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XZEIT 4pcs RC Model Car Rubber Tires & Wheel 1/8 1/10 Scale RC On Road Car HSP Sonic 94102 GT LC RACING PTG-2 TT02 (Color : 4pcs black A)

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ZTS2023
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I feel it would be good to have a steering limit written as a curve that depends on speed somewhere in the future To start, you should read the post I made last night about tweaking friction; it solves many of the problems you had.

There is a worked example at the end of this post. There are a number of fudge factors in the post itself which could be tweaked if it turns out to produce results which are comedically bad. Visual Stimulus: With its colourful layout, the wheel provides a more entertaining approach to random selection than your average number generator.

That is indeed the case. Merely make sure your wheel-collider (and suspension, wheel-mesh, etc) transforms have unique names, and the code will handle the rest. In the future it will even support multiple same-named transforms within a part/model (for use with part-welding; will use an 'indexInDuplicates' to determine which of the same-named transforms to use ), however names must currently be unique.

haven't tested if but did disabling wheel collider disables steering as well (i.e. when wheels are stowed), would be good to have for possible deployable wheels so they don't turn when they are not deployed Closing in pretty fast on finishing off the currently planned TODO and to-fix lists; a few more module features to implement, and a few more physics-related problems to try and sort through, but the majority of features and functions are in place and working as intended (or as good as it can given the integration limitations). Hoping to have things mostly wrapped up in the next week or so, and from there on development will move to a 'maintenance mode' focusing on bug-fixing and stability. Interesting find on the gas suspension. Non-linear spring/dampers are certainly a possibility, or even other non-standard suspension calculation methods. Would be quite easy to put in some curves that can be polled to determine spring/damper output for compression input -- would merely need to figure out how to best define those curves from the available real-world data for the different spring types. Will give some thought as to how to best integrate this functionality in a clean manner; can work on figuring out the curves for the suspension types after the feature is workingIf the user had doubled the gear reduction in the VAB, they'd get an impressive 22222 N m of torque... but only up to 4.5 m/s, where torque would start to drop off and power will start to drop off at 6 m/s. Did some tweaks to the friction model today, namely the method of combining the sideways and forward friction to ensure it doesn't exceed what the tire can produce. Those are debug controls and will be going away entirely in the near future. Don't rely on them, they were intended to help me tweak friction curves and give data for testing. Overall sideways friction is greatly increased in the dev builds from last night. Generally, I thought the U4 wheels had terrible sideways friction and rolled vehicles far too easily, so I hope that my wheels aren't anywhere close to that; however what you are seeing in the 0.9.0.2 build is... not correct either. It doesn't explicitly disallow it in a single part, but it may require some additional coding support to manage rotating the suspension properly to average the wheel collider compression lengths, and no guarantee that the colliders will play nicely with being manually rotated/moved. I'll give it some thought; might be doable, but will be hard to test without any pre-rigged models. Not quite sure what you are referring to with adjustable bump? (As in bump-stop? Not much that can be done to tune it; it uses a collider to ensure overcompression does not occur)

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