Introducing Aerodynamic Forces [Studio Beta]

i thought it said 1 kg to 21 rmu my bad @LaAeroooo

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Praise the developers our saviourā€¦

On a serious note:

  • No negative comments on the Aerodynamic Forces Beta
  • Performance is great on my end
  • It works well for this use case
  • It rarely bugs and doesnā€™t suffer from glitches at low framerates
  • Air Density of 0.1 required? I understand that there are differences between in game and real life but 100 times the default seems like Iā€™m doing something wrong hereā€¦

This actually flew really well, the problems were simply down to my end (inverted controls, weird loadingā€¦)

Thanks, please can you make it public nowā€¦ pretty pleaseā€¦ Iā€™m waitingā€¦

EDIT: I forgot to mention, it would be great if there was a Lift property or instance for wings; as for occlusion, I would love to see how this gets implemented with perfomance in mind. Thanks.

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To echo above would be great to for the tool to offer us a calculated center of lift, ability to change the multiplier for each specific lifting surfaces. Way to see how much lift exactly is being produced from the lifting surfaces.

As these will help with a range of aircraft that have dynamic weight movement that needs to be countered properly with trimmable surfaces.

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Could you maybe introduce the magnus effect into play? This would help simulate curve balls in sports games.

Motors still tend to explode at high RPM, would be great if this use case was better supported

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Will a part be able to move with air resistance like real life?
So if you turn the Air resistance property on in part settings and itā€™s moving the part will have to overcome air resistance to go fast

Wow finally i can manipulate parts with wind force like real life

This is actually a big fat W. Creation of aircraft like jets and helicopters will be easier than ever.

Having the same problem here whilst trying to create a propeller plane. Mine isnā€™t even moving an inch.

Is there a way to turn off this ā€˜scalingā€™?

What if I want something to be buoyant at high and low altitudes alike, or have wind beā€¦

you know, consistent?

Are the physics equations the same as the real ones? For instance, can i get a real formula for drag on a sphere to calculate at what initial speed vector a ball has to be thrown in order for it to fall at a desired distance?

I feel that the problem for your propeller plane is that the rotors/propellers are not tilted. Tilted rotors/propellers push the plane forward with uneven lift on the front and back of the propeller. Think of straight propellers as just cutting through the air not pushing the air behind it.

I donā€™t remember the exact rotation that my blades are in, but they are definitely rotated. I am just not generating enough lift (I think thatā€™s what you call it?) I think.

Possibly propeller surface area? Did you enable fluid simulation in workspace?

What you should look to evaluate are:
Air density settings
Mass of the entire assembly
RPM (Consider switching to a scripted form of thrust as all game engines tend to breakdown physics at high RPMs)
Length of your propeller if you want to continue on your current method.

Some additional testing, you should enable physics forces debugging and also try a drop test to ensure thrust is in fact being generated.

Are we going to get the explanation of the aerodynamics model any time soon? It would help a lot if we understood the capabilities of the model, the method in which lift, drag and moments are created for more advanced builds.

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Agreed, hope this gets developed more, at its current state its ok but not advanced enough just yet for different flight models and individual required lift and drag adjustments.

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We are still actively working to improve the modelā€™s performance and behavior. Providing a description of the model is on our radar, but weā€™d like to defer that until we are closer to itā€™s final form so our description stays relevant.

We really appreciate all the feedback weā€™ve already gotten! Thanks!

is there any status on incorporating weld offsets? or maybe adding weldconstraint offsets that work with aerodynamics? i know hinges are the way to go sometimes, but iā€™d like to have other options as well.

Already made a lot of interesting things, I canā€™t wait to see it working outside of roblox studio!