Torque Game EngineTorque Game Engine Documentation
Version 1.3.x

FlyingVehicleData

FlyingVehicleData derives from VehicleData and aids the creation of flying vehicle objects. FlyingVehicleData defines a few fields beyond those described in VehicleData. These new fields are listed in the table below.

Table D.7. FlyingVehicleData Member Fields

Field NameTypeDefault ValueDescription
Special Effects Data
jetSoundAudioProfilePtrNULLPoints to the AudioProfile used to produce sounds for the jet. If specified, must point to an object of type AudioProfile. Must adhere to the semantics associated with AudioProfile*, as defined in the Torque Game Engine.
engineSoundAudioProfilePtrNULLPoints to the AudioProfile used to produce sounds for the engine. If specified, must point to an object of type AudioProfile. Must adhere to the semantics associated with AudioProfile*, as defined in the Torque Game Engine.
forwardJetEmitterParticleEmitterDataPtrNULLPoints to the ParticleEmitterData used in the production of particles for forward jet thrust. If specified, must point to an object of type AudioProfile. Must adhere to the semantics associated with AudioProfile*, as defined in the Torque Game Engine.
backwardJetEmitterParticleEmitterDataPtrNULLPoints to the ParticleEmitterData used in the production of particles for Bacjward jet thrust. If specified, must point to an object of type AudioProfile. Must adhere to the semantics associated with AudioProfile*, as defined in the Torque Game Engine.
downJetEmitterParticleEmitterDataPtrNULLPoints to the ParticleEmitterData used in the production of particles for downward jet thurst. If specified, must point to an object of type AudioProfile. Must adhere to the semantics associated with AudioProfile*, as defined in the Torque Game Engine.
trailEmitterParticleEmitterDataPtrNULLPoints to the ParticleEmitterData used in the production of particles for jet trails. If specified, must point to an object of type AudioProfile. Must adhere to the semantics associated with AudioProfile*, as defined in the Torque Game Engine.
Physics Data
maneuveringForceFloat0.0The force generated by movements in the x or y (horizontal) directions. Also used to determine the FlyingVehicle's maximum speed, by dividing with minDrag (defined in VehicleData).
horizontalSurfaceForceFloat0.0The dampening force of the vehicle's horizontal surfaces (wing) against it's movement force.
verticalSurfaceForceFloat0.0The dampening force of the vehicle's vertical surfaces (fins) against it's movement force.
rollForceFloat1.0The dampening force against rolling maneuvers (rotation about the y-axis). Affect's the vehicle's rigid body torque and serves to adjust roll to the stable position over time.
steeringForceFloat1.0The force generated by the steering jets, affect's the vehicle's rigid body torque.
steeringRollForceFloat1.0The roll force generated by steering turns. Plays against rollForce, which corrects the effect of steeringRollForce on the vehicle's rigid body torque.
maxAutoSpeedFloat0.0The threshold speed at which automatic vehicle control assistance stops. Vehicles travelling at speeds above this value do not get control assitance.
autoAngularForceFloat0.0The corrective angular force applied to vehicles. The lower the vehicle's speed, the greater the effect of the autoAngularForce. Affect's the vehicle's rigid body torque.
autoLinearForceFloat0.0The corrective linear force applied only to vehicles travelling below the maxAutoSpeed (autoAngularForce applies to vehicles flying at any speed, but its effect increases when below the maxAutoSpeed). Affect's the vehicle's rigid body Torque, and has the effect of slowing the vehicle down.
autoInputDampingFloat1.0The scalar factor by which steering input is dampened when the vehicle is travelling at speeds below maxAutoSpeed. autoInputDamping is multiplied by the vehicle's steering vector.
vertThrustMultipleFloat1.0The scalar multiple applied to the jetForce (defined in VehicleData) when thrusting vertically.
rotationalDragFloat0.0The scalar dampening drag against the vehicle's rigid body angular momentum.
hoverHeightFloat2.0The vehicle's height off the ground when at rest.
createHoverHeightFloat2.0The vehicle's height off the ground when it is first created.
minTrailSpeedFloat1.0The minimum speed at which the vehicle must be travelling in order to begin generating a contrail.

As you can see, FlyingVehicleData defines a number of interesting new fields and enables the easy creation of flying vehicles with robust physical simulation characteristics. In the next section, we'll take a look at the HoverVehicleData datablock.