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MaxSteeringAngle: deprecated in 1.5.2?

by Rex · in Torque Game Engine · 01/02/2008 (6:17 am) · 0 replies

I have been doing vehicle work again; I came up with a new suspension system I like, there is a couple things I've noticed with wheeledVehicles...I've come to ask if anyone else observes this behavior and ask about some code I see in the datablock.

First ?: I have animated a steering wheel object, for which the 'steering' animation name is used and that works wonderfully; as I activate the right turn key, the object rotates to the right, left turn key/left object rotation. I have the object's rotating keyframe value at, say 80 degrees each side of 'center'. Now, when I am inside the engine, and I activate this turning, the wheel object does not use the entire animation keyframe value of 80 degrees...it uses another input. Ah, I look in my GPGT book and see this maxSteeringAngle paragraph. I changed this value around, but don't seem to see any change in my steering wheel object, OR my wheel objects. I convert my 'angles' to radian, still nothing...

Second?: Along with this steering wheel geometry and it's animation sequence, I built a more lifelike 'wheelbearing' system to mimic a certain vehicle I'd developed and am refining for future release. It includes a steering linkage object as well as the Hub0 node, which is offset from the wheelBearing node a small amount. What I have observed is that, as I activate the steering animation, my steering wheel turns, my wheel bearing turns[keyframed value], my steering linkage turns, and my hub all turn together! Works great...cepting I see the actual 'hub'/'tire' object turning a bit past my keyframe value?? And noting the above question...as I edit the maxSteeringAngle value, I can't seem to get both rotations to line up. The hub node and it's parent, the wheelBearing node???

Can someone help out with this area of wheeledVehicle code? Thanks! Or, do I have to 'hack' an offset to my wheel geometry and edit my hub0 node to be have the same coordinates as with my wheelBearing node?? I hope not...

NB: hehe, heps when you edit right datablock...!

About the author

Rex does all his 3D graphics through BrokeAssGames and is currently working on DSQTweaker, Ecstasy Motion, and other interesting projects yet to be revealed. Just ask him about anything DTS/DSQ related, he's happy to help.