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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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ZTS2023
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sometimes changing colliders from ray to sphere causes the wheel to go up (to look right again I had to use offset 0.5) and then it stops behaving normally (can't turn properly and then becomes bouncy and itchy) example setup when this happens to front wheels:

License: Source is licensed under GPL. Please see the accompanying license files, browse them at the repository, or view them on the web at: https://www.gnu.org/licenses/gpl-3.0.en.htmlIf part speed is below 1 m/s, multiply the rolling resistance force by the speed. (This neatly means 0 force at 0 RPM). This is the only fudge for speed - normally it's not necessary because work done against the force will rise proportionately to speed anyway. This just prevents phantom forces at very low speeds.

something is weird with flipping the vehicle with ray or capsule colliders. I simply cannot flip the vehicle naturally turning hard with max friction. What I mean is that the vehicle comes to about 30 degree flip and then the flip just stops there unnaturally. The effect is similar to games when your roll is artificially reduced so you can't flip it (I think WoT used to have this before physics overhaul). vehicle Pic: Sounds like a spring/ride height configuration problem. Would have to see the craft and wheel setup. Setting up the load rating, ride height, and damper value properly is everything for these wheels. Failure to do so will result in bad results. Sadly I cannot do it automatically as the proper values are different on a per-craft/vehicle basis, nor do I believe it is proper for a wheel to magically change properties. 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'.

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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.) So yah again great work fighitng that long with the broken physX of unity 5, one has to be amazed (not) how much they fubared wheels physics that worked great in unity 4 :/

This is the least obvious derivation. Here is a perfectly good calculator; or one can type "You have: 200 kW / (4200 revolutions per minute)" "You want: N m" into the UNIX program "units"; or one can know that 1W at 1 revolution per second is 1/(2 * pi) Newton metres of torque so 200kW at 4200 RPM (70 RPsecond) is 200000 / (2 * pi * (46 2/3)) N m = 454 N m. An implication is that there may want to be a user facility - not restricted to the VAB - to cut maximum torque at low speeds, so that keyboard users don't constantly do wheelies because they have no choice but to floor the throttle. What I'd suggest is that the user can input a limited torque for use at 1 m/s and below, and torque then rises linearly between 1 m/s and 10 m/s. There is nothing here intended for end-user use. This plugin is an API and consists purely of functions and features intended for other mods and modders to use. What we decide a kW costs in ElectricCharge is another question, but in terms of determining part performance we need to know kW). If 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.

Guessing that damper rebound is referring to using a different damper rate for compression vs. decompression... which I've been thinking myself is a bit of a needed thing. Could benefit the handling for many off road type setups, especially at higher speeds when traversing smaller rough details. If we are above motor maximum efficient RPM, multiply maximum power by (1-(2* excess RPM / maximum RPM)), minmum 0. At 150% of nominal maximum RPM, the motor can deliver no power. Unbiased Selection: Each number from 1 to 8 has an equal chance of being chosen, guaranteeing fairness in the selection process. Now we can determine the maximum motor torque. The maximum motor torque is that delivered at 3/4 the maximum efficient RPM and full power. (Where does the figure of 3/4 come from? I have just eyeballed some torque v. speed curves and made it up). Thinking on it a bit, and might do something like that; but these modules are not intended to replace KF, which will still have all of its old features/functions.

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