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These last years, the CWA Board assimilated what was archived from many old Carmageddon forums, including the whole of the Official Carmageddon.com Forums.
If you wish to merge any previous account you might have had with your new or existing CWA account, don't hesitate to reach out to us !
C2 CAR HELP
C2 CAR HELP
if anyone can help me..i wanna change a car from RWD to FWD i need to know how to do that.
if anyone can help me thanx all. im pretty good with tuning except that part i dont know anything about.
if anyone can help me thanx all. im pretty good with tuning except that part i dont know anything about.
- C2 Scientist
- jaywalker
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Re: C2 CAR HELP
That can be done only visually. It could look like a FWD, but the it'd be still be the rear wheels which really move the car.
- TTR
- Psycho Maniac
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Re: C2 CAR HELP
What about giving the front wheels the RR and RL instead of FR and FL, then in PT2 put the front wheels that are called RR and RL into the right PIVOTS, then throw out the rear wheels, and in the txt file define the front suspension to the front wheels that are called the rear etc, could work right?
- C2 Scientist
- jaywalker
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Re: C2 CAR HELP
1. The FLs RLs etc are just meaningless naming thingies, the wheels could be named as FrontLeft.ACT, RearLeft.ACT, it doesn't matter. Their names only have to match with those in the groove-settings. (and those in the mechanics section are just 'junk code') FLWHEEL.ACT is the most practical way of naming them, which is why it's (almost) always used. (but again, it could be anything)
2. Pivots are only needed for grooves' purposes... and as said, grooves have nothing to do with actual physics. The only reason pivot-objects are used is that one object can only have two grooves, while front wheels require three: suspension, spinning, and steering. The steering effect is then achieved by linking the wheel into some other steering object, and that would be the pivot-object.
3. Lastly, switching the wheel coordinates for front & rear wheels (without altering the steering/driven wheel flags) would only create the Combine Harvester type of a vehicle. On the other hand, leaving the wheel coordinates unchanged and trying to set drivable/steerable flags for the wheels would not work as desired. I don't remember exactly how to game interpreted it, but I recall that setting certain wheels 'steerable' automatically set the other wheels to 'drivable'. (not in the textfile) And setting none of them steerable will make the car freeze in its position, in a strange way. So you don't go, kind of, 'ticking the boxes' like in the settings page of some Windows-program, so that "hmm let's see, steerable & drivable for this wheel, for this too, drivable only for this wheel, and this wheel, ok, now I'll just tick the boxes" or so, it won't work.
*Invite:* Shall Small Block now come and say what he thinks. (possibly confirm?)
2. Pivots are only needed for grooves' purposes... and as said, grooves have nothing to do with actual physics. The only reason pivot-objects are used is that one object can only have two grooves, while front wheels require three: suspension, spinning, and steering. The steering effect is then achieved by linking the wheel into some other steering object, and that would be the pivot-object.
3. Lastly, switching the wheel coordinates for front & rear wheels (without altering the steering/driven wheel flags) would only create the Combine Harvester type of a vehicle. On the other hand, leaving the wheel coordinates unchanged and trying to set drivable/steerable flags for the wheels would not work as desired. I don't remember exactly how to game interpreted it, but I recall that setting certain wheels 'steerable' automatically set the other wheels to 'drivable'. (not in the textfile) And setting none of them steerable will make the car freeze in its position, in a strange way. So you don't go, kind of, 'ticking the boxes' like in the settings page of some Windows-program, so that "hmm let's see, steerable & drivable for this wheel, for this too, drivable only for this wheel, and this wheel, ok, now I'll just tick the boxes" or so, it won't work.
*Invite:* Shall Small Block now come and say what he thinks. (possibly confirm?)
- C2 Scientist
- jaywalker
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- TTR
- Psycho Maniac
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Re: C2 CAR HELP
Youre saying it isnt possible, so i say that i would let my idea work, even impossible
Re: C2 CAR HELP
I think ill figure it out messing with the tuning is the fun part
- Small Block
- pornstar
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- Joined: Mon May 14, 2001 4:00 pm
Re: C2 CAR HELP
You basically nailed it, although I have to say it's not ONLY visual: if you set the car to FWD, you'll notice that it actually handles like one(more understeer, very hard to induce oversteer, generally "easier" to drive). The problem is, the game does not fully simulate it, ie. if you hit the z key, the rear will slip around, and if you have the rear of the car hanging out a cliff, the front will spin but have no traction. The game was not finished, so that's probably one of the functions that got canned.
Similarly, if you set the grooves for a 4WD, it will handle like one as long as all wheels are on the ground...you will have the right mix of under/oversteer, grip and control until you hit z orhave the front or rear off the ground.
Oh, and there's also the problem w/ the parking brake....they decided that only the driven wheels were to use it, so your FWD car will lock the front wheels visually but not physically.
Similarly, if you set the grooves for a 4WD, it will handle like one as long as all wheels are on the ground...you will have the right mix of under/oversteer, grip and control until you hit z orhave the front or rear off the ground.
Oh, and there's also the problem w/ the parking brake....they decided that only the driven wheels were to use it, so your FWD car will lock the front wheels visually but not physically.
- C2 Scientist
- jaywalker
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Re: C2 CAR HELP
Hmm... so you mean the grooves make those little handling effects? It's funny in a way... usually I've considered grooves to only have visual effects, although I do remember you talking about these earlier as well. But it's kinda odd considering that you can have a car without grooves.
Btw, heh, not until now I figured the meaning of that smiley which you happened to insert, what it represents... by looking it real close.
Btw II, have you ever tried setting braking strength multiplier to 750+, and then hitting brakes? (not parking brake) It's... interesting, but it tends to decelerate way too fast I think... (when the friction & traction settings are fine for everything else...)
Btw, heh, not until now I figured the meaning of that smiley which you happened to insert, what it represents... by looking it real close.
Btw II, have you ever tried setting braking strength multiplier to 750+, and then hitting brakes? (not parking brake) It's... interesting, but it tends to decelerate way too fast I think... (when the friction & traction settings are fine for everything else...)
- Small Block
- pornstar
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Re: C2 CAR HELP
Yeah, actually I think they set the engine up so that there would be a 2-way relationship b/w the actual physics and the grooves but had to leave the thing unfinished.
I played w/ the brake multiplier and came to the same conclusion. It's close, though: I tested the stopping distance and it seems hard to get it to a realistic point.....btw, 750 sounds VERY high, you can lock the wheels w/ 50, I think. But even then, it seems to allow too short a skid, by a few dozen feet. OTOH, the game seems to handle the other factors relatively well.....cars w/ soft suspension lock wheels earlier and tend to skid a bit longer.
I played w/ the brake multiplier and came to the same conclusion. It's close, though: I tested the stopping distance and it seems hard to get it to a realistic point.....btw, 750 sounds VERY high, you can lock the wheels w/ 50, I think. But even then, it seems to allow too short a skid, by a few dozen feet. OTOH, the game seems to handle the other factors relatively well.....cars w/ soft suspension lock wheels earlier and tend to skid a bit longer.
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