Introducing Aerodynamic Forces [Studio Beta]

I just performed a test with a 10x10x10 part, and a 10x10x0.1 part. The shallow one took longer to fall from the same height at a perfectly flat angle, and then angling them 15 degrees made the shallow one glide forward as it fell, along with the cubic one gliding a small amount. I believe wind drag is a factor based on this.

that’s a property of aerodynamics itself.

what he means is global wind pushing on objects

@BlueyHeeler96
@Playfullgamer_YT

did you guys even read the announcement or just the title?

Hi! Thank you for reaching out - we are very close to enabling this in live experiences, I promise we haven’t forgotten about this / stopped working on it :slight_smile: Pls stay tuned for updates coming soon!

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Lovely news! Can’t wait to mess with it

FYI in case you missed it: [Client Beta] Aerodynamic forces now publishable on live experiences!
it’s live!

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Fantastic, great work guys! Will be testing.

I noticed this being enabled by default on any new parts I create, and is also enabled by default on imported meshes. Will this have an impact on performance, or should I turn off EnableFluidForces on any parts that don’t need it?

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Hi, thanks for the question!
Your experiences will not be affected if you have aero disabled globally (via the workspace property “FluidForces”).

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Yes, that works, but is it unoptimized when enabled for everything?

How do I enable this?? I seem to have forgotten how to.

This should help.

replied to the wrong person mb :sob:

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Any updates on this?

Im also wondering if theres any way to replicate the Magnus effect, i tried making flaps but it didn’t work very well.

Hi Kepiblop_house,

Thank you for reaching out. Unfortunately, at this time, we don’t have a solid estimate on when we’ll be releasing wind occlusion. We’ve been focusing on optimizing the performance of aero before building out new features. Rest assured that wind occlusion is towards the top of the list of new features we hope to build out for aerodynamics when possible.

Could you share a little bit more about what you tried doing with respect to the magnus effect? And maybe share a video? We’d love to help out if possible :slight_smile:

Best,
M0bsterLobster

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The flaps are built like this:

image

This method does work to an extent, but lots of spin and force is required on the ball in order to have even a little bit of force

The ball in this video has a AssemblyLinearVelocity value of Vector3.new(1000,100,0), the AssemblyAngularVelocity is Vector3.new(0,1000,-1000). Although it does work, a lot of force is needed to see a result, and i’m hoping for a method that could give the same effect with a little less force.

Have you tried messing with the air density to see if that helps lower the force/velocity needed?

Thanks, I’ve set it to a higher density which helped a lot, and it looks ready to be used in a project of mine. However, I’m wondering if this could possibly be considered to work on any round object without any flaps in the future.

Hello! Thanks for your interest in the aerodynamic model. Unfortunately we don’t yet model the Magnus effect, though we may look into it in the future.

You could model this effect using a VectorForce along with a script that sets the force at each frame. I’ve attached an rbxl that does this as an example, you can play around with the parameters to get more or less Magnus effect force.
magnus.rbxl (57.4 KB)

The Magnus effect is influenced by things like the surface roughness and shape of the object, the Reynolds number, and the spin ratio (ratio of fastest surface velocity to linear velocity). It is an interesting problem and we’d like to eventually include it in our model if we can find a general enough, yet real-time-efficient, approach to modeling it.

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I am finding this feature to still produce a significant amount of framedrops when our characters switch to ragdoll mode or equip tools.


image
Turning this feature off in Workspace boosts the framerate greatly.