### turning wheels

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#### Re: turning wheels

subabrain
Posts: 190
Joined: Sat Aug 20, 2016 4:58 pm

Hi,

thanks a lot!
sorry for the long delay - ill post after work

Greetz
Robert

#### Re: turning wheels

subabrain
Posts: 190
Joined: Sat Aug 20, 2016 4:58 pm

my first question is does the cheeta work correctly, and if so have you compared your system to it?
yes the cheetah is working and i use it for parts of my own script

ok - but now the screenshot from the hirarchy:

and now the datablock:
//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------

datablock SFXProfile(cheetahEngine)
{
description = "AudioCloseLoop3D";
fileName = "art/sound/cheetah/cheetah_engine.ogg";
};

datablock SFXProfile(cheetahSqueal)
{
description = "AudioDefault3D";
fileName = "art/sound/cheetah/cheetah_squeal.ogg";
};

datablock SFXProfile(hardImpact)
{
description = "AudioDefault3D";
fileName = "art/sound/cheetah/hardImpact.ogg";
};

datablock SFXProfile(softImpact)
{
description = "AudioDefault3D";
fileName = "art/sound/cheetah/softImpact.ogg";
};

datablock SFXProfile(DirtKickup)
{
description = "AudioDefault3D";
fileName = "art/sound/cheetah/softImpact.ogg";
};

datablock ParticleData(CheetahTireParticle)
{
textureName          = "art/particles/dustParticle";
dragCoefficient      = "1.99902";
gravityCoefficient   = "-0.100122";
inheritedVelFactor   = "0.0998043";
constantAcceleration = 0.0;
colors[0]            = "0.456693 0.354331 0.259843 1";
colors[1]            = "0.456693 0.456693 0.354331 0";
sizes[0]             = "0.997986";
sizes[1]             = "3.99805";
sizes[2]             = "1.0";
sizes[3]             = "1.0";
times[0]             = "0.0";
times[1]             = "1";
times[2]             = "1";
times[3]             = "1";
};

datablock ParticleEmitterData(CheetahTireEmitter)
{
ejectionPeriodMS = 20;
periodVarianceMS = 10;
ejectionVelocity = "14.57";
velocityVariance = 1.0;
ejectionOffset   = 0.0;
thetaMin         = 0;
thetaMax         = 60;
phiReferenceVel  = 0;
phiVariance      = 360;
particles = "CheetahTireParticle";
};

//-----------------------------------------------------------------------------
// Information extacted from the shape.
//
// Wheel Sequences
//    spring#        Wheel spring motion: time 0 = wheel fully extended,
//                   the hub must be displaced, but not directly animated
//                   as it will be rotated in code.
// Other Sequences
//    steering       Wheel steering: time 0 = full right, 0.5 = center
//    breakLight     Break light, time 0 = off, 1 = breaking
//
// Wheel Nodes
//    hub#           Wheel hub, the hub must be in it's upper position
//                   from which the springs are mounted.
//
// The steering and animation sequences are optional.
// The center of the shape acts as the center of mass for the car.

//-----------------------------------------------------------------------------
datablock WheeledVehicleTire(TorqueCarTire)
{
// 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.
staticFriction = 4.2;
kineticFriction = "1";

// Spring that generates lateral tire forces
lateralForce = 18000;
lateralDamping = 6000;
lateralRelaxation = 1;

// Spring that generates longitudinal tire forces
longitudinalForce = 18000;
longitudinalDamping = 4000;
longitudinalRelaxation = 1;
};

datablock WheeledVehicleTire(TorqueCarTireRear)
{
// 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.
staticFriction = "7.2";
kineticFriction = "1";

// Spring that generates lateral tire forces
lateralForce = "19000";
lateralDamping = 6000;
lateralRelaxation = 1;

