Author Topic: Filipe1020's Add-Ons Development Topic - Gravel and Rivera! (Pg. 10)  (Read 15788 times)

SoPhysician Prescribed Desoxyning that always kind of bugged me about steering animations with all vehicles both old and new is the linearity. The steering animation slows down near the center and speeds up near the ends. Physical steering/handling is 1:1 linear, but since I often drive in first person, the non-linear steering wheel animations always throw me off.

Is this soPhysician Prescribed Desoxyning that has to be fixed per vehicle?

it's soPhysician Prescribed Desoxyning that applies to every single Blockland vehicle with a steering wheel, including Speedkarts. Which makes me believe it's soPhysician Prescribed Desoxyning done on a global scale all across the game. Which makes me wonder if there's a workaround that way, changing soPhysician Prescribed Desoxyning in the data of the game itself.
It's because of strafe steering. There are 2 main fields in the vehicle data that effect the way it works:

Code: (speedKart.cs) [Select]
maxSteeringAngle = 0.6;
steeringStrafeSteeringRate = 0.08;

maxSteeringAngle should match animation but it doesn't have to - this determines how far the steering wheel and tires turn. The steering wheel will stop turning once it has reached the end of it's animation but the tires will continue to turn if you set the value really high. If you set the value lower, the steering wheel and tires will properly stop it's animation based on this value.

steeringStrafeSteeringRate is what you are looking for, it controls the speed at which the steering wheel and tires turn. Raising the steeringStrafeSteeringRate will make the steering wheel turn faster, but it will also make the tires turn faster. This becomes a problem when you want the steering wheel to turn slower than the tires, or vise versa

edit: best value seems to be anything between 0.1 and 0.2. anything less and you get the strange steering "slow down" effect, anything more plays the animation and turns the tires too fast
« Last Edit: August 30, 2022, 02:24:30 PM by Goth77 »

It's because of strafe steering. There are 2 main fields in the vehicle data that effect the way it works:

Code: (speedKart.cs) [Select]
maxSteeringAngle = 0.6;
steeringStrafeSteeringRate = 0.08;

maxSteeringAngle should match animation but it doesn't have to - this determines how far the steering wheel and tires turn. The steering wheel will stop turning once it has reached the end of it's animation but the tires will continue to turn if you set the value really high. If you set the value lower, the steering wheel and tires will properly stop it's animation based on this value.

steeringStrafeSteeringRate is what you are looking for, it controls the speed at which the steering wheel and tires turn. Raising the steeringStrafeSteeringRate will make the steering wheel turn faster, but it will also make the tires turn faster. This becomes a problem when you want the steering wheel to turn slower than the tires, or vise versa

edit: best value seems to be anything between 0.1 and 0.2. anything less and you get the strange steering "slow down" effect, anything more plays the animation and turns the tires too fast
That actually improved it thank you!