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
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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)

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)

RRP: £99
Price: £9.9
£9.9 FREE Shipping

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Bug Reports: Only accepted through Github. Include logs (KSP.log), screenshots if applicable, and steps for duplication or your issue will be summarily closed without response. Be polite, do the responsible thing, and file proper bug reports. Bugs reported on the forums will result in being reported to moderators for cluttering the thread and being personally ignored. Just don't do it. If you can't be bothered to submit a proper bug report, I'm not going to bother to fix your problem. If the part is going above the nominal maximum speed, increase rolling resistance by multiplying by (1+ excess speed/nominal maximum).

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. Given wheel diameter this can be turned into a torque term to be applied counter to the direction of movement.

Noted, yea, they shouldn't steer in the stowed state (stowing does disable the wheel collider / physics updates). 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) Unbiased Selection: Each number from 1 to 8 has an equal chance of being chosen, guaranteeing fairness in the selection process. 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. 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.

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! It's made for roving not racing so I will assign it a nominal maximum speed of 12 m/s. (This is not so restricting; by gearing it up, the user will be able to go at 24 m/s at full power and get somewhere between there and 36 m/s. IME the old KF parts topped out at about 20 m/s.) 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?). 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. 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: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.html Interesting find on the gas suspension. Non-linear spring/dampers are certainly a possibility, or even other non-standard suspension calculation methods. Would be quite easy to put in some curves that can be polled to determine spring/damper output for compression input -- would merely need to figure out how to best define those curves from the available real-world data for the different spring types. Will give some thought as to how to best integrate this functionality in a clean manner; can work on figuring out the curves for the suspension types after the feature is working 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. If we are above 3/4-maximum RPM but below motor max efficient RPM, deliver full power. Calculate torque based on motor RPM. 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).



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