How to use curve floats properly.

Hey

I have this setup for a steering wheel currently. It turns fine left and right, but I want it to be more realistic.

Like a real steering rack, having it soft at the start to replicate motorway driving, and then have it get fiercer towards the end of the steering rack to replicate car parks.

I just can’t seem to figure out where to insert or use the curve.

Anyone have any ideas?

You would likely want to multiply the curve-value vs one of the other floats (not time though) going into your code.

WHAT and exactly WHERE, unsure, as I am unsure what values you are working with but ideally (as I understand it) you want to scale the strength of the ‘input’ / angle of the wheel based on where it’s actually at?

It also depends on what that curved-value represents:

  • is it a scalar-value you use to scale the raw/real Steering Angle
  • or is it a look-up value that you get a value back based in the raw-number/value of your Steering Angle and use THAT as the new Steering Angle

Assuming the latter, eg: it’s a mapped-value not a scalar, you want to look up a curved-value relative to your real steering angle, so put your Steering Angle into the GetCurveValue as you want to know what THAT actual steering angle is getting you from the mapped value, then use that as the input into your set relative rotation

If it’s a scalar value then just multiply the raw Steering Angle by the looked-up result and use that as raw input instead.

I could be overthinking it (I can do that sometimes) but hopefully that helps.