Hoverheight for hoverdata and flyerdata - gone?
by TerroX · in Torque Game Engine · 07/15/2004 (5:43 am) · 11 replies
Tribes 2 had hoverheight to give vehicles a soft air-cushion feel which you set at any height and they will eventually hover at that height.
Does TGE still have something like this?, i've been trying to look it up and tested various things over the last few months but have never really nailed it down.
What am I looking for here? has it been renamed, removed?
does it have to be part of the model?
If anyone says it has to be the Origin/Pivot of the Bounds shape in a model I will explode with rage!
Does TGE still have something like this?, i've been trying to look it up and tested various things over the last few months but have never really nailed it down.
What am I looking for here? has it been renamed, removed?
does it have to be part of the model?
If anyone says it has to be the Origin/Pivot of the Bounds shape in a model I will explode with rage!
#2
07/15/2004 (8:16 am)
Is there some kind of hoverheightforce to go along with it? I tried it on flyers but it didn't seem to work, flyer still ended up on the ground.
#3
There IS a variable (or two) that affects the hovering hieght for hovers, but if my not mistaken, flyers get handled a bit differently.
The variable you're looking for isn't hover hieght though (well, not for hovers anyway) it's more ambiguous than that - can't remeber off the top of my head, but I know it denotes the amount of downforce, or downward thrust applied by the vehicle.
/Goes to run a search
[edit]
floatingThrustFactor is the variable I've been using to adjust my hover vehicles.
~Hope that helps =)
07/15/2004 (8:21 am)
Grrr - wish I had my laptop with me today.There IS a variable (or two) that affects the hovering hieght for hovers, but if my not mistaken, flyers get handled a bit differently.
The variable you're looking for isn't hover hieght though (well, not for hovers anyway) it's more ambiguous than that - can't remeber off the top of my head, but I know it denotes the amount of downforce, or downward thrust applied by the vehicle.
/Goes to run a search
[edit]
floatingThrustFactor is the variable I've been using to adjust my hover vehicles.
~Hope that helps =)
#4
and what kind of range do you use for floatingthrustfactor with masses of 100-500 ?
I've done a lot of vehicles in t2 mods but every time I have a few months break I seem to have to relearn all of the variables from scratch - they don't make much literal sense to me.
07/16/2004 (1:41 am)
What does vertfactor do then?and what kind of range do you use for floatingthrustfactor with masses of 100-500 ?
I've done a lot of vehicles in t2 mods but every time I have a few months break I seem to have to relearn all of the variables from scratch - they don't make much literal sense to me.
#5
terrox@.com
07/16/2004 (2:09 am)
TerroX, you got a real email? Or should I send to the pretend one?terrox@.com
#6
07/16/2004 (3:34 am)
@shiftermod.com will work.
#7
vertFactor = 0-1 applys higher drag when "airborne"
floatingThrustFactor = if the hover is "airborne" (meaning it is higher above terrain then the stabLenMax)
multiply thrustforce by this to determine how much thrust to allow.
max Hover Speed = (mainThrustForce + strafeThrustForce) / dragForce. This is not a datablock variable, but rather
how the max vehicle speed is computed
floatingGravMag = higher numbers cuts out air time, keeping the vehicle very close to the terrain. High numbers work like a magnet to keep the vehicle within the min/max stab lengths from terrain
mainThrustForce = normal forward force
reverseThrustForce = normal reverse force
strafeThrustForce = normal strafing force
turboFactor = thrustforce * this = jetting boost force
brakingForce = the force applied for brakes
brakingActivationSpeed = the speed at which the brakes are applied(higher = faster) Brakes are only applied when
not thrusting, braking keypress is ignored
stabLenMin = hovers basically ride on a spring, which during normal movement keeps the vehicle within
the min and max values distance from the ground
stabLenMax = "
stabSpringConstant = higher values provide for less bobbles from bumps and direction changes, similar to the
springforce for wheeled vehicles
stabDampingConstant = higher values quickly smooths out residual up and down motion from landings and bumps
gyroDrag = this is a drag applied to the "steering" of a vehicle to make it easier to handle. low numbers
give quick responce but tend to be very difficult to control.
normalForce = normalizes the vehicles roll and pitch with respect to the terrain. High numbers provide
a stable smooth positioning. Low numbers allow more roll and pitch and increases terrain collisions
restorativeForce = how fast the vehicle will be restored to paralell over the terrain; higher is faster
steeringForce = the rate of turn for the vehicle, higher is faster (this will make the vehicle point in a
different direction faster, but otherwise has little effect on vehicle "traction"
rollForce = this makes rolling/banking (turning) more responsive, also allows for rolling to sharper angles
pitchForce = similar to rollforce.
07/16/2004 (1:42 pm)
DragForce = constant drag force, slows more when not thrustingvertFactor = 0-1 applys higher drag when "airborne"
floatingThrustFactor = if the hover is "airborne" (meaning it is higher above terrain then the stabLenMax)
multiply thrustforce by this to determine how much thrust to allow.
max Hover Speed = (mainThrustForce + strafeThrustForce) / dragForce. This is not a datablock variable, but rather
how the max vehicle speed is computed
floatingGravMag = higher numbers cuts out air time, keeping the vehicle very close to the terrain. High numbers work like a magnet to keep the vehicle within the min/max stab lengths from terrain
mainThrustForce = normal forward force
reverseThrustForce = normal reverse force
strafeThrustForce = normal strafing force
turboFactor = thrustforce * this = jetting boost force
brakingForce = the force applied for brakes
brakingActivationSpeed = the speed at which the brakes are applied(higher = faster) Brakes are only applied when
not thrusting, braking keypress is ignored
stabLenMin = hovers basically ride on a spring, which during normal movement keeps the vehicle within
the min and max values distance from the ground
stabLenMax = "
stabSpringConstant = higher values provide for less bobbles from bumps and direction changes, similar to the
springforce for wheeled vehicles
stabDampingConstant = higher values quickly smooths out residual up and down motion from landings and bumps
gyroDrag = this is a drag applied to the "steering" of a vehicle to make it easier to handle. low numbers
give quick responce but tend to be very difficult to control.
normalForce = normalizes the vehicles roll and pitch with respect to the terrain. High numbers provide
a stable smooth positioning. Low numbers allow more roll and pitch and increases terrain collisions
restorativeForce = how fast the vehicle will be restored to paralell over the terrain; higher is faster
steeringForce = the rate of turn for the vehicle, higher is faster (this will make the vehicle point in a
different direction faster, but otherwise has little effect on vehicle "traction"
rollForce = this makes rolling/banking (turning) more responsive, also allows for rolling to sharper angles
pitchForce = similar to rollforce.
#8
07/17/2004 (5:16 pm)
Thanks founder. That is the kind of translation I needed :-)
#9
07/17/2004 (5:58 pm)
Glad to help. In fact I just finished redoing this break down the other day, as I have been tweaking the hover physics. I won't garuntee that it's 100 percent correct, but it describes the behavior I have been observing.
#10
05/10/2007 (1:30 pm)
Even though it's from 2004, it's just been extremely usefull info, especially for a rookie like myself. Thanks!
#11
makes me think ed missed the point on the hover section, so thanks martin if your still around! you really helped me understand the hover class!
07/02/2007 (1:42 pm)
Martins post was way more help than the hover section in "the game programers guide to torque"!makes me think ed missed the point on the hover section, so thanks martin if your still around! you really helped me understand the hover class!
Torque Owner Harold "LabRat" Brown