I have worked on this in the past, but this time I'm much more engaged. The goal of the retouch is realistic vehicle behaviour that needs more user experience to operate efficiently and also react to enviroment more realistically. I have come to an extremely favourable settings on the Transport Trucks, then I extrapolated the stats to othe vehicles, namely the Fuchs, G-Wagon and BRDM, the latter giving me trouble on the last test.
There is still one variable I need to test sometime soon to try to circumvent some power-related issues on BRDM, but once that is finished, I will have a near-perfect logical formula that I can then use to put real data in and the given vehicle will have very believable response. I have so far exited the "experimental" phase, which saw me being up to 3AM for a week straight so it should be smooth sailing for the most part now.
I'm going to focus on wheeled vehicles first as the formula I have is for those only, for tracked vehicles, I'll need to play around more as they sadly work in a different manner alltogether, and a very crude manner that is.
Will post media if I find someone to record it for me, soon™.
Dumping the WIP "template" for modding the engine/wheel parametres. Spring and daming are separate and more "by feel" so far.
Vehicle mass should be set to RL value, so it is relatable to other vehicles. It does not impact the actual mass. GravityModifier to 1.5.
Code: Select all
Note: All values are in [b]kg[/b] and [b]N/m[/b].
[b]ObjectTemplate.setTorque[/b] - RL value x1,5
[b]ObjectTemplate.setDifferential[/b] - 1 if possible, otherwise adjust for gearing.
[b]ObjectTemplate.setNumberOfGears [/b] - RL values is possible.
[b]ObjectTemplate.setGearUp[/b] - 95, so it doesn't shift up on hills.
[b]ObjectTemplate.setGearDown[/b] - 35, so it doesn't shift down on hills.
[b]ObjectTemplate.SetGearChangeTime[/b] - Older the equipment, the longer it should be. Between 1.25 and 2.5
[b]ObjectTemplate.setGearRatios[/b] - Fictional values, adjust to feel. Equal number to NumberOfGears. First gear counts as reverse aswell.
[b]ObjectTemplate.spinWhenNoEngineInAir[/b] 1 - As default, so it doesn't cut power when loss of traction.
[b]ObjectTemplate.newCar2.minRpm[/b] - Adjust to RL idle value.
[b]ObjectTemplate.newCar2.maxRpm[/b] - Adjust to RL redline.
[b]ObjectTemplate.newCar2.useClutchedTorque[/b] 1 -This not only disengages drivetrain but also drops revs when shifting.
[b]ObjectTemplate.newCar2.wheelInertia[/b] - RL mass x0,25
[b]ObjectTemplate.newCar2.engineFeedbackMod[/b] - 0.2, otherwise engine is lethargic.
[b]ObjectTemplate.newCar2.brakeTorque[/b] - RL mass x2
[b]ObjectTemplate.newCar2.engineBrakeTorque[/b] - RL mass
[b]ObjectTemplate.newCar2.frictionTorque[/b] - 10x(#ofwheels)x(typeofwheel)x((RLmass/10000)+1), where type of wheel would be 1,5 for larger army/tractor wheels, 1,25 for common offroad wheels and 1,0 for civilian wheels.
[b]ObjectTemplate.newCar2.frictionMod[/b] 2 - About the right ammount of grip.
[b]ObjectTemplate.newCar2.slopeTorqueMod[/b] 1 - So the torque is constant and physics do the work.
- Wheel friction still in experimental mode, coming soon.
