GearBlocks

GearBlocks

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Aerodynamics
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7 Jan @ 12:19pm
1 Feb @ 7:35am
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Aerodynamics

Description
Yes thats right, Aerodynamics in GearBlocks is here! Finally, you can build planes, helicopters, spoilers on cars and whatever you wish!
Maybe you want to build a plane that controls pitch by bending its entire fuselage?
Or add downforce on your car?
This addon lets you do that, and so much more!



- Calculates both drag and lift!
- Calculates Angle of Attack (AoA) To change the total lift!
- Simulates Air compression! (The faster you move, the harder it is to change direction)
- Even features wind! You can choose wind Strength&Direction!
- Size of object changes lift and drag
- Slider to sacrifice accuracy for performance, or vice versa!
- Comes with a UI to change the drag and lift efficiency, and manually include/exclude objects!
- Comes with a neat debug option to display the affected/unaffected objects!
- Locally calculated forces, meaning you can fly upside down and still have accurate physics!
- Several Objects to select from!



- NOTE! - CLICK THE SCAN BUTTON WHEN YOU RESIZE OBJECTS / ADD NEW ONES, AERO WILL BE INACCURATE/NOT WORK ELSEWISE!

- Also please note that the includer only allows for useage of objects that are manually whitelisted by me! you cant add just anything, but ill be extending the whitelist soon enough.



IF You experience a control surface on a plane spazzing (especially at higher speeds) You can try increasing the Accuracy slider, or lowering the efficiency




KNOWN ISSUES!
- Optimization, it can suck up alot of FPS during big builds, but i am actively working on this issue.
- Wind, It doesn’t act on objects in their correct direction, except for plates
- Only static wind, Wind doesn’t dynamically change direction, but i’ll add this soon.
- Propellers do not really work that well, sadly i know, but i am trying to fix this ASAP, with the planned feature.
- Limited selection, but i am working on adding more!

If you encounter any issues or questions about it, either if its bugs or just opinions/ideas, please dont hesistate to leave a comment!
18 Comments
Axenkov 21 Jun @ 1:21am 
may the universe gift you head 2x a week.
a_ra_ga_l 11 Jan @ 6:29am 
Hi,just wanted to let you know that i uploaded my script:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3405259204

You can test them both to see the differences between your generated forces and mine.
Tjackjesus  [author] 11 Jan @ 1:21am 
Duuuude that’s sick!! The planes looks really good, i’ll have to try it out! Thanks for using the mod and telling me about your creation, it makes me happy to see :)
beeth-oven 10 Jan @ 9:01pm 
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3404883147 I was able to make this with your mod. very nice.
Tjackjesus  [author] 8 Jan @ 8:11am 
Oh i didnt know that was something people wanted, i thought theyd enjoy being able to run it in the background, i see. But yeah no worries dude, i understand! I appreciate the feedback nontheless. Thanks for the kind words :) Good luck on your script!
a_ra_ga_l 8 Jan @ 7:57am 
Regarding all ather piints - as i mentioned overal script is awesome
I have no complains just opinion (as i was just expecting real life physics)
If in case my observations where wrong or misleading sorry - did not spend too much time in your code and english is not my first language.
Either way i'll be waiting for updates to see how it goes for you. And in a mean time i think i'll try to create my own interpretation of realistic aerodinamics (not promising it will be better)
a_ra_ga_l 8 Jan @ 7:52am 
Regarding first point - yes
When you close a window script is still working in a background.
To turn of script you need to implement UnloadScript function in your code
Personally i call this function in Window.OnClose event listener
Tjackjesus  [author] 8 Jan @ 6:28am 
1. please call "UnloadScript.Raise( <ScriptName> )" function on main windows close - because now script is not being offloaded after closing main window."

Sorry, what do you mean, like the script isnt being closed when you close down the UI?
Tjackjesus  [author] 8 Jan @ 6:27am 
Beams do create different drag depending on the orientation, every object does. And i understand what you mean with that players shouldnt be allowed to change the forces, but im not looking to create a difficult to use, intricate mod, im looking to create something thatll allow you to do what you want, however you want it, its not meant to be hyper realistic, its meant to be fun, reliable, accurate(not realistic) and easy to use, and easy to adapt to personal preference. I prefer using it with 0.7 aero and 0.6 drag, but not everyone would. So i chose to add the option. And yes, ive written it explicitly in the description, im well aware that the optimization is bad, but i will be adding not only performance mode(with less accuracy) but also optimize it further, its far from done after all.

And the shape, i will add logic for this too ofcourse. I appreciate your feedback though, ill look into many of these points today, and see what i can do! :) Thanks for the kind words
a_ra_ga_l 8 Jan @ 3:34am 
6. i have not checked math (directions) behind your calculations, but at least from my point of view beams should create a different drag depending on orientation as effected area changes (from 1x10 to 1x1)

Long story short - as an attempt it is really straight forward and impressive. And if it raises an aircraft up to the sky it does it's job :steamthumbsup:. But from physics perspective it is still very long way from being close to true aerodynamics.