• Going past 600 RPM?
    8 replies, posted
Hi, I recently got the physics mod that allows you to set limits for the different kinds of physical aspects of the Source engine such as speed, angular velocity, air density, gravity et cetera. I don't remember the name of the mod though, so I couldn't find the thread here. Problem is, even though I set the angular velocity limit way above the normal which is 3600, any objects just won't stay above 600 RPM. For example, I could apply a ton of angular force onto a spinning object, which would then accelerate above 600 RPM, stay above it for 1-2 seconds and then magically go back to around the 550-RPM range and stay there without going up again for no apparent reason. I've seen people with high and lasting RPMs above 600 in several YT videos, so there has to be something to be done, right? Thanks
Friction?
I've been testing the RPM by the spinning object having no gravity, physical properties super ice and axis centered to the world with zero friction and air density zero. Do I have to set all the other friction settings to zero aswell? There is a command called phys_frictionmass with the mod, but I don't really know what it does.
It couldn't hurt :v:
Didn't help, BUT I noticed something weird; When I left the speedlimit at default value (2000) and doubled the angular velocity value up to 7200, I noticed that RPM kept climbing up past 600 WHILE the speed of the outer layers remained constant. It would then similarly stall at a higher RPM value, but then if I LOWERED the speed limit down to 1000, the RPM would get even higher and eventually stall. Weird...
I think you broke the universe.
I don't know about the universe, but GMod has been broken many times in the process. No seriously, I'm sure there's someone here who knows an answer to this.
Put to the console: lua_run Settings = {} Settings.MaxVelocity = 11784960000 Settings.MaxAngularVelocity = 11784960000 physenv.SetPerformanceSettings(Settings)
Didn't work, it would still revert back to 550 like before. Thanks though.
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