Harmalarm on Thu Jul 16, 2009 7:31 am
@ Errol;
The Game seems to be using a dimension system that is 6 times larger than real life, or in other terms. 1 Carmageddon unit is 6 meters. 1 meter is 0.17 carmageddon units. (if you are using miles, just convert it :p ) There are no real life scale maps, most of it is done referencing a car model to get the scale right. At least, that is how I do it.
I was already thinking you would need some kind of distance meter in order to be able to compare the physics effects in a way. Like, braking distance, cornering angle, things like that. I'll see if I can update the track quickly for this.
There are a number of things in the mechanics stuff. by experimenting with them, I got a vague Idea what most of them mean. I don't know if it will help you in any way, perhaps some of us know a better explanation. Perhaps you are not even using them anymore, because you are now coding your own physics engine... anyway;
[b]Angular momentum proportions[/b]; when you increase these values, the car 'acts' as a big car. So, cornering get's harder, rocking left and right takes longer. The car is, in an invisible way, made bigger. The weight stays the same though!
[b]Downforce-to-weight balance speed[/b] With easy-to-tip-over-cars like a big monster truck for example, decreasing this value makes it more stable. I have no clue how to express it in technical terms, this is what it does simply.
Then there is some info in the Car-ed tutorial;
softness_factor - This value determines how tough your car is overall. A value of 0.5 is relatively soft, and a value of 0 is a solid granite car. Trucks have a value of about 0.2.
Minimum turning circle - (In the mechanics section) This determines how sharp of a turn you can make at low speed. 0.5 is average and 0.3 is super tight.
Acceleration - (In the mechanics section) This value determines how fast your car will be. The average is about 5.0, setting it up to 7.0 or 8.0 is about the limit of being able to handle it. I actually set it up to around 200 once to see if I could break the sound barrier on the runway but a 747 landed on me and that was that.
Center of mass - (In the mechanics section) The closer this value is to the center of your 4 wheels the better. If it is too high you will flip over in a turn and if it is to far back or forward, you will easily lose control in a turn.
Mass - (In the mechanics section) The more mass you have the more damage you can inflict. 1.5 - 2 is average, but 60-80 tons will let you smash through just about anything.
Suspension give - (In the mechanics section) Each of your wheels has this attribute. The average is about 0.01. Stepping it up to 0.015 will give you a super plush ride, just make sure you car is far enough off the ground to allow it.
Friction angles - (In the mechanics section) Each of your wheels has this attribute. This value determines how much traction your wheels have. The closer the number is to 90 the more traction you will get. 83 is average, but 89 is about as much as you can handle before you get a headache.
I suggest you indeed install a copy of the game again. Experiment with these values, see what they seem to be doing.
@Jeff; :sglasses: video's video's video's.... Sound like some good progress there man!
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