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Thank you for the paper reference :) . Also many thanks to the other people that do the experimentation. "Not sure if the current friction...
Some notes: Above youtube video is from the the older version before the latest update. A lot of things have changed since then. Also if you...
We've actually reduced the surface friction values in the update. For example asphalt's sliding friction went from 0.8 (new asphalt) to 0.6...
Well, for a black hole we could just switch the geometry from 3d to 2d (ultimate pancake) and the result would be almost correct ;) . More or...
Concerning the rigidity question. We have reached (some time ago) in internal tests, diamond stiffness. The problem is that a so rigid simulation...
Just ... wow .
Concerning the emphasis on "racing", and speaking for myself. I love the challenge of taking a basic geometric description of an object and some...
Thank you very much for your commentary! Your thoughts are spot on! I would also add, that right now most of the vehicle aerodynamics are not...
Well, for wheels, there is "axleFriction" that affects them ;) .
LOL. I've tried to slick in the slidenodes for the update at the last moment. I wanted them to be there, to see what new things the designers will...
Re: BANANA Bench (Beam ANAlysis NAarrator) Results Thank you for that! Really interesting results. Especially the Mbeams/core and...
We managed to stabilize our own seeding servers (they were overloaded). We are also, still searching for problems that affect the download speed....
Re: BANANA Bench (Beam ANAlysis NAarrator) Results I think that Mbeams/s is the best option.
First of all, i loved your driving :) , and your review. I was watching real Nordschleife lap, comparing them to your lap when you posted above...
Thank you all for the reviews :) . About the FPS: The physics and graphics are faster, but at the same time the physics detail of the...
Some explanations: - Air drag is calculated per coltri. - It can also be individually set per coltri. - It is applied the same to both...
Concerning a spoiler, it is always exposed to the air flow, so you could use in BeamNG, a real spoiler's drag coef * 100. As for the telemetry...
In physics, the drag coef doesn't have a unit, it isn't a dimensionless quantity. Concerning BeamNG's drag coef, i didn't want for it to "look"...
Feel free to test: http://filippo.io/Heartbleed/
Yes, some vehicles that have exposed wheels, have self-collisions enabled for these wheels. Concerning the wheel "stucking" problem, there have...