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Blog Comments posted by Marcousik
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My workshop cars that I tried to optimize for 4.5 don't work with 4.6 anymore, any idea why ? Something must have change thx for any tipp...
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Vehicle WIP in Leadwerks 4.6
in Ultra Software Company Blog
A group blog by The Ultra Software Team in General
Okay yes, sure..little confusion.
Something more:
Do I have to replace the vehicles.h with the one you upload here ?
What should I do with the .cpp file?
Can I use this with lua ? Im a newbie to this sorry
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Josh, are you going to update the vehicles on 4.6 (or make a beta with what you found...) so that we can use slow vehicles ?
(Very cool would be a prefabs of your car from the videos you posted)...
Or upload on open code Project with that car would be great...
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Well seems only it is possible to get back to 4.3 if we want to play with cars. Bad news for now but ok. Please Josh let this possibility open to switch on 4.3 ! thx
The options menu and the refraction shader are for my part what I'm going to miss, event though those options could be added to 4.3 without to break the vehicles, am I right ?
Can I do this somehow, by deplacing the files from 4.6 to 4.3 ?? (would be so cool!)
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@Josh: Why should/did you expect something about Newton while you can do the vehicles with an own system, that promises to be good ?
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Vehicle WIP in Leadwerks 4.6
in Ultra Software Company Blog
A group blog by The Ultra Software Team in General
@Josh "What does SetString have to do with vehicles?"
Well you recommended to use SetSpring() for vehicles suspensions in Juli instead of enabling the slider joints limit.
I wanted to know if you disable the limit on the suspension and use SetSpring() in 4.6 ?
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Vehicle WIP in Leadwerks 4.6
in Ultra Software Company Blog
A group blog by The Ultra Software Team in General
Okay great. Did you manage to use SetString() or slider joint() for the suspension ?
I could not find anything running ok with SetString() (well with 4.5)
The climb effect looks very nice, I think better than simple joints let do. how did you manage this ? Any tipps ?
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Vehicle WIP in Leadwerks 4.6
in Ultra Software Company Blog
A group blog by The Ultra Software Team in General
This looks great.
But I have to ask: It would have been so interesting for me (and maybe others) to know the issue on how to get a solid car when using the joints system a few members here worked on for a few months.. !! Could/is this now be possible ?
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Hey I played through the demo and I must say it is fun and well-done game.
Let me tell you some suggestions, please don't see this as bad criticism, thx.
Things I would improve:
- I could not go through the jump.. Whatever I tryied, I died.
- Your options menu is excellent, a publication of this (maybe sell it ?) would save me (and others) many time, keys remapping is excellent.
Something here to improve is maybe the key alignment:
- Fullscreen does not run (I could not find how...)
- Shooting of those people before the cinematic runs makes a game crash:
Sorry if I spoiled. Good luck
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Happy to hear about releasing 4.6 :)
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- Weather system +++
- Water and clouds systems +++
- Road builder system ? It 's a must in an infinite world
So yes it's a challenge to build weather system in LE4.5 but just as good as waiting for LE5 ?!
I wonder how long will be LE4 in course after LE5 comes out....Just like nobody still use LE3 what ?
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thx for sharing your ideas too
I'm not sure about SetOmega how it works....
> I first thought SetOmega(..., false) would be what I need as the tires are children... But I could not get anything regular..?♀️
> Then I thought SetOmega(0,0,0) should be the best I want to drop down the crazy shaking rotations.
> Then I found that
self.entity:SetOmega(self.entity:GetOmega()*Vec3(-1,-1,-1))
is a little bit better. As it throws an inverted force to the angle velocity.
> I think *Vec3(-5,-5,-5)) would make the shaking forces same (or more?) but just inverted, not tested I just did not try but maybe it works ??
It's fascinating to make several 100 of tests to understand how the engines works... There is much to learn from Docu and forum and so much remains to test how the engine answers.
