Introducing Aerodynamic Forces [Studio Beta]

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

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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.

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We’re working on something that will help solve this limitation :saluting_face:
Stay tuned!

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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

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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

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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 :slight_smile:

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sorry the person you replied to was a staff member, not the person who put the video so i didn’t see it

This is really nice! I’m waiting for Open Beta.

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so i made something using aerodynamic forces that pushes the ball forward with wind when you shoot it, it will start losing force because of the wind and then fall

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Simply amazing!!!

This is so good, especially for showcases, you can make them so much more realistic due to the leaves, also not to forget Piloting games, for example, PTFS (which isn’t the best) or other games, which have so much good potential to this feature! Simply an amazing feature.

I have a question: does aerodynamics include wind drag? For example, if an object falls very quickly and is very light, wouldn’t it be affected by the wind, causing drag and making it fly like a feather instead of falling like a static block?

This feature will make cars more realistic.

ifykyk about the reference

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Is there any developments on this, wouldn’t want it to completely fall aside.

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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.