Trailmakers
Speed Mechanics Tests (testing the effects of aerodynamics, weight and more)
This is for testing the game mechanics know, unknown and believed to exist.
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Showing 1-10 of 10 comments
control max 186kph / 105kg / 26 avenues of air resistance (green) / 3 core / off road wheels

https://steamcommunity.com/sharedfiles/filedetails/?id=2389603722

test 1 max 179kph / 105kg / 18 avenues of air resistance (green) and 8 avenues of air resistance (light( lime?) green) / 3 core / off road wheels on road

test 2 max 165kph / 105kg / 26 avenues of air resistance (light( lime?) green) / 3 core / off road wheels on road

test 3 max 146kph / 105kg / 18 avenues of air resistance (yellow) and 8 avenues of air resistance (light( lime?) green) / 3 core / off road wheels on road

test 4 max 118kph / 105kg / 18 avenues of air resistance (red) and 8 avenues of air resistance (light( lime?) green) / 3 core / off road wheels on road

https://steamcommunity.com/sharedfiles/filedetails/?id=2389604052

https://steamcommunity.com/sharedfiles/filedetails/?id=2389604668

https://steamcommunity.com/sharedfiles/filedetails/?id=2389605098

https://steamcommunity.com/sharedfiles/filedetails/?id=2389605408

new
A

avenues of air resistance = aoar

test 1 max 173kph / 105kg / 18 aoar (green) , 6 aoar (light( lime?) green) and 2 aoar on spoiler (green) / 3 core / off road wheels on road

test 2 max 184kph / 105kg / 18 aoar (green) , 6 aoar (light( lime?) green) and 2 aoar on wedge corner (two) 2x2x1 (green) / 3 core / off road wheels on road

test 3 max 177kph / 105kg / 18 aoar (green) , 4 aoar (light( lime?) green) and 4 aoar on spoiler (green) / 3 core / off road wheels on road

test 4 max 194kph / 105kg / 18 aoar (green) , 4 aoar (light( lime?) green) and 4 aoar on wedge corner (two) 2x2x1 (green) / 3 core / off road wheels on road

https://steamcommunity.com/sharedfiles/filedetails/?id=2389613704

https://steamcommunity.com/sharedfiles/filedetails/?id=2389613942

https://steamcommunity.com/sharedfiles/filedetails/?id=2389614339

https://steamcommunity.com/sharedfiles/filedetails/?id=2389614579

new
B

test 1 max 170kph / 105kg / 18 aoar (green) , 4 aoar (light( lime?) green) and 4 aoar on spoiler (green) / 3 core / off road wheels on road

test 2 max 183kph / 105kg / 18 aoar (green) , 4 aoar (light( lime?) green) and 4 aoar on wedge corner (two) 2x2x1 (green) / 3 core / off road wheels on road

https://steamcommunity.com/sharedfiles/filedetails/?id=2389614936

https://steamcommunity.com/sharedfiles/filedetails/?id=2389615186

new
C

rear faceing aerodynamic blocks = rfab

test 1 max 180kph / 107.5kg / 18 avenues of air resistance (green) and 8 avenues of air resistance (light( lime?) green) / 3 core / off road wheels on road / rfab (2.4kg)

test 2 max 181kph / 107.5kg / 18 avenues of air resistance (green) and 8 avenues of air resistance (light( lime?) green) / 3 core / off road wheels on road / (2.4kg)

https://steamcommunity.com/sharedfiles/filedetails/?id=2389615523

https://steamcommunity.com/sharedfiles/filedetails/?id=2389615749

new
D

test 1 max 192kph / 165kg / 18 avenues of air resistance (green) and 8 avenues of air resistance (light( lime?) green) / 3 core / off road wheels on road

test 2 max 192kph / 205kg / 18 avenues of air resistance (green) and 8 avenues of air resistance (light( lime?) green) / 3 core / off road wheels on road

test 3 max 192kph / 225kg / 18 avenues of air resistance (green) and 8 avenues of air resistance (light( lime?) green) / 3 core / off road wheels on road

test 4 max 186kph / 265kg / 18 avenues of air resistance (green) and 8 avenues of air resistance (light( lime?) green) / 3 core / off road wheels on road

test 5 max 178kph / 305kg / 18 avenues of air resistance (green) and 8 avenues of air resistance (light( lime?) green) / 3 core / off road wheels on road

