Game Development Community

Vehicle turning issues

by David Boyd · in Torque Game Engine · 06/29/2003 (3:03 pm) · 4 replies

I think this affects both flying and hover vehicles. If you have one of these vehicles, are travelling forward and turn after turning about 90 degrees the vehicle is now travelling sideways instead of forwards. Is it possible to make these two types of vehicles act like the wheeled vehicle so that the direction of motion is in the same direction as the vehicle itself?

Any help would be greatly apreciated.

#1
06/29/2003 (3:14 pm)
Without trying it myself.
(been a long time)
but im pretty sure you can modify the script and get the response your looking for
tweak the force values found in the datablock for your vehicle.
#2
06/29/2003 (3:56 pm)
MaxSteeringAngle is also a factor. its a member of the VehicleData.
#3
06/30/2003 (12:21 pm)
David the problem with the car turning sideways isnt a problem. In a hover car you retain a level of momentum. So if you're moving forward, and you turn the card sidways, its going to continue moving the old "Forward" which is now to your side.

You can fiddle with the physics code for hover cars if you want. For example, I have an air brake, when I hit the space bar, it takes the current force vector, scales it down, negates it, and adds it back to the old force, which ends up acting like a brake.

You'd simply have to adjust it to not have much +/- X force, but mainly Y force. Hope this makes sense.
#4
07/29/2004 (1:14 am)
I know this is old thread, but I have a similiar situation and I didn't want to write a new thread. I have a hover vehicle that I would like to move more in the direction it's going then sliding so much the the side when turning. Jared what you said about not so much x and more y makes sense, but I'm not sure exactly to make that change. Looking at the code it looks like a change in the hover vehicle update forces. I've been trying to tinker with it, but me 3D math isn't quite up to the challenge. Any suggestions anyone?