Alessandro Posted September 11, 2010 Share Posted September 11, 2010 Hello, in order to make a realistic car (I got good results modifying the original DRIVER.LUA + LUASCRIPT FOR VEHICLE), I need to correctly setup wheel mass, but I cannot find any way to do it. Is it possible? How? I think is very important, since it let me properly manage car behavior in extreme stunts! Thank you for your help! Quote Link to comment Share on other sites More sharing options...
VeTaL Posted September 11, 2010 Share Posted September 11, 2010 I dont think that its possible: wheels are fake and there is raycasing used instead of real physic wheels (as i understand). Quote Working on LeaFAQ Link to comment Share on other sites More sharing options...
Alessandro Posted September 11, 2010 Author Share Posted September 11, 2010 Ok, I understand, but I red in the docs that driver.lua uses joints (from the original doc - http://www.leadwerks.com/wiki/index.php?title=Vehicles): Leadwerks Engine provides a robust vehicle class with support for any number and configuration of tires. The vehicle class is actually an extension of the joint class, and will work with any body entity. SO I cannot understand if driver.lua uses joints (and it means physics) or it is only a simulation Have you any info how to setup/configure a real physics vehicle using Newton? Quote Link to comment Share on other sites More sharing options...
DaDonik Posted September 11, 2010 Share Posted September 11, 2010 The LE vehicle stuff is realized using Newton joints. But that is the side of it you won't see. You just have the vehicle commands to build your vehicle. There is no possibility to give your tires mass, BUT you can use any body commands on the vehicle body itself. You can "simulate" the wheel mass by adding a constant force (equivalent to the wheel mass) to your vehicle body. In a similar fashion you can also add air resistance, depending on the vehicle speed. Hope that helps a bit =) Quote (Win7 64bit) && (i7 3770K @ 3,5ghz) && (16gb DDR3 @ 1600mhz) && (Geforce660TI) Link to comment Share on other sites More sharing options...
Alessandro Posted September 11, 2010 Author Share Posted September 11, 2010 I found an official newton component to be used as Vehicle. See this code: VehicleBasicRayWorld1:=TOXVehicleBasicRayWorld.CreateAsChild(Scene); VehicleBasicRayWorld1.MaterialLibrary:=GLMaterialLibrary1; VehicleBasicRayWorld1.LightmapLibrary:=GLMaterialLibrary1; VehicleBasicRayWorld1.LoadFromFile('impreza.3ds'); VehicleBasicRayWorld1.Newton.ExtraGravityEnabled:=True; VehicleBasicRayWorld1.Newton.ExtraGravity.SetVector(0,-12,0); VehicleBasicRayWorld1.Newton.MassCenterX:=0.15; VehicleBasicRayWorld1.Newton.MassCenterY:=-0.3; VehicleBasicRayWorld1.Newton.Mass:=1280; VehicleBasicRayWorld1.Newton.SetMaterialSurface(True,0.05,0.4,0.5,0.5); VehicleBasicRayWorld1.Position.SetPoint(-20,10,30); VehicleBasicRayWorld1.Newton.AutoSleep:=False; VehicleBasicRayWorld1.NewtonConvexTolerance:=0.1; VehicleBasicRayWorld1.MaxTorque := 90; VehicleBasicRayWorld1.Traction4x4 := True; VehicleBasicRayWorld1.BrakeForce := 125; VehicleBasicRayWorld1.ChassisRotationLimit := 0.98; VehicleBasicRayWorld1.ChassisEngineForce := 40; VehicleBasicRayWorld1.ChassisSteerForce := 60; VehicleBasicRayWorld1.AddTire('swheel.3ds', oxV4Make(-1.375, -0.35, -0.85), 30, 0.35, 0.3, 1.2, 0.075, 60, 5); VehicleBasicRayWorld1.AddTire('swheel2.3ds', oxV4Make(-1.375, -0.35, 0.85), 30, 0.35, 0.3, 1.2, 0.075, 60, 5); VehicleBasicRayWorld1.AddTire('swheel.3ds', oxV4Make( 1.375, -0.35, -0.85), 30, 0.35, 0.3, 1.2, 0.075, 60, 5); VehicleBasicRayWorld1.AddTire('swheel2.3ds', oxV4Make( 1.375, -0.35, 0.85), 30, 0.35, 0.3, 1.2, 0.075, 60, 5); VehicleBasicRayWorld1.InitNewton; SetCurrentDir(ExtractFilePath(Application.ExeName)); It seems (as function calls) to Vechicle inside LE. But I noticed in this code they used "BrakeForce", "Traction4x4", etc... maybe some of them could be used in LE too. Quote Link to comment Share on other sites More sharing options...
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