Physics: Street Racing?
by Kyle Le Master · in Torque Game Engine · 09/12/2004 (7:10 pm) · 11 replies
Hello, I am very much a Torque Game Engine newbie. I have spent quite a bit of time messing with the starter.racing turorial and I am trying to figure out a way to replicate the physics of street racing and street cars. Could anyone tell me what I must modify?
Thank you.
Thank you.
#2
Somewhat, but usually I ended with some very distorted controls. Would you have any specifcations for a street racing game? The handeling is just giving me a lot of trouble.
09/13/2004 (10:28 am)
Hey Ben, thanks for the speedy reply!Somewhat, but usually I ended with some very distorted controls. Would you have any specifcations for a street racing game? The handeling is just giving me a lot of trouble.
#3
09/13/2004 (11:12 am)
At this moment I creating a game which evolves taking street cars to very high speeds... if you want to go with realistic then you will have edit the source to having gearing, rpm and such but I think if you are going for none realistic then you could make usable settings from whats there.
#4
09/13/2004 (2:37 pm)
I guess what I am looking for is for someone to help me with those engine modifications. Perhaps we could work out a deal Banshee? hehe
#5
09/14/2004 (10:34 pm)
The best suggestion I have is to read over the vehicle code a bit and experiment with the datablock variables. That's what I'd do, anyway - I've no idea off hand what the stuff in the vehicle datablock does. :)
#6
But what are you mainly looking for, as you say 'physics'.
Do you mean gearing and torque curves or realistic hand breaking and stuff
09/14/2004 (10:37 pm)
Heh, I would be happy enough to help you out.But what are you mainly looking for, as you say 'physics'.
Do you mean gearing and torque curves or realistic hand breaking and stuff
#7
Step 1: Remove all current physics code from torque.
Step 2: Put in new physics code.
Step 3: Sell Game.
09/15/2004 (5:54 am)
I've come up with a tut for how to make a racing game in torque. Here it is:Step 1: Remove all current physics code from torque.
Step 2: Put in new physics code.
Step 3: Sell Game.
#8
09/15/2004 (9:13 am)
Are you trying to make a joke or something?
#9
Kyle:
To get a Racing type suspension, in your Spring datablack Make the Length
to something like 0.35, the Force to 4000 and the Damping, 3000.
Now to give you some more grip on the tires... in your Wheel datablock
make sure you have Kineticforce (I think this is the word) to 2 or 3...
Hope this is correct, as i don't have the code here at work.
Burning
09/15/2004 (8:33 pm)
No... he's trying to MAKE a joke... :)Kyle:
To get a Racing type suspension, in your Spring datablack Make the Length
to something like 0.35, the Force to 4000 and the Damping, 3000.
Now to give you some more grip on the tires... in your Wheel datablock
make sure you have Kineticforce (I think this is the word) to 2 or 3...
Hope this is correct, as i don't have the code here at work.
Burning
#10
Banshee>
Yeah, I guess so Banshee. I mean, I'm not looking to make anything Gran Turismo type realistic. It can even be Need for Seep Underground or Burnout-ish. Just need to make it feel a bit more like a car then a buggy. Any way to get in better contact with you? AIM?
09/16/2004 (11:00 am)
Thanks Burning. I'll give it a try.Banshee>
Yeah, I guess so Banshee. I mean, I'm not looking to make anything Gran Turismo type realistic. It can even be Need for Seep Underground or Burnout-ish. Just need to make it feel a bit more like a car then a buggy. Any way to get in better contact with you? AIM?
#11
09/17/2004 (8:06 am)
MSN Messenger, have you got an address?
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