Vehicle Physics Trouble
by Valdin Misk · in Torque Game Engine · 10/25/2002 (12:34 pm) · 3 replies
Hey all,
I'm attempting to get a wheeled vehicle working "properly" in torque, physically. I've modeled a vehicle with dimensions similar to those of the buggy. Main difference is that my vehicle is a bit taller and has slightly larger wheels. I'm using an augmented version of the car.cs from the racing demo with some emitters and sounds added. The physics parameters all all identical. The problem is the shock springs on my vehicle are _way_ too loose, and when you accelerate, the body moves in the wrong direction. It does an endo, and gets up on it's front wheels instead of tilting backwards, like it should. I'm thinking it has something to do with the model. The center of mass is a little lower than dead center of the vehicle, fyi. Ideas anyone?
I'm attempting to get a wheeled vehicle working "properly" in torque, physically. I've modeled a vehicle with dimensions similar to those of the buggy. Main difference is that my vehicle is a bit taller and has slightly larger wheels. I'm using an augmented version of the car.cs from the racing demo with some emitters and sounds added. The physics parameters all all identical. The problem is the shock springs on my vehicle are _way_ too loose, and when you accelerate, the body moves in the wrong direction. It does an endo, and gets up on it's front wheels instead of tilting backwards, like it should. I'm thinking it has something to do with the model. The center of mass is a little lower than dead center of the vehicle, fyi. Ideas anyone?
#2
If you could post your model you may have a better answer.
CU
10/25/2002 (1:55 pm)
Try to place the center of the model at the mass mountpoint.If you could post your model you may have a better answer.
CU
#3
10/25/2002 (3:42 pm)
Mass nodes don't do anything without re-adding it into the engine. Torque currently uses the shape's origin as the center of mass.
Torque Owner Badguy