Hi, I’m wondering how I could create boosting/nitro for a car, similar to Jak X Combat Racing. In Jak X, using boost will accelerate the car very quickly to a higher top speed, ignoring normal throttle input and normal top speed. Everything I’ve read or watched for setting up boost or nitro, they add a constant force to the car, and that’s not what I’m looking for. Either blueprint or C++ is fine.
Thanks.
Hey there @VannimonEternal! Welcome back to the forums! So just to clarify, are you attempting to get a physical boost from the chaos physics more akin to the car naturally speeding up instead of something like physical thrusters or constant speed addition, right?
From the gameplay I just checked on Jak X combat racing, it does definitely look like they just tuned up the acceleration and top speed for a bit instead of having a thruster like push.
This does pose a bit of a problem during gameplay however, as chaos vehicles by nature don’t have blueprint exposed variables for the engines. So the only way to adjust them would be C++. This would also explain why so many of the tutorials go for adding force or velocity directly.
That is what I want, yes. I can use C++ for it no problem, I’m just unsure of what settings to change for the vehicle. There doesn’t seem to be a “top speed” setting or anything similar, unless there is and it isn’t exposed to blueprint (I haven’t checked C++ for vehicles just yet).
So the engine max torque/max rpm is one of the biggest variables to determine top speed for these vehicles, and the torque curve is what determines where the falloff is. Throttle input rate is almost analogous to acceleration but not alone. I’m embarrassed how long it took me to compile all this.
So I found that some of it is exposed as the parent to the vehicle movement component
gets you increased accel immediately and more top speed, but some of the other factors aren’t as exposed.
This is actually already exposed but as a different class listing and also won’t show under context with the movement component since it’s a parent Ufunction.
The cars very physically simulated so there’s unfortunately no one magic bullet between the settings, there’s a TON of tweaking in between as well, like you’ll probably need to increase the down force when boosting as well, and lower the center of gravity etc.
Hm, all sounds pretty rough. Thank you for the help, though!
is there node edit the rpm? that helped change top speed via mechanical setup
Unfortunately it doesn’t seem like there’s an exposed method of changing the max RPM, Engine Idle RPM, or Transmission change RPMs. If you need to, I’d recommend exposing it’s variables in it’s C++ script and then using a node on it.
Hi, sorry for bumping old post but I really need help. Any ideas of how would you go about exposing those variables? I’ve tried multiple times and different methods but have had no luck and ultimately almost given up