks Careful, you might tick off some drift elitists with that claim, they don't count any slide as a drift unless only the rear wheels are powered, however controlled the slide is lol.
+1I'm honored to have gotten my Lancia featured in one of these videos, many thanks!
+1Explore the feature of Fuselage Cutting on Hollow Fuselages, alongside changing shape and corners it can let you do just about anything ship wise.
@Craftgamer23 Yep! Takes some modifications to the codes and the addition/removal of cannons, but it’s very possible.
@Soccersteve326 The Engine power is determined by the current angle of a rotator located just behind the engine. CurrentAngle is an output that can be used, and was named RPM.
.
The engine's FT uses a logistics graph to implement a powerband, while the Rotator itself is turned by its own FT that uses a combination of Pitch input and Current speed/GS (which as the variables show is multiplied by a number that acts as gear ratio).
.
The final component is an airbrake that activates upon reaching redline, which will halt the speed of the car.
.
Gear ratios determine how far back the rotator will reel when shifting gears (ala changing weapons).
.
Since it uses a powerband, having the rotator move farther back will have less acceleration since it starts the rotator at a lower energy state, however the amount of time the needle takes to move from there to Redline ensures a higher top speed. Having the rotator move back less results in higher acceleration, but for a shorter amount of time before redline.
@shipfinder568 I might make a Kirov at some point, I've had interest in potentially doing one for a while. Perhaps the next time my building interest spontaneously changes.
Tag me as well please! I wanna see how this works.
+1Nice build! Also cool to see that you're part of the Curator's club now!
+2@Yamamba If I find the interest, Fuselage cutting will make the shape a lot easier.
"Do not weaponize her!"
+2Random User
It does a good job at keeping itself upright without the gyro when running straight, though it doesn't seem to respond to roll input much at all. Am I missing something?
+7@TrainDude I even went to the extent to edit the traction of the wheels to fully give it the driving characteristics of an FF.
+1@TrainDude I was such a stickler for being close to the real thing that I went to the effort to search for something that had leaf springs on the site, of course it's FF!
+1@Phoebe Smoke Trails mod, there's a link to the version with it near the top. This main version doesn't have it. B had the idea to use it to spice of the screenshots.
@BMilan
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@Ludluka Lucky you! And many thanks! I went to the effort to try and put the COM around where I've read it sat, I'm impressed I could make it accurate given I could never make any kind of ATTESA system that would function alongside the shifting.
+1Apologies for the delay, it's coming. Just been a delay in the screenshots.
@LotusCarsSub I might do a Delta Integrale at some point. Next though I’m thinking I’ll build the Alpine A110.
An old art thought dead with the addition of helicopter parts. Neat assembly!
+4Always cool to see a low point user show some skill! Especially someone under 100 points, I wish you luck getting to Silver soon!
+1There's gotta be some way to deal with the instability, some kind of culprit. Maybe try deleting some builds you're not using?
+2@MrShenanigansSP Dunno, probably not, my interest has been in rally lately.
+1The unenlightened masses
+1They cannot make the judgment call
This happens to me if I'm editing the craft instructions for too long.
+2