I’ve been following this thread for quite a while now, mainly because I find this type of developing to be incredibly interesting. Recently (today) I was able to get the materials I needed to try to get a tank of my own in there, because, who doesn’t like physics-based tanks?
But after setting it up, I found myself in need of a lot of help. So I’ll include them all here.
I followed Oldraven’s tutorial, and so far everything works as intended. the wheels collide, the splines are aligned, the suspension is hooked up, everything seemed to be fine visually. Except for one thing.
When running/simulating the game, the tracks seem to be linked to the suspension rather than the wheels. The tracks “bend” so that they are always directly below the suspension node-thingys. Now, that normally wouldn’t be a problem, since it would just be a matter of moving the nodes on the y-axis to make the tracks more straight. But the problem is that the road wheels are also connected to the suspension, so the act of moving the suspension nodes on the y-axis also moves the wheels.
I’m trying to port over a centurion, which is wider than the M113, so I have to move the suspension over to make the tracks act correctly, but by doing that, it ends up moving the wheels into the side skirts, no matter where I place the wheels. And it only shows when the game/simulation is running, and not in any of the editors. Any idea on why this happens?
Also, not really a problem, but more of a question, how do torque curves and gear ratios work here? I’ve been trying to get it to be somewhat accurate, but the only info I can get on the engine is it’s horsepower, max RPM, top speed, and number of gears. How can I use this with the ratios and torque curves?