https://steamcommunity.com/sharedfiles/filedetails/?id=2389626258

https://steamcommunity.com/sharedfiles/filedetails/?id=2389626543

https://steamcommunity.com/sharedfiles/filedetails/?id=2389626853

https://steamcommunity.com/sharedfiles/filedetails/?id=2389627086

https://steamcommunity.com/sharedfiles/filedetails/?id=2389627370

new
E

test 1 max 183kph / 115kg / 18 avenues of air resistance (green) and 8 avenues of air resistance (light( lime?) green) / 3 core / off road wheels on road

test 2 max 186kph / 125kg / 18 avenues of air resistance (green) and 8 avenues of air resistance (light( lime?) green) / 3 core / off road wheels on road

test 3 max 188kph / 135kg / 18 avenues of air resistance (green) and 8 avenues of air resistance (light( lime?) green) / 3 core / off road wheels on road

test 4 max 190kph / 145kg / 18 avenues of air resistance (green) and 8 avenues of air resistance (light( lime?) green) / 3 core / off road wheels on road

test 5 max 192kph / 155kg / 18 avenues of air resistance (green) and 8 avenues of air resistance (light( lime?) green) / 3 core / off road wheels on road

https://steamcommunity.com/sharedfiles/filedetails/?id=2389632094

https://steamcommunity.com/sharedfiles/filedetails/?id=2389632329

https://steamcommunity.com/sharedfiles/filedetails/?id=2389632585

https://steamcommunity.com/sharedfiles/filedetails/?id=2389632870

https://steamcommunity.com/sharedfiles/filedetails/?id=2389633119

new
F

test 1 max 190kph / 235kg / 18 avenues of air resistance (green) and 8 avenues of air resistance (light( lime?) green) / 3 core / off road wheels on road

test 2 max 189kph / 245kg / 18 avenues of air resistance (green) and 8 avenues of air resistance (light( lime?) green) / 3 core / off road wheels on road

test 3 max 187kph / 255kg / 18 avenues of air resistance (green) and 8 avenues of air resistance (light( lime?) green) / 3 core / off road wheels on road

https://steamcommunity.com/sharedfiles/filedetails/?id=2389633420

https://steamcommunity.com/sharedfiles/filedetails/?id=2389633652

https://steamcommunity.com/sharedfiles/filedetails/?id=2389633881

new
G

downforce counteracting test platforms = dctp , avenues of air resistance = aoar

test 1 max 190kph / 105kg / 14 aoar (green) , 4 aoar (light( lime?) green) and 4 aoar on ((dctp)wedge 4x1) (green) / 3 core / off road wheels on road

test 2 max 187kph / 105kg / 14 aoar (green) , 4 aoar (light( lime?) green) and 4 aoar on ((dctp)wedge 2x1) (green) / 3 core / off road wheels on road

https://steamcommunity.com/sharedfiles/filedetails/?id=2389968900

https://steamcommunity.com/sharedfiles/filedetails/?id=2389968900

new
H

lift test platform = lftp , avenues of air resistance = aoar

test 1 max 190kph / 105kg / 14 aoar (green) , 4 aoar (light( lime?) green) and 4 aoar on ((lftp)wedge 4x1) (green) / 3 core / off road wheels on road

test 2 max 187kph / 105kg / 14 aoar (green) , 4 aoar (light( lime?) green) and 4 aoar on ((lftp)wedge 2x1) (green) / 3 core / off road wheels on road

https://steamcommunity.com/sharedfiles/filedetails/?id=2389969590

https://steamcommunity.com/sharedfiles/filedetails/?id=2389969777
Last edited by Roo.Undyed-crystalline-H2o-ice; Feb 9, 2021 @ 1:23pm
alvaroping1 Feb 9, 2021 @ 8:10am 
the color of the aerodynamic arrows is a bad way to measure how much drag it represents, blocks with a really similar color can have different drag values. For example take 1x4 wedges and normal wings, in the color they are pretty much the same, however 1x4 wedges have less drag. A better method to measure it is comparing how fast the arrows move, 1x4 wedges are the block with the least drag. Also, unless you are underwater only the forwards aerodynamics matter (underwater the backwards one matter too for forward speed)
Originally posted by alvaroping1:
the color of the aerodynamic arrows is a bad way to measure how much drag it represents, blocks with a really similar color can have different drag values. For example take 1x4 wedges and normal wings, in the color they are pretty much the same, however 1x4 wedges have less drag. A better method to measure it is comparing how fast the arrows move, 1x4 wedges are the block with the least drag. Also, unless you are underwater only the forwards aerodynamics matter (underwater the backwards one matter too for forward speed)

Thanks for the feedback, I have added tests for your claims. I agree with you on your statement about the forward/rear aerodynamics. I tested it so there would be some data on the subject.

