[Client Beta] Aerodynamic forces now publishable on live experiences!

It seems as though small parts are extremely unstable with aerodynamics. The part that I used in the video is 10x0.2x0.2, and as demonstrated later in the video, the longer it is, the more unstable it becomes.

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Minor bug I noticed after I had disabled fluid forces for all parts in my game:

Curiously, Terrain is showing up in the search results without having the property.

Edit: Apparently this happens with more part properties than just this one. For example, searching CastShadow=true will also yield Terrain as a result. I guess terrain is a BasePart internally somehow?

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that is called friction, it is not a bug

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yeah i have noticed this too, i also came to the conclusion that you did but it is still weird why its happening

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Will there be a category in the Charts for games utilizing the new Aerodynamics feature for a short period of time?

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can you enhance your video quality too

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I tend to use hybrid physics/CFrame systems therefore having this will most likely mess up my precision systems. Still cool but I won’t be using it much as I have lost all faith in roblox physics :person_shrugging:

giphy

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Finally.

Fluid force performed amazingly in production in the :hammer_and_wrench: Plane Engineers :hammer_and_wrench: sandbox building game, you may remember us back in the early stages of fluid forces development., however, we preferred to enable fluid force only for wing blocks, since enabling this option for a large number of blocks shows a large FPS drawdown.

Thank you for what you are doing!

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Hey! We’re glad you are enjoying the feature and we’re excited to try out the experience! We’re very much interested in what kind of planes you were constructing that were exhibiting large FPS slowdowns. Would it be possible for you to DM us a reproducer so we our team could take a look? Thanks so much!

yeah I know that, but it’s still a huge problem for me so I asked if this aerodynamic will fix it

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Will the global toggle for Aerodynamic forces remain after release? I have an inkling the performance overhead will be non-trivial in this particular scenario:
image
Particularly since that is a smaller truck. It’s of course only a minor issue, but it is one more line of boilerplate I now need to make sure I add to every BasePart creation in the game.


I made this a while back and using it to play with the new physics, ran into a problem, it can go up and down, but the rear rudder will not steer the craft for anything, no matter what i try, it uses the same steering mechanism as the front, but its simpler because it just turns on a pivot, while the front wings work independently, so i figured if anything failed, it would be those, but no…

These huge rudders still have no interaction for some reason.
On a side note, for building aircraft, i recommend a script to make the player massless when sitting inside, my avatar held it to the ground, and also the craft be locked in place until a player sits in it or the plane will fling around when sat in. (the things will be very light to get the best performance if you choose to use physics based props)

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Hi! This looks awesome! If possible, could you share this mechanism with us so we can investigate what’s going on? Please feel free to DM me!

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Thank you for your feedback.
We’ve been optimizing the performance impact of Aero over the last year, so I highly recommend trying it out again!
As for replication issues, we’re actively working on this now! What are some of the specific issues you’d like to us to help improve? Feel free to DM if you’d like :slight_smile:

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Oooooh! Interesting idea - we don’t have plans to as of now, but we’ll definitely consider it as we continue to improve the usability of all our systems! Anything else you think is particularly difficult you’d like us to improve?

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Hi! Actually we do plan on implementing sound based on the relative velocity of wind :eyes:
This doppler effect idea is interesting too! We’ll look into it

As for local pressures - tell me more! What would you like to have available and how would you use it?

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We’re excited to see too!

We’ve put a lot work into optimizing the overall system, so for the most part, we don’t expect any noticeable differences in user experience due to performance impact :slight_smile:

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What do you mean by speed of sound here? Do you mean the sound of a sonic boom?

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Great question! By default, Aerodynamics is disabled globally right now. We have EnableFluidForces enabled on all parts by default so that when creators choose to enable Aero, all their parts will be affected by default :slight_smile:

In other words, having the part property enabled does nothing if the global workspace property isn’t enabled (ie set to Experimental) :slight_smile:

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