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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)

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Introduce a dash of unpredictability into your day with our cutting-edge interactive wheel, devised to generate numbers between 1 and 8. This digital wheel is perfect for moderate-scale random selection activities, from classroom games to team assignments and more. Engaging with the Random Number 1-8 Wheel 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'. Sounds like you decreased the suspension too far and hit the bump stop collider. If your wheels are at max compression / hitting bump stop, you will get incorrect force output as it is impossible to calculate the spring force unless the body is fully supported by the spring; if you are on the BS collider, you're not on the spring. Intentional effect -- don't overload your wheels, and your friction will be correct (also part of this is that same friction tweak I mentioned last night). Also, as you accelerate, the mass distribution shifts rearward, reducing available friction from the front tires. 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. Given wheel diameter this can be turned into a torque term to be applied counter to the direction of movement.

Forget the traditional ways of drawing straws or flipping coins. This wheel delivers results swiftly and impartially, making it a credible alternative for random selection. Distinctive Features of Our Random Number 1-8 WheelIt doesn't explicitly disallow it in a single part, but it may require some additional coding support to manage rotating the suspension properly to average the wheel collider compression lengths, and no guarantee that the colliders will play nicely with being manually rotated/moved. I'll give it some thought; might be doable, but will be hard to test without any pre-rigged models. Sounds like a spring/ride height configuration problem. Would have to see the craft and wheel setup. Setting up the load rating, ride height, and damper value properly is everything for these wheels. Failure to do so will result in bad results. Sadly I cannot do it automatically as the proper values are different on a per-craft/vehicle basis, nor do I believe it is proper for a wheel to magically change properties. I can't get into the sweet spot of high damp ratio and high ride height (or high loading ratio) since all those values seems to increase fSpring values and when fSpring gets above 30 (in this case) it starts to freak out (weird range of values) and it ends up in a bouncy wheel effect (bouncing vehicle into air etc). Personally I prefer big damping value and medium to high ride height / loading ratio since it evens out high speed driving on uneven terrain and recovering from landing after bigger or lower jumps. Big loading ratio is also nice for heavier industrial rovers so the springs aren't compressed to the max and can do some hops damping work. Visual Stimulus: With its colourful layout, the wheel provides a more entertaining approach to random selection than your average number generator.

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: Delve into the realm of randomness with a user-friendly, visually captivating experience. Our interactive wheel for numbers 1-8 not only ensures unbiased results but also turns the process into an engaging activity. Take a chance and spin the wheel now! The new model uses the maximum peak friction of the tire as determined by the peaks in its friction curves, and limits both forward and sideways frictions proportionately. This results in far greater cornering force at higher velocities, overal increased sideways friction, and a decreased tendency for drive-wheel slip. Overall handling response is greatly increased, though the increased sideways friction may cause a greater tendency for rolling and oversteer at higher velocities with high slip angles or steering angles... sort of like real life.

Thinking on it a bit, and might do something like that; but these modules are not intended to replace KF, which will still have all of its old features/functions.

Thankfully he had licensed it as CC-XXXX, so some continuation/reboot may be possible even if BD doesn't return.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] There is nothing here intended for end-user use. This plugin is an API and consists purely of functions and features intended for other mods and modders to use. Not quite sure what you are referring to with adjustable bump? (As in bump-stop? Not much that can be done to tune it; it uses a collider to ensure overcompression does not occur)

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. pre 1.1 unity had something like wheel weight value which was great for me since it prevented wheel spinning naturally (i used to bump it to high value which worked automatically like traction control), but I guess new physx got rid of this value and I have to tweak traction control values now for no-spin wheels What about rolling resistance? Suppose four of these are mounted on a 5 tonne vehicle, but we are on Tylo, where the surface gravity is about 8 N/kg. If the mass of the vehicle is currently evenly distributed, 1250 kg rests on the spring on one part, producing a force of 10kN in the spring. License: Source is licensed under GPL. Please see the accompanying license files, browse them at the repository, or view them on the web at: https://www.gnu.org/licenses/gpl-3.0.en.htmlTo start, you should read the post I made last night about tweaking friction; it solves many of the problems you had. If the user had doubled the gear reduction in the VAB, they'd get an impressive 22222 N m of torque... but only up to 4.5 m/s, where torque would start to drop off and power will start to drop off at 6 m/s. What we decide a kW costs in ElectricCharge is another question, but in terms of determining part performance we need to know kW).

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