Car
Body Details
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Car Body details
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BODY { ; Start
Body
ModelNum 0
Offset 0, 0, 0
Mass 1.400000
Inertia
780.000000 0.000000 0.000000
0.000000 1015.000000
0.000000
0.000000 0.000000 445.000000
Gravity 2200
Hardness
0.000000
Resistance 0.001000
AngRes 0.001000
ResMod
25.000000
Grip 0.010000
StaticFriction 0.800000
KineticFriction
0.400000
} ; End Body
1.
ModelNum
This
corresponds with the "Model Filenames" section. This
setting uses the numbers -1 to 18 and determines which model is used.
If no models are used, this number should be set to -1, otherwise
from 0 to 18. In this case you want the number corresponding with
body.prm.
2.
Offset
These
numbers determine the placement of your 3d model. It uses an XYZ
coordinate system.
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 model to the
Right, whereas, Negative numbers place it to the Left.
Positive
numbers on the Z axis will move the model down toward the ground,
whereas, Negative numbers will bring it up.
Positive numbers
on the Y axis move the model forward, whereas, Negative numbers it to
the rear
If you move your car too far upwards, and it flips,
the car will go under the ground, as this setting does not move your
collision hull.hul file.
3.
Mass
This
is the weight of the body of your car in kilograms (kg). This setting
will affect your speed and acceleration as well.
Lighter car
= more speed and acceleration
Heavier car = less speed and slower
acceleration.
4.
Inertia
This
setting tells Re-Volt exactly how big your car is. It works on a
cubed XYZ coordinate system. It looks something like this
Vertical
Axis | Linear Axis
X X, Y, Z
Y X, Y, Z
Z X, Y, Z
On
the 1st line, only the X axis (1st number) should be filled in.
On
the 2nd line, only the Y axis (2nd number) should be filled in.
On
the 3rd line, only the Z axis (3rd number) should be filled in.
How
to calculate the Inertia numbers:
Use
Positive numbers when doing these formulas.
X line: Add the
distance between your Left (Represented by L) and Right (R) tires in
RV units, preferably the widest distance, then multiply by 25.
Inertia will be represented by N. Here are 2 formula options for this
number:
(R + L) * 25 = N
or
R * 2 * 25 = N
Y
line: Add the distance between your Front wheel (F) and Rear Wheel
(R) multiplied by 25.
(F+R) * 25 = N
Z line: This is
the height of your car (H) multiplied by 25.
H * 25 = N
A
longer car will turn more sluggishly.
A wide car will be less
likely to roll over and may have stiff handling.
A tall car will
be more likely to roll over and may be tossed about more easily.
5.
Gravity
This
determines the amount of time it takes the car to catch grip when it
lands after a jump (thus, squealing tires). The lower the number, the
more time it takes to catch grip. A value of 100 takes about 5
seconds to catch grip.
6.
Hardness
This
is how hard the shell of your car is. Higher numbers make the car
bouncy, alot like a fully inflated beachball. Extremely high numbers
make the car uncontrollable. Low numbers cause the car to take light
impacts very well, but the car will bounce after a hard hit like a
rebounding rubber ball.
7.
Resistance
This,
along with the following 2 settings deal with the aerodynamics of
your car. Resistance deals with air resistance while driving (drag).
High numbers will increase the drag on your car and reduce your top
speed. Low numbers (in excess of .0001) reduces the drag created and
greatly increase your top speed. This setting will not affect the
rotation of the car.
8.
AngRes
This
is the rotational air resistance (aptitude to turn end over end
during a jump). A value which is higher than .001 will cause the car
to rotate less quickly in the air, and extremely high numbers will
stop rotation in the air (very unrealistic). Lower numbers can cause
the car to rotate more quickly in the air. For cars with more weight
in the front of the car (CoM is in a forward position) a lower number
is good. Negative numbers are not reccommended as, the car will spin
wildly out of control while in the air.
9.
ResMod
This
is the angular air resistance scale when airborne (or in-air
stability). Numbers around the Re-Volt default of 25 to 30 (and
higher) will cause the car to be more stable in the air. However,
numbers which are too high will stop the rotation of the car. Lower
values will cause the car to act more realistically as if the car
weighs more on the right or left side. This makes the car more
erratic. This seems to have an effect on the overall handling of the
car when in the air.
10.
Grip
This
is the general grip of the car body. Higher values will cause it to
stick to the track better, like a magnet. Lower values will decrease
this friction.
11.
StaticFriction
This
is the car body's resistance to movement while not moving. If the
value is high, and the car is upside-down, not moving, then is hit by
another car. It will not be inclined to move so much. If the number
is lower, the car will be more prone to being moved. This also
controls how much the body sticks to and opposes movement when
touching a wall. It is not recommended to set the value to 0, and
should always be set higher than kinetic friction.
12.
KineticFriction
This
is the car body's resistance to movement while moving. If the value
is high, and the car is upside-down, moving, and then is hit by
another car, it will not be inclined to move much father. If the
number is lower, the car will be more prone to being moved with ease.
This also controls how much the car will slow down when the body
sticks to a wall. It is not recommended to set the value to 0.
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