Control surfaces have to use simulated constraints. Welds will not do.
This is fundamental in how aero is implemented. We don’t plan to support animated welds in the near term.
I found such a pattern that a very high speed is not needed for the propeller blades, this is done specifically so as not to break the hingeconstraint (which fly into space from high speeds), or will it really work like this?
And if you know how to strengthen the hingeconstraint, then please tell me
We will be addressing this (lack of lift) in the beta release that’s coming next month.
Lovely, would be nice to see as I have some aircraft that are in need of adjustable or an extra lift boost
Couldn’t you raise the air density to make it have a bigger effect on the cars.
You could but it would also increase Drag. Some vehicles due to the complicated shapes of spoilers etc the current model doesn’t do enough to replicate the performance, which is where you want to be able to tweak individually CL and CD properties.
wow can you make this a free model so we can all experiment with it
i don’t really think he’s gonna do that, at most he might make the game public.
Is it just me or does anyone else get an annoying bug where their completely symmetrical plane just goes left/right for no reason, with no wind? And it seems that changing air density just changes which way the plane turns.
Hello! Sorry to hear you are experiencing this problem, we would be happy to take a look at it. Can you provide us with more information, for example, are you using a MeshPart? If you are comfortable DMing me your asset we can take a look and see what is going on.
does anyone know the ETA of when this’ll be playable in game, much appreciated. (unless it already is and im out of the loop)
Thanks for answering. How could I send it?
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.