Fishtailing
by James \"Corvidae\" Williams · in Torque Game Engine · 10/09/2002 (10:24 pm) · 1 replies
I'm trying to work out some kinks in the wheeled vehicle code for a project I'm playing around with, and I'd like to create fishtailing for certain vehicles. I've tried playing with the parameters in the WheeledVehicleTire and WheeledVehicleData datablocks, but they don't seem to really do what I want. WheeledVehicleTire::friction only appears to be the coefficient of static friction (we're primarily interested in kinetic friction), and I can't seem to figure out what the WheeledVehicleData::bodyFriction and bodyRestitution members do.
Am I going to have to change the physics to allow for kinetic friction vs. the tires and ground, or has someone managed to do it with the included parameters? It likely wouldn't be too difficult; I just like to avoid as much rehashing as possible. :)
Am I going to have to change the physics to allow for kinetic friction vs. the tires and ground, or has someone managed to do it with the included parameters? It likely wouldn't be too difficult; I just like to avoid as much rehashing as possible. :)
About the author
Torque Owner Jonathan Rivers
I have just gotten started working with my vehicles, but I have found you can control (or end up with) fishtailing by the position of the mass object in relation to the wheel hub.
Jonathan "PBXorcist" Rivers