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Posted: 24 Nov 2008, 12:38
Aeon
Does anyone know of a way to encourage Re-Volt cars to keep going in the direction they've been going even though the car is actually facing a different direction? As in, its sliding sideways? I'd like to emulate this effect, but I can't seem to get cars that want to do anything except go the direction they're pointing.
The only alternatives to going the direction they're pointing are understeer, meaning the front wheels aren't getting enough traction to make the turn, or oversteer, meaning the back wheels aren't getting enough traction and they're sliding past where you want the car to face in a turn.
Nothing seems to enable a car to rotate while still going in the direction they've been going. A lot of racing games have cars that behave this way (realistic or not), and I'd like to see if I can get Re-Volt to do it too.
Posted: 25 Nov 2008, 03:44
Manmountain
;====================
; Car Body details
;====================
BODY { ; Start Body
ModelNum 0 ; Model Number in above list
Offset 0, 0, 0 ; Calculated in game
Mass 2.000000
Inertia 1400.000000 0.000000 0.000000
0.000000
2200.000000 0.000000
0.000000 0.000000
700.000000
Gravity 2200 ; No longer used
Hardness 0.000000
Resistance 0.001000 ; Linear air esistance
AngRes 0.001000 ; Angular air resistance
ResMod 25.000000 ; Ang air resistnce scale when in air
Grip 0.010000 ; Converts downforce to friction value
StaticFriction 0.800000
KineticFriction 0.400000
} ; End Body
I would suggest you increase the Inertia values by 3-5 times their original value and decrease the Resistance & AngRes by 0.000200-0.000500
You might need to increase Mass ?
Try and see if you get any of your desired effect.
Posted: 25 Nov 2008, 08:07
Aeon
Increasing Inertia seems to decrease the car's desire to rotate, or rather, you might compare it with putting more weights on either side of a barbell, it makes the car harder to turn and it wants the car to keep turning when it does turn. I actually prefer to have this much higher than standard Re-Volt cars because I think its more fun to drive this way, as long as the AI can handle it.
AngRes seems to have the opposite effect of what I want. The more AngRes, the more the car stays pointed in the same direction while turning, instead of changing direction while not turning. I don't think negative AngRes will have the desired effect but, will send the car spinning out of control. I believe I've tried that before.
Resistance determines the car's aerodynamics and drag, so that really doesn't apply here. I prefer to have that set to 0 because it creates the longest acceleration times without reducing top speed.
I was actually more interested in knowing if anyone else who fiddles with cars has ever created a car that performs like I described. At the moment, I don't really think Re-Volt can even do that, but I'd love to see can example if it can.