// Spring that generates longitudinal tire forces
longitudinalForce = 18000;
longitudinalDamping = 4000;
longitudinalRelaxation = 1;
};

datablock WheeledVehicleSpring(TorqueCarSpring)
{
// Wheel suspension properties
length = 0.1;             // Suspension travel
force = 2800;              // Spring force
damping = 3600;             // Spring damping
antiSwayForce = 3;         // Lateral anti-sway force
};

datablock WheeledVehicleData(TorqueCar)
{
category = "Vehicles";
shapeFile = "art/shapes/TorqueCar/TorqueCar.dae";
emap = 1;

mountPose[0] = sitting;
numMountPoints = 1;

useEyePoint = false;  // Use the vehicle's camera node rather than the player's

maxSteeringAngle = 0.585;  // Maximum steering angle, should match animation

// 3rd person camera settings
cameraRoll = false;        // Roll the camera with the vehicle
cameraMaxDist = 7.8;       // Far distance from vehicle
cameraOffset = 1.0;        // Vertical offset from camera mount point
cameraLag = "0.3";           // Velocity lag of camera
cameraDecay = 1.25;        // Decay per sec. rate of velocity lag

// Rigid Body
mass = "400";
massCenter = "0 0.5 0";    // Center of mass for rigid body
massBox = "0 0 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;
minImpactSpeed = 5;        // Impacts over this invoke the script callback
softImpactSpeed = 5;       // Play SoftImpact Sound
hardImpactSpeed = 15;      // Play HardImpact Sound
integration = 8;           // Physics integration: TickSec/Rate
collisionTol = "0.1";        // Collision distance tolerance
contactTol = "0.4";          // Contact velocity tolerance

// Engine
engineTorque = 4300;       // Engine power
engineBrake = "5000";         // Braking when throttle is 0
brakeTorque = "10000";        // When brakes are applied
maxWheelSpeed = 50;        // Engine scale by current speed / max speed

// Energy
maxEnergy = 100;
jetForce = 3000;
minJetEnergy = 30;
jetEnergyDrain = 2;

// Sounds
engineSound = cheetahEngine;
//squealSound = cheetahSqueal;
softImpactSound = softImpact;
hardImpactSound = hardImpact;

// Dynamic fields accessed via script
nameTag = 'TorqueCar';
maxDismountSpeed = 10;
maxMountSpeed = 5;
mountPose0 = "sitting";
tireEmitter = "CheetahTireEmitter";
dustEmitter = "CheetahTireEmitter";
dustHeight = "1";

};
would be nice if you could help

thanks a lot!
Robert

#### Re: turning wheels

Jason Campbell
Posts: 272
Joined: Fri Feb 13, 2015 2:51 am

Hey, sorry I forgot about this thread. There is a third file you need, to set up your vehicle and wheels. Like the cheetah.cs file in game/scripts/server. The tires are attached during onAdd. If you don't not have one, write it up and set it to be executed in scriptExec.cs.

I skipped the spring animation because it seems to be right in the Engine.

#### Re: turning wheels

subabrain
Posts: 190
Joined: Sat Aug 20, 2016 4:58 pm

Hi,

sorry for the long delay :/

ok now i added it - the wheels are shown but they arent turning

maybe you now some stuff for me

Thanks and Greets
Robert

#### Re: turning wheels

Jason Campbell
Posts: 272
Joined: Fri Feb 13, 2015 2:51 am

I am trying to get mine not to turn and cannot. Can you send the files to me? I think that might be the easiest. They should turn automatically.

#### Re: turning wheels

subabrain
Posts: 190
Joined: Sat Aug 20, 2016 4:58 pm

Hey,

i have to say:

thank you very much!

i get out, that it is working when there is set the brakelights (datablock/script).

hmm - i now take this

greetings
Robert

#### Re: turning wheels

Jason Campbell
Posts: 272
Joined: Fri Feb 13, 2015 2:51 am

Hey Robert, just want to clarify, you got it working? And it was tied to the brakelights?

Thanks

#### Re: turning wheels

subabrain
Posts: 190
Joined: Sat Aug 20, 2016 4:58 pm

Hey Jason,

sorry - i couldnt write earlier ...

yes it seems to be the brakelight, like it exists for the cheetah - and with it in the datablocks and in the script the wheels are turning

but i think its not really well :/

maybe you know some way to get rid of this

thanks and greets!
Robert
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