![]() Why can't rotors act like this? Instead they are like the most awkward part ever. What I want to do with cockpit control is implemented beautifully in Scrap Mechanic. What does this mean exactly? If I surrounded the cockpit with a sphere of rotor attached thrusters in every direction then hit W, I would want the ones most aligned with forward vector to go 100%, with the ones only 20% matching forward vector to burn at 20%.Īutomatically calculate direction and give zero fucks about it.Īnd wheels? The suspension block does an ok job guessing this, but it is impossible to build a custom suspension and link rotors to WSAD controls. ![]() Grids attached via rotors and pistons should be controllable. The cockpit not being able to control things which are considered a separate grid is a terrible limitation. Or perhaps it needs to be fundamentally updated. I'm not sure how different this is from how SE is doing friction, perhaps it's entirely just an issue with wheel shape not being a tire shape. Playing a game such as Forza with the telemetry readout showing is a great way to understand it well. ![]() Motorcycle tires are very consistent across a broad range of camber while traditional tire doesn't do so well on it's edge. So upon acceleration the weight transfers to rear wheels, both charts for rear tires get much larger while the fronts shrink.Īlso, the angle of the tire to the ground affects this. Something not quite as obvious from just looking at the charts is that weight increases the friction circle. Such a model in place should easily allow for different friction characteristics of what surface you're driving on as well. The amount of friction that this provides would seem realistic enough if it followed the friction circle: Real tires are not perfect cylinders, there is a contact patch caused by the tire shape deforming under the vehicle weight. This makes it terribly easy to get stuck on rough terrain if the tread face is not parallel to the ground. Some of this is pretty obvious so bear with me.įrom what I can tell friction is only calculated for the tread side of the wheel, and it is a perfect cylinder. There's a multitude of reasons I'm dissatisfied with the suspension and wheels so I'll try to break them into separate issues. Sinbad makes some clear simple points here:Ĭase for separating the suspension from the wheel because springs have other purpose:Ĭase for making rotor/piston connections "single grid" in the eyes of the controller: Now before I get too far into this, I'll point out a few other threads which I totally agree with. ![]() Instead of a typical sarcastic bash about how crude of tools these feel like, I figured I would lay out some details which would go a long way towards making wheels and suspensions more refined. ![]()
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