It's a loving ram. Do you see the Bull's head on the front, or are you just trying to be sarcastic?
Your drag is too high
// support stuff for the SnowMobile vehicleexec("./SnowMobile_Tire.cs");exec("./SnowMobile_Explosion.cs");exec("./SnowMobile_FinalExplosion.cs");exec("./SnowMobile_Spring.cs");datablock WheeledVehicleData(snowmobileVehicle){ category = "Vehicles"; displayName = " "; shapeFile = "./snowmobile.dts"; //"~/data/shapes/skivehicle.dts"; // emap = true; minMountDist = 3; numMountPoints = 1; mountThread[0] = "sit"; maxDamage = 200.00; destroyedLevel = 200.00; 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 = 6; // Far distance from vehicle cameraOffset = 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 = snowmobileTire; defaultSpring = snowmobileSpring; //flatTire = snowmobileFlatTire; //flatSpring = snowmobileFlatSpring; numWheels = 4; // Rigid Body mass = 500; density = 5.0; drag = 15.0; 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 = 25000; //4000; // Engine power engineBrake = 2000; // Braking when throttle is 0 brakeTorque = 50000; // When brakes are applied maxWheelSpeed = 30; // Engine scale by current speed / max speed rollForce = 900; yawForce = 600; pitchForce = 1000; rotationalDrag = 0.2; // Advanced Steering steeringAutoReturn = true; steeringAutoReturnRate = 0.9; steeringAutoReturnMaxSpeed = 10; steeringUseStrafeSteering = true; steeringStrafeSteeringRate = 0.1; // Energy maxEnergy = 100; jetForce = 3000; minJetEnergy = 30; jetEnergyDrain = 2; 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 = "Snowmobile"; rideable = true; lookUpLimit = 0.72; lookDownLimit = 0.72; 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 = snowmobileExplosionProjectile; initialExplosionOffset = 0; //offset only uses a z value for now burnTime = 4000; finalExplosionProjectile = snowmobileFinalExplosionProjectile; finalExplosionOffset = 0.5; //offset only uses a z value for now minRunOverSpeed = 4; //how fast you need to be going to run someone over (do damage) runOverDamageScale = 8; //when you run over someone, speed * runoverdamagescale = damage amt runOverPushScale = 1.2; //how hard a person you're running over gets pushed //protection for passengers protectPassengersBurn = false; //protect passengers from the burning effect of explosions? protectPassengersRadius = true; //protect passengers from radius damage (explosions) ? protectPassengersDirect = false; //protect passengers from direct damage (bullets) ?};
I can't get the walking animation to look good without skippy frames.:C
asdf?IMO; it's ugly as forget tell me how to fix it :/
IMO; it's ugly as forget tell me how to fix it :/
Ahhh, Now it's just too short.
That's generally Any's style of modeling.