Do you think there are different speeds in the arrows of red, yellow and green or is it just for the blocks labeled fairly/moderately/very/extremely aerodynamic?

How would you suggest to measure the speed of of the arrows?

If you are willing please add some of your own test results, to be look at.


alvaroping1 Feb 9, 2021 @ 3:17pm 
The speed at which the arrows moves is proportional to the drag value, the color also is but it's harder to notice differences in it. It works for all blocks, including those that don't indicate how much drag they have in the description.

As to how to measure the speed of the arrows, the easiest method is by comparing it to a different block to see which one is faster. To do so you can put them side by side and just look at the arrows, you will notice that most of the time they move slightly faster in one of the blocks, indicating that it has less drag.

I don't have test beds of speed saved (since they require very little time to recreate after you know the design), but as someone who has spent a lot of time racing i can say that to achieve the fastest time the first priority is having the least amount of drag, which means having the least amount of points of contact with the air (amount of drag arrows) and covering the ones you do have with 1x4 wedges since that's the block with the least amount of drag. After that, you also need to reduce weight as much as possible to increase acceleration
Last edited by alvaroping1; Feb 9, 2021 @ 3:21pm
Originally posted by alvaroping1:
The speed at which the arrows moves is proportional to the drag value, the color also is but it's harder to notice differences in it. It works for all blocks, including those that don't indicate how much drag they have in the description.

As to how to measure the speed of the arrows, the easiest method is by comparing it to a different block to see which one is faster. To do so you can put them side by side and just look at the arrows, you will notice that most of the time they move slightly faster in one of the blocks, indicating that it has less drag.

I don't have test beds of speed saved (since they require very little time to recreate after you know the design), but as someone who has spent a lot of time racing i can say that to achieve the fastest time the first priority is having the least amount of drag, which means having the least amount of points of contact with the air (amount of drag arrows) and covering the ones you do have with 1x4 wedges since that's the block with the least amount of drag. After that, you also need to reduce weight as much as possible to increase acceleration

Thanks for the first answer it is very sound. As of how to measure the speed of the arrows, I must say that you have to look at the hole spectrum to see a change in speed. When you get into the higher tier aerodynamic blocks it's hard to is a change. So it's not that you need a history of designs, but if you could elaborate on the standard module you use. You could make a data point for others to work off of. I am curious if fill in the space in between your wheels.

I will say your advise is quit good. I my self have a racer that fallows your advise ( (4 cores (2 raw jets/pulse)), 12 avenues of air resistance (1x4 wedge), 700kph, 155.1kg)
Last edited by Roo.Undyed-crystalline-H2o-ice; Feb 9, 2021 @ 5:41pm
alvaroping1 Feb 10, 2021 @ 2:23am 
To see the difference in speed when the drag values are similar what i do is put the 2 blocks side by side, then look closely at 2 individual arrows (one on each block) that appear at the same time. If they are in sync until they disappear the blocks have the same drag, if they aren't, the block in which the arrow disappeared sooner has lower drag

As to if i fill the space between the wheels the answer is simple: i don't because there is no space to fill. Ideally you should have a 3 wheeler in which the back wheel is on the center behind the seat, so the seat and thrusters are already covering that space which results in lower weight and thus higher acceleration
Originally posted by alvaroping1:
To see the difference in speed when the drag values are similar what i do is put the 2 blocks side by side, then look closely at 2 individual arrows (one on each block) that appear at the same time. If they are in sync until they disappear the blocks have the same drag, if they aren't, the block in which the arrow disappeared sooner has lower drag

As to if i fill the space between the wheels the answer is simple: i don't because there is no space to fill. Ideally you should have a 3 wheeler in which the back wheel is on the center behind the seat, so the seat and thrusters are already covering that space which results in lower weight and thus higher acceleration

That was a great clarification, thank you very much. I hate to ask for more work out of you, but could you make a list/chart of the greatest to less aerodynamic blocks. So that others can work with the information.

