We are planning to release an open beta, playable in experiences, later this year after completing some improvements to the model’s behavior (lift/drag), performance, and stability.
I’ll send you a direct message on the dev forum you can reply to.
How would I be able to simulate a swaying effect using these new features. I’ve tried but it either just flies away or doesn’t move at all.
Is there any news? I thought it would be released in February ᓚᘏᗢ
I assume few delays but tbh there would be quite a bit more they’d need to push for us to test in Beta before we see any release.
Hello creators!
If you are still watching this thread, we have released two updates to Aerodynamics since this Studio beta went out that we would love to get feedback on:
Aerodynamics [Studio Beta] November 2023 Update: Added buoyancy, new FluidFidelity
property and new debugging visuals.
Aerodynamics [Studio Beta] April 2024 Update: Improved force model and setting FluidFidelity
directly in APIs
Note: The examples on this topic have also been updated and re-tuned to work with the improved force model
The COP and COM Visualization is fantastic help for understanding where the COP is acting in relation to the Center of Mass. Helps for aircraft systems that try to automatically control that variable to acceptable limits. I assume eventually the COP will be found in properties as a value or able to call via a function.
I really enjoyed this one, but I think they could simplify the process of making planes that fly. Right now, you have to put a lot of effort into scripting and balancing, and it would be helpful if the game handled some of that for you.
Hi Playfull,
This looks awesome, thanks for sharing!
Could you share more on what you envision to make the creation of planes / other aerodynamic vehicles easier?
Also, are these red lines force visualizations? If so, how’d you do that?
Have you checked out the fluid forces visualizer we provide in Studio Settings?
Best,
M0bsterLobster
I haven’t gotten around to using the fluid forces visualizer yet, but I’m planning to soon. The red lines you see there are actually showing where the forces are at work, so you can easily see how the wind flows and where it’s being directed at.
A lot of that is shown with the Fluid virtualizer tho to have a properly balanced or trimmed plane when the surfaces are neutral we’d need to be able to compare the position of the Center of Mass vs the Center of Pressure which atm with the virtualizer there isn’t any values for either COP or COM as vector3 positions to do so. Once you have this then its a case of making a controller for example that trims surfaces to the ideal positions to maintain the intended behavior aka near level flight when surfaces are neutral.
We’re working on something that will help solve this limitation
Stay tuned!
Thats actually just a plane that uses vector forces nothing to do with the aerodynamic roblox forces https://www.youtube.com/watch?v=V3nKBCnJOKQ&t=3538s
why did you even provide a video like that then if it’s unrelated to your complaint?
it is related because the plane shown is extracted from that video lol
yes, and the plane shown relates to roblox aerodynamics how so? this is a thread about the feature roblox is adding, not your own aerodynamics. my question was asking why provide a video in the first place?? especially when it has nothing to show related to your complaint??
can you look at the message im replying to pls
you aren’t replying to anyone in the original post
the video given wasn’t neccessary considering it was made with custom physics
look at context use your brain
Let’s not argue… As for context, he replied to a staff which was asking about someone elses aerodynamics, and Kibbet mentioned that it wasn’t actually their own custom aerodynamics system, but a direct copy from a tutorial online, and linked the tutorial