Starter.racing Game Speed? Can it be increased?
by Euan Gamble · in Torque Game Engine · 06/08/2005 (3:17 pm) · 9 replies
I am currently playing around with starter.racing and I have been playing around with car.cs to make it hoon around faster. But I am finding while it gets faster (and more out of control) it still seems like it is in slow motion?
Does anyone know how I can make the game speed faster so the physics seem more realistic?
Thanks,
Euan
Does anyone know how I can make the game speed faster so the physics seem more realistic?
Thanks,
Euan
About the author
#2
The top speed i have also adjusted which is ok. The car seems to fly over the jumps but seems to take a while to come down, which is unrealistic.
Any other ideas?
06/08/2005 (5:33 pm)
I have played with the mass but still find the physics are very 'flighty'. It still seems to be in slow motion when coming over a jump?The top speed i have also adjusted which is ok. The car seems to fly over the jumps but seems to take a while to come down, which is unrealistic.
Any other ideas?
#3
My mistake was thinking that gravity would have been defined in script.
Anyway, to make it more realistic and car.cs more responsive, I recommend playing around with wheeledvehicle.cc under:
// Gravity constant
static F32 sWheeledVehicleGravity = -20
I set it to -45 which is more realistic but I am having issues when the car jumps and get stabbed in to the ground. So its probably a bit heavy. But at least changes in car.cs are more responsive and realistic now.
06/09/2005 (5:00 am)
Well if any one is interested I have found adjusting wheeledvehicle.cc and then adjusting the car.cs (script) file made a huge difference. My mistake was thinking that gravity would have been defined in script.
Anyway, to make it more realistic and car.cs more responsive, I recommend playing around with wheeledvehicle.cc under:
// Gravity constant
static F32 sWheeledVehicleGravity = -20
I set it to -45 which is more realistic but I am having issues when the car jumps and get stabbed in to the ground. So its probably a bit heavy. But at least changes in car.cs are more responsive and realistic now.
#4
06/09/2005 (5:45 am)
@Euan - Very interesting, I'll try your suggestion in my R/C game and see how it behaves.
#5
Hey let me know how you go! Its made a huge difference for me. But you have to strike a balance with everything (traction, engine power etc).
But more realistic gravity has been great!
06/09/2005 (6:05 am)
@BigPapa Hey let me know how you go! Its made a huge difference for me. But you have to strike a balance with everything (traction, engine power etc).
But more realistic gravity has been great!
#6
06/16/2005 (7:56 pm)
@Euan - It actually worked great. I still have to play with the other parameters but it's a step in the right direction
#7
Also I found putting a Z mass at a negative also helped stop my car from rolling and getting stuck upside down.
Looking forward to seeing your project dude!
06/16/2005 (9:12 pm)
@BigPapa - Cool! Hey hears a heads up. Dont put your grav up to high. I put mine up and I started getting stuck on barriers and objects which is a pain. You might not have that issue? Depends on your environment I guess.Also I found putting a Z mass at a negative also helped stop my car from rolling and getting stuck upside down.
Looking forward to seeing your project dude!
#8
06/16/2005 (10:26 pm)
Theoretically, by using simple Newtonian physics, you should be able to make it acceptable with a gravity of -9.8.
#9
06/16/2005 (11:04 pm)
Hmm... I will give -9.8 a shot. But -20 was a bit loose already.
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