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Topics - da barker

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Modification Help / FAST Minijet
« on: September 30, 2009, 10:57:49 PM »
So recently I have been moding the Minijet script to make the FASTEST flying thing in blockland ever. I got the little jet going really fast already but I was hoping you guys could help me make it faster.
Quote
datablock WheeledVehicleData(ChrisVehicle)
{
   category = "Vehicles";
   displayName = " ";
   shapeFile = "./Chris.dts";
   emap = true;
   minMountDist = 3;
   
   numMountPoints = 1;
   mountThread[0] = "sit";

   maxDamage = 100.00;
   destroyedLevel = 100.00;
   energyPerDamagePoint = 160;
   speedDamageScale = 1.04;
   collDamageThresholdVel = 20.0;
   collDamageMultiplier   = 0.02;

   massCenter = "0 0 0";
   //massBox = "2 5 1";

   maxSteeringAngle = 0.9785;  // Maximum steering angle, should match animation
   integration = 4;           // Force integration time: TickSec/Rate
   tireEmitter = VehicleTireEmitter; // All the tires use the same dust emitter

   // 3rd person camera settings
   cameraRoll = false;         // Roll the camera with the vehicle
   cameraMaxDist = 10;         // Far distance from vehicle
   cameraOffset = 7.5;        // Vertical offset from camera mount point
   cameraLag = 0.0;           // Velocity lag of camera
   cameraDecay = 0.75;        // Decay per sec. rate of velocity lag
   cameraTilt = 0.4;
   collisionTol = 0.1;        // Collision distance tolerance
   contactTol = 0.1;

   useEyePoint = false;   

   // defaultTire   = biplaneTire;
   // defaultSpring   = biplaneSpring;
   // flatTire   = biplaneFlatTire;
   // flatSpring   = biplaneFlatSpring;

   //numWheels = 3;

   // Rigid Body
   mass = 200;
   density = 5.0;
   drag = 0.6;
   bodyFriction = 0.6;
   bodyRestitution = 0.6;
   minImpactSpeed = 10;        // Impacts over this invoke the script callback
   softImpactSpeed = 10;       // Play SoftImpact Sound
   hardImpactSpeed = 15;      // Play HardImpact Sound
   groundImpactMinSpeed    = 10.0;

   // Engine
   engineTorque = 6000; //4000;       // Engine power
   engineBrake = 2000;         // Braking when throttle is 0
   brakeTorque = 4000;        // When brakes are applied
   maxWheelSpeed = 20;        // Engine scale by current speed / max speed

   rollForce      = 900;
   yawForce      = 600;
   pitchForce      = 1000;
   rotationalDrag      = 0.2;

   // Energy
   maxEnergy = 100;
   jetForce = 3000;
   minJetEnergy = 30;
   jetEnergyDrain = 2;

   isSled = false;

   forwardThrust      = 204800000;   // Change me up (i doubbled all change me values)
   reverseThrust      = 2000;
   lift         = 10240000;   
   maxForwardVel      = 2560000;   
   maxReverseVel      = 40;
   horizontalSurfaceForce   = 130;   // Horizontal center "wing" (provides "bite" into the wind for climbing/diving and turning)
   verticalSurfaceForce   = 130;
   rollForce      = 3200000;   
   yawForce      = 4800000; 
   pitchForce      = 4800000; 
   rotationalDrag      = 0.5;
   stallSpeed      = 10;


   splash = vehicleSplash;
   splashVelocity = 4.0;
   splashAngle = 67.0;
   splashFreqMod = 300.0;
   splashVelEpsilon = 0.60;
   bubbleEmitTime = 1.4;
   splashEmitter[0] = vehicleFoamDropletsEmitter;
   splashEmitter[1] = vehicleFoamEmitter;
   splashEmitter[2] = vehicleBubbleEmitter;
   mediumSplashSoundVelocity = 10.0;   
   hardSplashSoundVelocity = 20.0;   
   exitSplashSoundVelocity = 5.0;
      
   //mediumSplashSound = "";
   //hardSplashSound = "";
   //exitSplashSound = "";
   
   // Sounds
   //   jetSound = ScoutThrustSound;
   //engineSound = idleSound;
   //squealSound = skidSound;
   softImpactSound = slowImpactSound;
   hardImpactSound = fastImpactSound;
   //wheelImpactSound = slowImpactSound;

   //   explosion = VehicleExplosion;
   justcollided = 0;

   uiName = "Chris ";
   rideable = true;
      lookUpLimit = 0.50;
      lookDownLimit = 0.50;

   paintable = true;
   
   damageEmitter[0] = VehicleBurnEmitter;
   damageEmitterOffset[0] = "0.0 0.0 0.0 ";
   damageLevelTolerance[0] = 0.99;

   damageEmitter[1] = VehicleBurnEmitter;
   damageEmitterOffset[1] = "0.0 0.0 0.0 ";
   damageLevelTolerance[1] = 1.0;

   numDmgEmitterAreas = 1;

   initialExplosionProjectile = ChriloveplosionProjectile;
   initialExplosionOffset = 0;         //offset only uses a z value for now

   burnTime = 4000;

   finalExplosionProjectile = ChrisFinalExplosionProjectile;
   finalExplosionOffset = 0.5;          //offset only uses a z value for now


   minRunOverSpeed    = 2;   //how fast you need to be going to run someone over (do damage)
   runOverDamageScale = 5;   //when you run over someone, speed * runoverdamagescale = damage amt
   runOverPushScale   = 1.2; //how hard a person you're running over gets pushed
   
      // Advanced Steering
   steeringAutoReturn = false;
   // steeringAutoReturnRate = 0.9;
   // steeringAutoReturnMaxSpeed = 10;
   steeringUseStrafeSteering = false;
   // steeringStrafeSteeringRate = 0.1;
   
   // minContrailSpeed = 30;
   
   minJetEngineSpeed = 20;
};

function Chrisvehicle::onadd(%this,%obj)
{
   parent::onadd(%this,%obj);
      
   %obj.setWheelTire(0, Christire);
   %obj.setWheelTire(1, Christire);
   %obj.setWheelTire(2, Christire);

   %obj.setWheelSpring(0, ChrisSpring);
   %obj.setWheelSpring(1, ChrisSpring);
   %obj.setWheelSpring(2, ChrisSpring);
   
   %obj.setWheelSteering(0,0);
   %obj.setWheelSteering(1,0);
   %obj.setWheelSteering(2,-1);

   %obj.setWheelPowered(0,true);
    %obj.setWheelPowered(1,true);
   %obj.setWheelPowered(2,true);
      
   JetEngineCheck(%obj);
}

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