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Giving ground vehicles more traction
Posted: Thu Sep 09, 2010 5:11 am
by Swaffy
1st question: Is it possible to give a ground vehicle such as a Jeep Willy or M10 Wolverine more ground traction?
2nd question: If it is possible, how can you do this? I would like to give my Willy 4x4 some better traction.
Also, there's another thing I want to ask about: How can I move the center of mass for the Willy? It is front-heavy, and I want to even out the weight and make its center of mass in the middle of the car.
Posted: Thu Sep 09, 2010 9:00 am
by freddy
i think you can make the willy four-wheeldrive by replacing the frontwheels
with
Code: Select all
ObjectTemplate.Grip c_PGFEngineGrip
Re: Giving ground vehicles more traction
Posted: Thu Sep 09, 2010 11:53 am
by fo0k
Sounds like you already have it 4x4.. so to get more grip you can mod the collision properties of the wheels.. 37 would be default material id for wheels but I have played with 92 and achieved better grip..
Try that and play around with other ids.. be interesting to know what works well
Posted: Thu Sep 09, 2010 11:36 pm
by freddy
maybe i should read better before i post lol
anyway a plan b could be to create some extra invisible wheels and hook them up to the engine.
Re: Giving ground vehicles more traction
Posted: Fri Sep 10, 2010 9:43 am
by fo0k
The only way to really make the center of gravity where you want it is to move the actual model from within 3dmax. the centerofmass offset script never seemed to be effective for me.
Re: Giving ground vehicles more traction
Posted: Fri Sep 10, 2010 10:11 pm
by Swaffy
[Stupid Post]
Re: Giving ground vehicles more traction
Posted: Sun Sep 11, 2011 4:41 am
by Swaffy
This is a bump of a year-old thread, but for a good reason: I want to keep the "clutter" down.
fo0k wrote:The only way to really make the center of gravity where you want it is to move the actual model from within 3dmax. the centerofmass offset script never seemed to be effective for me.
ObjectTemplate.centerOfMassOffset 0/0/0
Yeah, I tried it and the game keeps reading the coordinates wrong. One game, my car will fall forward form the CoM being in the front, then in the next game it will be flipping to its right side and flying outside of the map. So it seems to be a broken script.
fo0k wrote:so to get more grip you can mod the collision properties of the wheels.. 37 would be default material id for wheels but I have played with 92 and achieved better grip..
I'll check out that idea. I said I would about a year ago, but at that time I didn't even have 3DS Max on my laptop nor did I know how to use it.
Forgotten Hope has better grip; does anybody know how
they did it?
Re: Giving ground vehicles more traction
Posted: Sun Sep 11, 2011 7:18 am
by Senshi
FH? What do you mean with traction? Offroad capability or "stability" (no bouncing tanks after shooting/stopping like in Vanilla)?
Re: Giving ground vehicles more traction
Posted: Mon Sep 12, 2011 4:03 am
by Swaffy
Senshi wrote:FH? What do you mean with traction? Offroad capability or "stability" (no bouncing tanks after shooting/stopping like in Vanilla)?
Grip. Sorry, I was referring to it having less "slideyness." I'd like to have vehicles that have more tire/track grip on the ground. Is it just a matter of changing the Coll IDs?
Re: Giving ground vehicles more traction
Posted: Mon Sep 12, 2011 5:02 am
by Apache Thunder