Hello, I was wondering what I could do to a WheeledVehicle to make it float. I can't use flyingvehicle because the physics just seem too unstable.
I'd like to make it perform like a helicopter- again, without making it a flyingvehicle.
datablock WheeledVehicleData(gc_BlimpVehicle)
{
uiName = "Blimp";
category = "Vehicles";
displayName = "";
shapeFile = "./blimp.dts";
emap = true;
minMountDist = 6;
numMountPoints = 6;
mountThread[0] = "root";
mountThread[1] = "root";
mountThread[2] = "root";
mountThread[3] = "root";
mountThread[4] = "root";
mountThread[5] = "root";
maxDamage = 500;
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 = 20; // 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;
heightcontrol=1;
useEyePoint = false;
// defaultTire = biplaneTire;
// defaultSpring = biplaneSpring;
// flatTire = biplaneFlatTire;
// flatSpring = biplaneFlatSpring;
//numWheels = 3;
// Rigid Body
mass = 200;
density = 5.0;
drag = 0.0;
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 = 4000; //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 = 3000;
reverseThrust = 2000;
lift = 100;
maxForwardVel = ;
maxReverseVel = 5;
horizontalSurfaceForce = 130; // Horizontal center "wing" (provides "bite" into the wind for climbing/diving and turning)
verticalSurfaceForce = 130;
rollForce = 4000;
yawForce = 6000;
pitchForce = 6000;
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 = "Blimp";
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 = vehicleExplosionProjectile;
initialExplosionOffset = 0; //offset only uses a z value for now
burnTime = 4000;
finalExplosionProjectile = vehicleFinalExplosionProjectile;
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;
};