Making coltris double sided would only be useful for thin planar objects - if you're jbeaming a thick, solid object then double sided coltris will simply result in things getting stuck more easily.
Hi Everyone! Just came across to see this thread I've had a couple of thoughts on car aerodynamics and drag coefficients, first of all that I have seen already in this game is that low performance cars have got really low top speed compared to their similar real counterpart like the Covet having around 120hp and doing around 160km/h which is way off course, it should be more like 190-200km/h. Now in the meantime I've downloaded the MPM Covet and modified it to have more realistic values: ( with a detuned 84hp engine its doing now around 174km/h, but also low output engines are also made, the weakest being a 60hp 1.1 which can do around 160km/h) The thing is that if I go above 90 hp its speed simply goes off course and reaches an unrealistically high 210 km/h, there seem to be around an 177km/h barrier if you have 90 hp, but above that it simply flies out speed. My big question is that will there be like a more defined aerodynamic properties for lower powered <100 hp vehicles? Here are my files which I've modified, also I didn't have any other chance but to give it negative drag.
I haven't tested it cause I am at school right now, but I think a couple of effects are at play here. Effect 1: The topic at hand... drag... is relatively low on a lot of these cars (as pointed out earlier) so that the sum of there parts can have a more realistic top speed. However, it has to be slightly lower in order to outweigh the drag from Effect 2. Effect 2: That is rolling resistance. Now when the vehicle is at lower speeds the wheels can have 3, 4, and sometimes even 5 nodes on the ground at the same time depending on how soft the tires on that vehicle are. This means that the vehicle has to compress the springs that the wheels are made of to move along which looses energy and thus lowers the top speed of the vehicle. However, if you get the vehicle going fast enough, the wheels are turning so fast that centripetal force keeps the nodes on the outside circumference of the wheel fully extended and the outside band of nodes on the wheel taught despite some of the nodes still coming around and hitting the ground. (we are assuming a flat surface here) This means that since we now have a more solid circle, less nodes will flex and come into contact with the ground at the same time causing the wheels to basically "skip" over the surface. This means that only 1 or 2 nodes are now in contact with the surface at any given time which is reducing friction/spring compression forces and allowing for a higher top speed. Now that's just me going purely from a physics stand point. I know that supposedly a lot of the rolling resistance has been fixed with the latest patch, but I still think that they are having a rather profound effect and probably will for a while.
I think air resistance is reduced to make up for the rolling resistance that is too strong. Rolling resistance is tricky to tune right now without ruining other tire behavior. I think a large part the top speed sticking point is just gearing. If the gearing is tall, the car needs to go faster to get the engine closer to peak power. Power is also defined differently. In the jbeam it is defined with gross torque which is before internal friction losses which can be 10 to 20% The torque curve graph seems to come up with the right numbers. There is another debug app that shows power but it seems too high.