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Edit, new feature and wheel bug corrected / sorry for that:
Changed:
> You can now place the car as you want in the map (no matter which rotation)
> Add a script value for cutomizable steering speed
> Add backward light red if you brake
> Handbrake sound only to hear if you are fast driving> 3 different models to test
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It looks definivly better with hidden() ...
So the sphere is not a child of the chassis ?
Whatever, replace the sphere with a nice car model and it is ok for a little race game, isn't it ?
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Yes I did...Mass and suspension force are directly bound.
I used: SetSpring(2000) forward and SetSpring(1000) backward.
As I can't get it better to work, I still prefer with motor enabled ? and high mass.
Maybe it is possible better but I just do not find the values ?♂️
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yes ok I get it... Mass= 100 chassis for 5 tires, but more or less it is the same as with motor enabled ?!
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For now I get this with SetSpring(): It's better for the wheels but the car gets a bad jump effect. Mass of chassis is low: 500
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Right me too.. SetSpring gives results ok but enabling motor let very high speed
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ok I will try to test more in this
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I could not get anything running with SetSpring() at high speed ?
Because chassis with little mass tends to sink to floor (backward or forward) as speed goes up, that's why big mass required and then I could not find a strong value enough to the string ?
@ Josh, is SetSpring() compatible with SetStrength() and SetTargetAngle() ?
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Hey Yue, What I would change:
1) SetFriction(10,10) should be enough
2) What are the mass of tires and car you used ? -> make them to script properties so you can change and test them quickly
3) Why don't you use:
self.suspensionJoint:SetTargetAngle(0) --at the middle self.suspensionJoint:SetMotorSpeed(1) -- 1 m/s self.suspensionJoint:SetStrength(100) --defatul is 1000 self.suspensionJoint:EnableMotor()
for your suspensions -> slider joints.
4) that is too much:
motor:SetMotorSpeed(100000000)
I would set it to max 5000 to begin
5) As Josh said, you can't make it climb if the speed is constant, so you have to make this too:
if App.window:KeyDown(Key.Up) then self.currspeed = self.currspeed + 10 if self.currspeed>self.motorspeed then self.currspeed=self.motorspeed end if self.currspeed == 10 then self.wheelJoint:EnableMotor() end self.wheelJoint:SetMotorSpeed(self.currspeed) end if App.window:KeyDown(Key.Down) then self.currspeed = self.currspeed - 10 if self.currspeed<-self.motorspeed then self.currspeed=-self.motorspeed end self.wheelJoint:SetMotorSpeed(self.currspeed) end
6) Try simply this script: (it is really ok - why not?) and try to change the values so you will learn the car's behavior:
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Hey Yue,
I did this to avoid this problem for sure:
set the chassis collision type to "character" and set the tires to collision type "debris". Because there is no collision between character and debris.
You have to control the mass of the tires and chassis too: big chassis mass + little tires mass = crazy jumping.
I would not fix the tires directly on your "MontaCargas", instead of this fix them on a simple box (that you have to create, just as big as your model is) and set the MontaCargas als child, just as a decoration object with no shape.
If the simple box becomes drivable, you can add whatever you want as "deco" model... Set then the box a invisible material to hide it.
It is maybe fake... but it runs
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The question is how realistic should that be, well making a monster truck is sure a challenge ?
Normal cars doesn't have to climb to much or just make a soft road like 10-15 slope rotation.
This car climbs a 20% road .. Just check the friction(5,5) on the tires! Maybe for a monster truck should the tires be bigger ? (not tested)
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That's right, I'm just working on to look for a smoother drive...
I did not use SetSpring... I used SetStrength.
The car gets acceleration using SetMotorSpeed() & SetTargetAngle(GetAngle()+200) on the 4 wheels...
The good is the drive feels real, fast and stable (no crazy crash) , collisions are good too, I think better than in 4.3 if I get this smoothed
Question: How is SetSpring() to use ? One time in Start() as start value or in UpdatePhysics() ? Which values (0-100) ?
Vehicle Development
in Development Blog
A blog by Josh in General
Posted
Thx Josh, could you upload a little vehicle prefabs of your own containing an example script for us ?