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Posted 20 hours ago

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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Furthermore I'd like to show something which might help with the ride height/spring behaviour, if only for showing what a magnificent system it is (I have it on my car). Gas springs work differently than metal springs but I have yet to find the documentation how exactly and I don't know if this is something that can be translated into code. Sounds like a combination of the friction problem I cleaned up last night, along with one of the suspension quirks that I haven't yet removed (it decreases suspension output with the dot of the angle between the hit normal and suspension angle). Will be removing that quirk as I have found that yes, it interferes with proper force output when 'about to roll'. WheelMass still exists, but is a config only setting. Technically I could open it up to user config, and might. It does pretty much what you would think; makes the wheel more resistant to torques, so each unit of torque applies less rotational speed (though the same net force), and results in better wheel response to motor input, less easy to break the drive wheels loose. Noted, yea, they shouldn't steer in the stowed state (stowing does disable the wheel collider / physics updates).

What we decide a kW costs in ElectricCharge is another question, but in terms of determining part performance we need to know kW). I feel it would be good to have a steering limit written as a curve that depends on speed somewhere in the future

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I'de have to take a look at the models and plugins for that mod; but things -should- be compatible, at least at the collider level (may require adjustments to other modules / custom plugins to manage the rest of the functions). pre 1.1 unity had something like wheel weight value which was great for me since it prevented wheel spinning naturally (i used to bump it to high value which worked automatically like traction control), but I guess new physx got rid of this value and I have to tweak traction control values now for no-spin wheels

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. Given wheel diameter this can be turned into a torque term to be applied counter to the direction of movement. Random number generation between 1 and 8 is easy with our spinner wheel. Press the wheel where it shows the random numbers 1-8 in the middle of the wheel and a few seconds later you will have a result. Note, if you want to try dev versions, you need to grab from the dev4 branch (plugin here: https://github.com/shadowmage45/KSPWheel/blob/dev4/GameData/KSPWheel/Plugin/KSPWheel.dll ). I would suggest dropping that plugin into your install and giving some of the friction tests another try; you'll probably be pleasantly surprised. One thing that others can do to help the process would be to outline what you think are reasonable load, max rpm, and torque limits for all of the various parts. Some of them I'm quite stumped as to what their intended range of uses is, such as the airplane landing gear (how much mass should the largest gear support, maxed out? How about the large, medium, and the rest?).It's made for roving not racing so I will assign it a nominal maximum speed of 12 m/s. (This is not so restricting; by gearing it up, the user will be able to go at 24 m/s at full power and get somewhere between there and 36 m/s. IME the old KF parts topped out at about 20 m/s.)

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