Car
Handling and Weapon Offset
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Handling related stuff
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SteerRate
3.000000
SteerMod 0.400000
EngineRate 4.500000
TopSpeed
32.000000
DownForceMod 2.000000
CoM 0.000000 2.000000
-4.000000
Weapon 0.000000 -32.000000 64.000000
1.
SteerRate
This
is the wheel snap when turning.. High numbers make the car steer more
quickly, thus, more like an R/C, but numbers which are too high can
make handling the car very difficult. (Oversteer) A setting of 3
seems good for R/C style cars. Higher numbers also cause the car to
lay down more rubber in the corners.
Lower numbers cause the
steering to be more smoothe and slower, more like a stable car in
real life. If you wish to make such a car, use a setting of .5 to 1.
Anything below .5 will be uncontrollable, as it will not be able to
navigate the turns well enough. (Understeer) Lower numbers cause the
car to lay down rubber less often in corners.
Think of this as
a Differential setting (Turn-in while cornering, all the while
maintaining your speed)
2.
SteerMod
This
setting is unknown. It appears to do nothing.
3.
Engine Rate
This
setting determines how quickly your throttle will respond. Lower
numbers give slow response. High numbers give a fast response.
Numbers above 4.5 make no difference, thus it uses a scale from 0 to
4.5
4.
TopSpeed
This
setting determines the physical top speed of your car in mph
(assuming there's no friction). The higher the number, the faster
your car will go.
Cars rarely achieve this number, as there
are many factors which attribute to the car's overall speed. 4WD cars
are the most likely to achieve this number though.
5.
DownForceMod
This
adjusts how well your car sticks to the ground while driving. Lower
values create lift, which can cause your car to come off the ground
more easily. Higher values will force the car downward (like a car
with front and rear spoilers). This setting does NOT affect your
speed or jumping.
6.
CoM
This
is your Center of Mass. The central point at which your car rotates
(on ground or in air). The CoM setting works on a 3 point axis (X, Y,
and Z axis)
X-0,
Z-0, Y-0
X = width of car (This is the 1st number)
Y =
length of car (The 3rd number)
Z = height of car(2nd
number)
Positive numbers on the X axis place the CoM to the
Left, whereas, Negative numbers place the CoM to the right.
Positive
numbers on the Z axis will bring the CoM up, whereas, Negative
numbers will lower the CoM. (A negative CoM is good when you make any
2 wheeled car)
Positive numbers on the Y axis bring the CoM to
the rear of the car, whereas, Negative numbers push the CoM to the
front. (This is good to play with if you envision your car having a
Front, Rear, or Mid engine.
This is your weight distribution
so to speak.
The
way to calculate for CoM of the car is as follows:
F
= Distance of Front Wheel from 0. (See wheels section)
R =
Distance of Rear Wheel from 0 as a positive number. (See also wheels
section)
C= True center of the car.
W = Desired front weight
distribution (This number should be a decimal)
N = Position of the
CoM relative to the Front and Rear distances.
Pr = Pre-Placement
of the Y axis of CoM
P = Placement of theY axis of CoM
This
is a 3 step process.
Step 1:
(F+R)*0.5=C
Step
2:
(F+R)*W=N
Step 3:
N-C=Pr
If the car
has 49% of the weight in the front and 51% in the back, the number
represented by 'P' should be a positive number for the CoM Y
axis.
If the car has 51% of the weight in the front and 49% in
the rear, the number represented by 'P' should be a negative
number.
7.
Weapon
This
is the point at which your weapons fire from. It works on the same
XYZ coordinate system as the CoM setting. This setting should be set
slightly above the Offset (see later section) of the car body, and
slightly in front.
Table
of Contents
Car
Name
Model
and Bitmap Files
Car
Selection Display and Class
cAR HANDLING AND WEAPON oFFSET
Car
Body Details
Tires
and Additional Handling
Car
Springs
Pin
Details
Car
Axle Details
Car
Spinner
Car
Aerial Details
Car
AI Setup
Re-Volt
1.2/RVGL Additional Settings
Misc.
Info