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Marcousik

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Blog Comments posted by Marcousik

  1. 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!)

     

  2. 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:

    1003005443_Screenshot(7).thumb.png.75561e4e40ec12799fbd4d6393761daa.png

    - Fullscreen does not run (I could not find how...)

    - Shooting of those people before the cinematic runs makes a game crash:

    729557602_Screenshot(9).thumb.png.6fbedc03a80ecbfeb1e39c2cf9085309.png

     

    Sorry if I spoiled. Good luck

    • Like 1
    • 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 ?

  3. 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.

     

     

     

  4. 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 ?‍♂️

  5. 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() ?

  6. 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:

     

     

     

     

  7. 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 ;) 

    • Thanks 1
  8. 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) ? 

     

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