If a wheel has 6 avenues of air resistance (aoar) and it sits behind cover it still has 2 aoar. Now if you have two front wheels (12 aoar) you can hide the rear wheels behind the front wheels with the rear wheels having 0 aoar. to do this you need to cote the under side of the space between the front and rear wheels in armor panels. This is shown in test A4.
Last edited by Roo.Undyed-crystalline-H2o-ice; Feb 10, 2021 @ 3:07am
alvaroping1 Feb 10, 2021 @ 3:56am 
I don't have a chart of the drag values of each block since the only thing that matters is the block with the least drag

As for hiding the back wheels behind the front ones it just adds too much weight. In races you need a balance between acceleration and top speed, the extra top speed from that reduced drag isn't worth the acceleration you lose due to all the extra wheels. It's not just covering a 2x1xX space below the vehicle, you need to fill a 2x3xX one since that only works if the back wheels are behind the front ones and in the ideal case that doesn't happen since the back wheels are on the center. You are also covering the space with shields, which are really dense increasing weight a lot more. The only case in which it could be worth it is in the case of the front wheels also being on the center, but in that only works for drag race as trying to turn will cause you to flip over, and even then there are better methods for drag race than that
Originally posted by alvaroping1:
I don't have a chart of the drag values of each block since the only thing that matters is the block with the least drag

As for hiding the back wheels behind the front ones it just adds too much weight. In races you need a balance between acceleration and top speed, the extra top speed from that reduced drag isn't worth the acceleration you lose due to all the extra wheels. It's not just covering a 2x1xX space below the vehicle, you need to fill a 2x3xX one since that only works if the back wheels are behind the front ones and in the ideal case that doesn't happen since the back wheels are on the center. You are also covering the space with shields, which are really dense increasing weight a lot more. The only case in which it could be worth it is in the case of the front wheels also being on the center, but in that only works for drag race as trying to turn will cause you to flip over, and even then there are better methods for drag race than that

I under stand what your saying. Yet in my testing aerodynamics have a greater effect on speed. In fact you need a certain amount of weight to get proper traction/grip for non-thruster based vehicles. With out adding more drag do to spoilers and other methods of down force. Also lets not forget about this "the first priority is having the least amount of drag, which means having the least amount of points of contact with the air (amount of drag arrows) and covering the ones you do have with 1x4 wedges since that's the block with the least amount of drag. After that, you also need to reduce weight as much as possible to increase acceleration" Avaroping1 .

So for the cart on drag, you can tell the difference between the arrow speeds quit effectively. All you would need to do is make a list of common parts exposed to drag and their aerodynamic effectiveness. For a source of data on building racers. Of course this would be helpful but it is not needed. This is a game that has weird physics and speed output.

Thank you again for all your input on the maters of speed. If you have some tests you think I should do, feel free to suggest them.
alvaroping1 Feb 10, 2021 @ 8:24am 
It's true that for speed drag matters more than weight, and what i said previously is true for achiving the highest possible speed. However, when you are doing races raw speed is not the only thing that matters, acceleration and controllability also matter too, and so you often times sacrifice a bit speed for either for those (if you have an infinite amount of space to accelerate and only care about the highest speed you achieve only drag matters, but when you are on a race it doesn't matter how high your top speed is if you can't take any turns or if you have so little acceleration and lose so much speed on turns that you never reach your max speed). Each race is different so there isn't a perfect design for all of them (in fact i use a slightly different vehicle for each individual race)

Engines are completely useless on races, so there is no point wasting time in trying to make the best design that uses them. You still need grip on thruster based vehicles to be able to control your vehicle though, and that comes from spoilers. If you know where to place them, you can make them increase your drag very little which is worth the extra acceleration you get from not having a lot of weight. In fact, in all races spoilers are the method used to get enough grip to not go flying when going over a bump

As for the cart on drag: if you want you can make it yourself, for me there is no point in doing it since it's not going to change anything, you only care about which block has the least amount of drag. The only cases where you might not use it is if you are on low core races (1-2 cores at most) on rally (on race island you have ufo engine for 1 core which already gives a ton of thrust when perfected), where acceleration might matter more than drag since you aren't going to reach high speeds anyways due to having very little thrust
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Date Posted: Feb 9, 2021 @ 6:05am
Posts: 10