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Aerodinamics
   
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File Size
Posted
Updated
1.519 MB
11 Jan @ 6:24am
16 Jan @ 9:35am
5 Change Notes ( view )

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Aerodinamics

In 3 collections by a_ra_ga_l
Custom Scripts
10 items
Aerodinamics testing
8 items
Planes
3 items
Description
Author: a_ra_ga_l

Purpose:
Create a realistic aerodynamics on selected creation.

Application:
Can be used to achieve flight or better grip.

Usage:
1. Target creation that you want to use
* Make sure that creation is not too complex. Try using less parts if possible.
2. Press button "Scan creation"
3. If you wish you can select to inflict aerodynamics only on collidable parts
4. Give your creation a spin.
5. In case you decide to modify your creation rescan creation
* you can rescan creation by pressing "Change selection" and then again performing first two steps


Currently supported parts (each respecting its own shape):
* Plate, Labelled Plate, L-Plate, U-Plate, Circle Plate, Wedge Plate, Sloped Plate, Sloped Beam Plate
* Sloped Beam, Beam, Rounded Beam, Half Rounded Beam, Block
* Cylinder, Sphere

Works well with:
Accelerometer
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3363548380

DISCLAIMER:
* I tried to create as realistic lift and drag forces as i was able to comprehend from physics perspective based on air preassure to moving part faces as main force of impact. As most of the parts in this game has flat surfaces, you might experience a bit more drag than you would expect.
* It is known that complex creations makes game laggy. The way around it is to change time window between recalculation of forces. But this makes creation jittery so I left refresh rate static.
* It is known that aerodynamics are being applied even to parts that should be blocked. I did create a way to apply aerodynamics only to creation shell, but initial creation scan still needs optimization (as it takes too mach time) so i left it turned off for now.
* In case you do not need realistc physics and just want your creation to fly, go ahead and check Tjackjesus Aerodynamics custom script.

Inspired by:
Tjackjesus Aerodynamics
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3402830363
11 Comments
[A-762]-S!dorovi4 19 Jan @ 10:36am 
Okay, thank you! You can try to mark parts by their alpha, for example 254. I want to make collidable hulls maked by plates. I know you can solve this:steamhappy:
a_ra_ga_l  [author] 18 Jan @ 2:43pm 
Hi
as mentioned before - i have already implemented an option to apply aerodynamics to only collidable pats.
in case there are pats you do not wish to be effected by aerodynamics, you can mark these pars not collidable. For that you can either use default Dev script "PartCollition" or use my custom script "CustomPartBehaviourDialog".

I am still working on efficient way to detect creation shell/husk. I hope I'll manage to find a reliable and fast way to so.
You can track "Change notes" to see how it goes.
[A-762]-S!dorovi4 18 Jan @ 4:51am 
please, make it part-selectable. I need apply aerodynamics only for 4 parts instead of 327
Yamnuska 13 Jan @ 4:05pm 
oh, that works great, now I don't have any performance issues whatsoever using the 200 part plane I've been testing this with! this is some great work - thank you again, easily one of my favourite mods
a_ra_ga_l  [author] 13 Jan @ 10:11am 
Hi again
I Implemented selection to inflict aerodynamics on all or only on collidable parts.
You can change part collidability by using default Dev script "PartCollition" or by using my custom script "CustomPartBehaviourDialog":
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3393284813

From my experience part collition only calculates collition between parts, so you should still be able to enjoin parts splattering to all sides on plane crashing down to the ground :D

Let me know if it helped to resolve your complaint.
a_ra_ga_l  [author] 12 Jan @ 11:20pm 
Unless ... there is one othe thing i could do right now.
I could modify script to only effect colidable pats. This way you would have a controll witch pats would get effected.
a_ra_ga_l  [author] 12 Jan @ 11:18pm 
I was thinking of implementing possibility to manually select parts. But there is no way to save/remember these selections/preferences in between creation loads.
So i come to conclution that it would be too annoying to select pats every time.
In case in future Dev add some way of saving script configurations i will come back to this idea.
Yamnuska 12 Jan @ 9:43pm 
I honestly prefer this mod to the other one on the workshop lol, the physics feels much nicer! ty for this! my only complaint is not being able to disable / enable aero on specific parts, it makes complex creations pretty laggy :p
a_ra_ga_l  [author] 12 Jan @ 2:18am 
here are two rigs to test script efficiency and how air pressure and friction physics (plainly put aerodynamics) effect objects:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3405937544
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3405940160