[GUIDE] [1.19.2.1] Vehicle physics explained.

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Cadde
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Re: [GUIDE] [1.19.2.1] Vehicle physics explained.

#51 Post by Cadde » 14 Nov 2018 12:11

Angle is how far something can turn/twist. So higher values means more movement and lower means less movement.
With less movement, you might also need to adjust springiness and dampening values as it could turn into ping-pong otherwise.
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BackToB
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Re: [GUIDE] [1.19.2.1] Vehicle physics explained.

#52 Post by BackToB » 01 Mar 2020 15:29

Firstly: Thank you Cadde for this useful thread.

I am currently struggling with the maneuvrability of a downloaded mod truck, DAF XF Crawler (by mogome, Yuri Shitov, vovangt4).
After managing to get it working in ETS 2 I bumped into the ugly fact that the truck becomes hard to steer when attached to a loaded truck
while when the owned truck is not loaded I don't have this unsteerable artifact . I tried fiddling with the chassis data (8x8.sii) but so far no luck.
Can somebody point out to a solution?
Thank you all in advance.

BTW chassis data:

Code: Select all

SiiNunit
{
accessory_chassis_data : 8x8.daf.xf.crawler.chassis
{
	name: "@@chassis@@ 8x8"
	price: 38540
	unlock: 0
	info[]: "8x8"
	info[]: "1800 @@unit_l@@"
        detail_model: "/vehicle/truck/daf_xf/truck_crawler.pmd"
	model: "/vehicle/truck/daf_xf/truck_crawler.pmd"
	lods[]: "/vehicle/truck/daf_xf/crawler_02.pmd"
	lods[]: "/vehicle/truck/daf_xf/crawler_03.pmd"
	collision: "/vehicle/truck/daf_xf/truck_crawler.pmc"

	residual_travel[]: 0.12
	residual_travel[]: 0.12
	residual_travel[]: 0.12
	residual_travel[]: 0.12

	icon: "chassis_daf_xf_8x2"
	tank_size: 1800
	variant: crawler_8x8
	look: default
	defaults[]: "/def/vehicle/truck/daf.xf.crawler/paint_job/daf_cat.sii"
	defaults[]: "/def/vehicle/truck/daf.xf.crawler/engine/mx300.sii"
	extended_shadow_texture: "/vehicle/truck/daf_xf/shadow_8x8.tobj"
	extended_shadow_intensity: 0.97
	extended_shadow_fadeout_start: 10
	extended_shadow_fadeout_length: 0
	ui_shadow: "/vehicle/truck/daf_xf/ui_shadow_8x8.pmd"
	
	powered_axle[0]: true	# front axle
	powered_axle[1]: true	# front axle
	powered_axle[2]: true	# rear axle
	powered_axle[3]: true	# rear axle
		
	kerb_weight[0]:	5100.1
	kerb_weight[1]:	1350.1
	kerb_weight[2]:	2350.1
	kerb_weight[3]:	2350.1
        
        liftable_axle[0]: false
	liftable_axle[1]: false
	liftable_axle[2]: true
        liftable_axle[3]: true
}
}
UPDATE and SOLUTION:

The author/converter forgot to add these lines:

Code: Select all

	steerable_axle[0]: true
	steerable_axle[1]: true
	steerable_axle[2]: false
	steerable_axle[3]: false
Now the crawler is completely manouvrable and does steer as expected.

Hope someone else has some use of this info.

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mgysgtdev
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Re: [GUIDE] [1.19.2.1] Vehicle physics explained.

#53 Post by mgysgtdev » 23 Jun 2020 18:05

Could someone explain this?

Code: Select all

steering_ratio_coef:    0.95                        // Default: 0.95,   Defines upper limit of result coefficient (ratio against player).
I can't seem to understand it
Proud owner of a homemade DAF XF105 Simpit
Image

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Cadde
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Re: [GUIDE] [1.19.2.1] Vehicle physics explained.

#54 Post by Cadde » 10 Jul 2020 09:29

It means that's the upper limit of how fast the wheel will auto center. If that value was equal to 1.0, you wouldn't be able to overcome the auto centering of the wheel at speed.
The faster you go, the closer to that value you get.
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mgysgtdev
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Re: [GUIDE] [1.19.2.1] Vehicle physics explained.

#55 Post by mgysgtdev » 10 Jul 2020 17:19

thnx for the info :) so increasing the value will increase the auto centering force at speed? i have a real DAF wheel and those are pretty heavy so the FFB auto centering at speed won't move my wheel to center
Proud owner of a homemade DAF XF105 Simpit
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