276°
Posted 20 hours ago

XZEIT 4pcs RC Model Car Rubber Tires & Wheel 1/8 1/10 Scale RC On Road Car HSP Sonic 94102 GT LC RACING PTG-2 TT02 (Color : 4pcs black A)

£9.9£99Clearance
ZTS2023's avatar
Shared by
ZTS2023
Joined in 2023
82
63

About this deal

Furthermore I'd like to show something which might help with the ride height/spring behaviour, if only for showing what a magnificent system it is (I have it on my car). Gas springs work differently than metal springs but I have yet to find the documentation how exactly and I don't know if this is something that can be translated into code. Noted, yea, they shouldn't steer in the stowed state (stowing does disable the wheel collider / physics updates). One thing that others can do to help the process would be to outline what you think are reasonable load, max rpm, and torque limits for all of the various parts. Some of them I'm quite stumped as to what their intended range of uses is, such as the airplane landing gear (how much mass should the largest gear support, maxed out? How about the large, medium, and the rest?).

Thankfully he had licensed it as CC-XXXX, so some continuation/reboot may be possible even if BD doesn't return.What we decide a kW costs in ElectricCharge is another question, but in terms of determining part performance we need to know kW). Random number generation between 1 and 8 is easy with our spinner wheel. Press the wheel where it shows the random numbers 1-8 in the middle of the wheel and a few seconds later you will have a result.

sometimes changing colliders from ray to sphere causes the wheel to go up (to look right again I had to use offset 0.5) and then it stops behaving normally (can't turn properly and then becomes bouncy and itchy) example setup when this happens to front wheels: So yes, should be compatible, but it wouldn't be using any of the BD modules/plugin, at least not if I were to do it (would end up being a simple patch set, as I've done for the KF parts). Scaling would be implemented through tweakscale. Sounds like a combination of the friction problem I cleaned up last night, along with one of the suspension quirks that I haven't yet removed (it decreases suspension output with the dot of the angle between the hit normal and suspension angle). Will be removing that quirk as I have found that yes, it interferes with proper force output when 'about to roll'. An implication is that there may want to be a user facility - not restricted to the VAB - to cut maximum torque at low speeds, so that keyboard users don't constantly do wheelies because they have no choice but to floor the throttle. What I'd suggest is that the user can input a limited torque for use at 1 m/s and below, and torque then rises linearly between 1 m/s and 10 m/s.If the springs are bottomed out, double the rolling resistance force (we can't know exactly how much mass they are supporting, but it's probably too much). Did some tweaks to the friction model today, namely the method of combining the sideways and forward friction to ensure it doesn't exceed what the tire can produce.

Now we can determine the maximum motor torque. The maximum motor torque is that delivered at 3/4 the maximum efficient RPM and full power. (Where does the figure of 3/4 come from? I have just eyeballed some torque v. speed curves and made it up). That is indeed the case. Merely make sure your wheel-collider (and suspension, wheel-mesh, etc) transforms have unique names, and the code will handle the rest. In the future it will even support multiple same-named transforms within a part/model (for use with part-welding; will use an 'indexInDuplicates' to determine which of the same-named transforms to use ), however names must currently be unique. Closing in pretty fast on finishing off the currently planned TODO and to-fix lists; a few more module features to implement, and a few more physics-related problems to try and sort through, but the majority of features and functions are in place and working as intended (or as good as it can given the integration limitations). Hoping to have things mostly wrapped up in the next week or so, and from there on development will move to a 'maintenance mode' focusing on bug-fixing and stability.Visual Stimulus: With its colourful layout, the wheel provides a more entertaining approach to random selection than your average number generator. The maximum motor torque is delivered at or below 4200 RPM, corresponding to 9 m/s with default gearing. The torque at the motor will then be 454 N m. [1] The user should be able to alter this default gear ratio in the VAB, down to about half or up to about double the default value. This will either increase the maximum torque but decrease the effective maximum speed, or decrease the maximum torque but make it more viable to exceed the nominal maximum speed. If the part is going above the nominal maximum speed, increase rolling resistance by multiplying by (1+ excess speed/nominal maximum). Note, if you want to try dev versions, you need to grab from the dev4 branch (plugin here: https://github.com/shadowmage45/KSPWheel/blob/dev4/GameData/KSPWheel/Plugin/KSPWheel.dll ). I would suggest dropping that plugin into your install and giving some of the friction tests another try; you'll probably be pleasantly surprised.

Asda Great Deal

Free UK shipping. 15 day free returns.
Community Updates
*So you can easily identify outgoing links on our site, we've marked them with an "*" symbol. Links on our site are monetised, but this never affects which deals get posted. Find more info in our FAQs and About Us page.
New Comment