Try it.
Edit: Is it in the center of the grid as well. In top view, is it in the middle of the axises that look like a +
Is it aligned in the center of that +
From the Front/Back view, it's centered, from the Top view, i'll need to check, same with the Left/Right view
Edit: I raised the Snowmobile up a bit, changed the LOD of the vehicle parts, the collision still shows up at a certain distance and as the shadow :/
Also, i'm still trying to fix the other problems
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 = 0.5785; // 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 = true; // Roll the camera with the vehicle
cameraMaxDist = 6; // Far distance from vehicle
cameraOffset = 1; // 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 = 3;
// Rigid Body
mass = 500;
density = 5.0;
drag = 1.6;
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 = 12000; //4000; // Engine power
engineBrake = 6500; // 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 = 0.65;
lookDownLimit = 0.45;
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) ?
};
Edit 2: I seem to have fixed the 'having trouble getting off the Spawn Brick' problem, all i did was move the wheel joints out of the model