so we will be able to do this soon but e cant even change the direction of the waves on water in roblox studio yet???
I have been waiting for this since I first saw a mention of it a bit ago and I am so glad this is finally out. nice update, I hope it goes smoothly.
For my parts, it seems to be enabled by default
I hope this doesn’t cause performance issues for people that forget to turn it off
Whoa this is cool
Can you attach the file? I want to know how to make something life this to take advantage of constraints
Custom shaders are something the Rendering team have to worry about, not the Physics team. Everyone is good at different things, realistically one team working on a feature won’t slow down the progress on another feature being worked on by another team.
(It’s also worth mentioning the multitude of problems there would be when trying to implement custom shaders, like closed-source compilers, forward-compatibility, etc. I’ll just put a link to the full explanation: Post-processing effects - #33 by zeuxcg)
I hate to bring up something unrelated, but all this talk about fluid has made me wonder why Terrain water doesn’t awake sleeping parts. But this update seems pretty cool regardless!
Holy dang man, I’m SO excited to mess around with this. LAUNCH SOME STUFF LIKE CRAZY, YOU WANT IT? It’s yours, my friend. Starts unanchoring objects randomly cranks the wind speed up
Please just add a “atmosphere” object for air density instead of graphical effects so i can make planets with proper atmospheres.
Will air pressure or temperature ever be simulated? Air pressure is essential for modeling complex aerodynamics and aerodynamic interactions between objects.
This updates awesome, but definitely takes some getting used to! I’m trying to make a rudimentary propeller-driven plane, using 2 flat rectangle parts at an angle in the front to move my plane!
It does actually get up to speed, but no matter what I do I can’t seem to get it to have any lift serious lift, even with a biplane setup and two 36x0.2x8 wings at a 10 degree angle to increase their contact with wind.
Anything I can do to help increase lift, stability, and make this really work?
AWSOME!, this seems to have no effect on union parts though, transparent blocks in the wings are needed.
i have the wright flyer flying around on a tether, no controls installed yet so it only goes around a few laps, i ploped on a vector force constraint for now to get it propelled.
Edit: It was a issue with the way my wings where set up, something about the wing sections being laid out was actually counteracting the aerodynamics on itself, making it just fall right down onto the ground as if no fluid physics where taking effect (at least that is my theory). Making the wings into just one part each fixed the issues. Being someone that is newly experimenting with this, I assumed it may have to do with them being unions, as some past new/beta updates also started out as not being compatible with unions as well, sorry guys!
Anyway, with that out of the way, giving the plane two motorized props, we have take off, vary impressed that it worked with how thin the blades are, these fluid physics are actually quite sensitive!
I did notice that once the plane lifts off the ground, the speed of the plane drops dramatically, you can fly along at a shockingly slow speed without crashing into the ground, I can see where that can be useful for other things then planes though.
Anyway, this update is a total blast! Something I never asked for, but wish I did! Thanks roblox!
Hey! Thanks for trying the beta and your flyer looks amazing. Could you dm me a repro for the aero not working on unions parts?
I’m going to do a quick test to be sure its not something i did on my end then get back to you.
Edit: yeah the results where quite clear lol, ill dm you.
Wow this is incredible. But as an aerospace engineer this intrigues me on how the forces are actually calculated? What principals does the engine use? Lifting line theory or NASA’s method?
Usually each aerofoil would need to have some kind of coefficient of lift and drag which makes me wonder how it’s calculated and how comprehensive it could be…
In general aero theory you need several RPMs of propeller speed to gain speed better… angling of propeller blades should help but extreme angles of attack on wings are not recommended during take off as this brings up your stall speed rather than lowering it. Considering how different robloxs units are, consider adjusting the wing area or lowering the mass but it’s hard to say how to improve your design without any visuals
after testing different airfoil shapes using the setup widgex provided, it does seem that proper optimised airfoil generates more lift rather then a meshpart block of the same size, interesting and very cool, curious as to how its all calculated.
AerodynamicsTest.rbxm (13.7 KB)
When you mention moving control surfaces via Motor6D, did you figure out if this was a problem? I am using the same aircraft model from the downloadable experience on this post, but with my system is uses Motor6Ds and joint parts instead of what the test experience has (servo hinges).
I’m trying to re-create the aircraft on my system, but i’m getting zero response from control surface movement.
Motor6Ds are incompatible with the aero model.
You must use simulated constraints for control surfaces.
OMG this is awesome! Thanks for sharing this! It somehow feels even more significant that it was the first ever airplane to fly IRL and now it is flying virtually in Roblox Nice work!