These can have troubles in multiplayer and also leave the original vehicle immobile as you put all your focus on the missile, unless another player is driving suicide bomb drone, where the separation happens as the missile launches, and the player manually controls the missile like a miniature plane To note is that guided missiles fall in two kinds To adjust turning radius of front wheels, adjust the min/max value of the mouse.look actuator on the “steering target mover” (the smaller cube in front the front wheels).Įverything object should be named, so hopefully you wont have any problems finding anything.Detonators are typically the way rockets and missiles get separated with To adjust spring tension, adjust the force being applied to the four suspension components found at each wheel and/or the upward force being applied to the box surrounding the vehicle. To adjust vehicle speed, adjust the torque value on the wheels. Reverting back to “a” and “d” will fix this problem should it occur. If the vehicle flips, the bug will show itself (and will be quite obvious) however, I’ve worked with it, and I haven’t been able to flip the car, so it should be fine. There is one bug in the steering component tracking the steering target. You’ll have to do this for both steering components. Just select the steering components (found inside the front tires), deselect the tracking actuator, and select the two motion actuators. If you would rather revert back to “a” and “d” I have all of the logic bricks necessary to do so, but they are deselected (so they aren’t currently working). I noticed that your first person camera was also tracked to the mouse, so I added a logic brick to the camera and steering components such that if you click the left mouse button, then the first-person-camera will be tracked to the mouse otherwise, the mouse will control steering. The front car wheels are tracked to the mouse’s left-right movement. I enabled gradual steering using the mouse. I’ll just let you see for yourself, and if you have any questions please ask! Since I used a completely different method, I won’t take time to explain all of the differences. Your should find everything other than the vehicle physics the same. I’ll be looking into it, but meanwhile, I’ve taken your project and re-did the vehicle physics taking the route that I would recommend. This doesn’t mean there isn’t a good way to use that method, it just means I don’t know how! I tried to do vehicle physics many times before, and never could do it using the approach that you tried. In order to solve the problem using your approach to vehicle physics, I’ll have to do some more experimenting. Projekt_trabant_blender_old.7z (3.5 MB) So here is my file. So when I press W they start turn and when I release that key they stop… not good. So my car is now able to move without any problem forward and backwards left, right, but problem is : Turn is unnatural too quick and it cause slide. So until now i create box and parent it to carbody with wheels and set motion actuators to that box. And result was: car body jumps and the wheels fell from car. But when I assign to carbody rigid body physics according that video above and to wheels also rigid body. I want use on wheels rigid body with cylinder collision box and connect to motion actuator Linear Velocity to make inertia. My car start bouncing when I pres P car disappear or jumping like spring. Hello, I have car model from carbody and wheels, and rigid body collision cause a lot of problems.
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