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This is something that we have been constantly been working all this time. Both collision stability (which you mostly see when stacking things)...
The collision code always does its best to stop nodes passing through triangles. Based on that, if a node manages to pass through a triangle, this...
There is no way to do it outside of recompiling the whole physics core. The problem of allowing something like this is that there is a trade-of...
Thank you for your thoughtful presentation. Concerning your 2) point, we don't use any "effects" in the simulation. The forces that we send to...
It is the point (in the drivetrain) where the torque reaction forces are based on. Before torque reaction point, things will twist to one side and...
We know about this bug. It is at the top of our ToFix list. It'll be fixed in the next hotfix in the following day/s.
That is good to hear, awesome map btw :)
It is a bug, enable HDR in the settings to get it back until we fix it
It is a section that contains the horn sounds for the time being.
The couplers (or 0 length beams) idea that Corey wrote about, is very similar to the old system. It'll also allow the wing to break in a more...
We take backwards compatibility very seriously, so we don't change things lightly and without consideration of the possible side effects. In the...
Some more trivia :) The thrusters were initially added to support the Star Citizen prototype. As always, we had to have everything physically...
There was a performance regression with v0.10 (due to changing the C++ compiler). It should be largely fixed with the 0.10 hotfix (v0.10.1).
It tries to drive the whole road network without passing (as much as possible) from the same roads
We've seen it, and it is very thoughtful. Thank you for it. Speaking for me, i wanted to acknowledge your post sooner, but this week has been...
Thank you for the reply. I think i'll set the minimum temperature then to 2.7 K :D .
Currently, the engine implements node-triangle collisions for performance reasons. Beam-beam collisions is in research phase right now. I cannot...
Many of the things that we "assume" or "feel" or "experienced" in real life, can deviate a lot from cold physical truth. Human's are very biased...
Kudos for testing the simulation at that kind of heights :P . We should have an achievement for that :D Added in my todo list to fix (1K is a...
You are hitting the limits of dynamic collision subsystem. The dynamic collision subsystem is constrained to 65536 nodes in total (over the whole...