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I faintly remember the same thing too. It depends on the radius of the planet, or from a different view, the density of the planet. If the...
Yes it supports multiple gravity sources . You can also change the sources on the fly and have different sources per vehicle.
For each of the vehicle's nodes, it calculates the full Newtonian gravity for all planets. So yes it'll get weaker and yes it'll pull the car...
Yes you are right, thanks for the remark.
You might want to check that again as we simulate a fully detailed powertrain including engine brake. It is really easy to see that this happens...
Vehicles are constantly revisited. People tent to forget the research aspects of the whole endeavor and how much of an effort is to just update...
First of all, Hati thank you for the remarks. Concerning the rally gameplay, it is indeed something that we have been thinking. Due to how we...
Thank you for the kind words. We all really appreciate them :)
Hm, doing some more investigation, the problem seems to be with the ramp's construction. It has collisions triangles that are degenerate in it, so...
Thanks for the report, we'll fix it in the next hotfix.
Very nice analysis :) . Your conclusions are also correct. The sensor data for X and Y do not include the gravity vector (so that accelerations...
You are right, scaling/morphing physical structures is not a trivial problem. But it isn't the car bodies that is the hardest thing to solve, it...
Mud collisions can happen up to 3.8 meters below heightmap/terrain. Below that no collisions happen and you fall through. For static collision...
If you are a programmer the best documentation is in the code that actually sends the data. Look at: lua\vehicle\extensions\outgauge.lua which...
:D
You are exactly right in your explanation of the problem. We'll fix it in the hotfix.
We simulate air pressure related effects on both the aerodynamics and engine.
Yes, it is exactly that. I wanted to avoid the "airfoil in the middle of the vehicle" approach that RoR had. So what we did was to "reuse" the...
Current aerodynamics subsystem simulates each triangular surface individually. It also supports setting lift/drag/stall-angle parameters on an per...
Beam to beam collisions are something that we are already researching. For the time being a partial workaround to that is to increase the density...