Can't get vehicle to hold still
by Ronald J Nelson · in Torque Game Engine · 07/18/2007 (12:17 am) · 2 replies
Well its a pretty small problem but one I am sure someone can tell me how I am goofing it up. I am having a problem with vehicles slowly sliding without any input. I must admit my datablocks have been modified to allow for much higher speeds than the 65 MPH that makes the dune buggy go crazy.
The from the car itself:
The slip is pretty slow but in cases where I want to have a vehicle setting somewhere, the sliding thing is a problem. I am still getting the feel of the whole springs and wheel settings so be gentle.
datablock WheeledVehicleSpring(elimSpring1)
{
// Wheel suspension properties
length = 0.3; // Suspension travel
force = 2800; // Spring force
damping = 1600; // Spring damping
antiSwayForce = 3; // Lateral anti-sway force
};
//Available Wheels
//-----------------------------------------------------------------------------
datablock WheeledVehicleTire(EliminatorFWheel1)
{
// Tires act as springs and generate lateral and longitudinal
// forces to move the vehicle. These distortion/spring forces
// are what convert wheel angular velocity into forces that
// act on the rigid body.
shapeFile = "~/data/shapes/vehicles/eliminator/wheelset1/wheel.dts";
staticFriction = 5;
kineticFriction = 4;
rollingResistance = 0.5;
// Spring that generates lateral tire forces
lateralForce = 80000;
lateralDamping = 1600;
lateralRelaxation = 1;
// Spring that generates longitudinal tire forces
longitudinalForce = 90000;
longitudinalDamping = 80000;
longitudinalRelaxation = 1;
};The from the car itself:
//--------------------------------------
// Rigid Body
//--------------------------------------
mass = 400;
massCenter = "0 0 0"; // Center of mass for rigid body
massBox = "0 -0.2 0"; // Size of box used for moment of inertia,
// if zero it defaults to object bounding box
drag = 0.6; // Drag coefficient
bodyFriction = 0.6;
bodyRestitution = 0.4;
integration = 8; // Physics integration: TickSec/Rate
collisionTol = 0.1; // Collision distance tolerance
contactTol = 0.1; // Contact velocity tolerance
areaImpulse = 12;
maxSteeringAngle = 0.785; // Maximum steering angle, should match animation
//--------------------------------------
// Engine
//--------------------------------------
engineTorque = 3300; // Engine power
engineBrake = 600; // Braking when throttle is 0
brakeTorque = 8000; // When brakes are applied
maxWheelSpeed = 130; // Engine scale by current speed / max speedThe slip is pretty slow but in cases where I want to have a vehicle setting somewhere, the sliding thing is a problem. I am still getting the feel of the whole springs and wheel settings so be gentle.
Torque Owner Deepeyed
Neil