Custom Vehicle Cv2
this will be the component that will be used by 1-3 ink. It consists of several things. 2 pairs of wheels, steering wheel, handbrake. And all these parts can be moved for the Custom Model of Vehicle. Let's talk about configuration! When we want to change the settings of our vehicle there will be a steering wheel change, (Car steering wheel/Motorcycle steering wheel/Bicycle steering wheel/Airplane Steering Wheel) And if you choose one of them, the physics and steering control will change, you can also change the sensitivity of the steering wheels. You can also make the steering wheel invisible. Next, let's talk about wheels
Let it be possible to determine the number, the speed of rotation. Then you can change the size of the wheel.
What does the Circuit board do?
here: Inputs: Set drivers to seat - exec
Player - player
Set Drive enabled - exec
Set max speed - exec
Speed: {0} - Float
Outputs: Set drivers to seat - exec
Failed - Bool
Success - bool
Player - player
New driver - player
When vehicle is in movement - Exec
When vehicle is stopped - exec
Set max soeed - exec
Speed: {0} - float
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Couldn’t this be better physics based?
that you have separate modules:
- -Steering wheel: outputs steering angle
- -Handbrake: outputs bool if used
- -Gear shifter: outputs gear
- -Wheel and suspension inputs suspension settings, wheel settings, wheel torque/speed, steering angle, etc.
- -Ground Vehicle base: inputs mass, center of mass, etc. (Would also include: engine torque to wheel torque/speed because of the gearbox)
With the object model you could parent the modules and your car body to the ground vehicle base. That way you can place anything wherever you want and it would work and you can interact with it using circuits: retractable wheels? Adjustable steeringwheel? Etc. You wouldn’t need a separate “driver seat” that could just be a normal seat.
also for vehicle physics i’d like more options, we don’t really have suspension stiffness or even camber, toe. But idk if rr vehicle physics would go that far
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