Hey big fan here! I would love to know the settings to both of your angle sensors with the helicopter engine! please and thank you! ❤loved the video, amazing creation!
I'm not alva but the angle sensors should have a width of 180° and an angle of ±90°. one of them should have a negative output and the helicopter engine is at 10 speed
Because a single max length flat connector (1x4) isn't long enough to cover the distance required, and using multiple while going directly isn't possible because the bounding box of the thrust gets in the way. They are extended to the side to get away from the hitbox of the thruster so multiple flat connectors can be used to cover the distance
reduce backwards drag as it also matters when in water/close to it. For laguna mojada specifically, the biggest bottleneck is stability and quick turns. You can use paddles as control surfaces to improve turning, and for stability it's usually better to use a gyro stabilizer/heli engine+angle sensors with a thin creation rather than a wide one (as it will give you more space to turn). You will still have to adjust the turning to not sink/start flying on turns though
I've had issue with stability on UFO engines because I've only gotten them from tutorials and they are suboptimal because I've tried to use upward facing hover engines and they create way to much downforce and end up sinking my boat and on a vertical configuration they don't produce as much thrust, what kind of block do youpush onto the hover engine?
depends on the race/thrust source/vehicle type. Usually i already have a similar design from another race i can quickly tweak to the needs of the race (usually only steering angle/control surfaces used/auto stability used needs to be adjusted in these cases). In those cases, designing can take a couple minutes at most and i usually do it at the same time i grind the race and figure out what needs to be adjusted. Other times, the designs i have can't be directly used for the specific race, usually due to not being able to turn fast enough without completely losing control, or due to being too fragile. These cases take a bit more time since changing those things is more involved and there are many more things to test/adjust, but usually i can mash different parts from different vehicles for most of it. This race is an example of that: the propellers come from my previous race track bionic propellers design, the front control surfaces from my air race bionic propellers design (which used a modified version of the front of my grand island tour design), and the back is a generic design i use in many races. The new part for the sandstone circuit race was the bottom wheels on 4 suspensions, which is a modified version of an idea from another player. These cases can usually take ~1h of designing/tweaking, although most of it is also overlapped with grinding runs The last cases are when i don't have a fast enough vehicle by a significant margin to be able to reclaim the WR. This usually requires improving the thrust source or figuring out ways to further reduce drag. These cases require the most time as improving the thrust source usually requires a ton of testing and creativity to come up with better ways to do things, so it can take anywhere from a couple days to weeks As for grinding the runs themselves, for the most part, it doesn't take that much time. Once i have a good enough design, i can set the time in a couple hours of grinding, although it depends on how precise the run needs to be/how much RNG i need