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Re: Game handles fake wheel bones incorrectly on wheeled vehicles [message #483063 is a reply to message #483057] Sun, 11 August 2013 17:41 Go to previous message
Jerad2142 is currently offline  Jerad2142
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Registered: July 2006
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saberhawk wrote on Sun, 11 August 2013 12:25

Negative. Fake wheels (even in stock code) immediately return from WheelClass::Compute_Force_And_Torque. It's the only thing that can influence the vehicle speed.

Well I just remade the test again, one model has 2 addition fake bones and the other doesn't. The one that does reaches 175mph in reverse before I run out of road, the other maxes out at 50mph before 1/10th of the road is traveled and never exceeds that.

Sure they don't count all the wheels outside that method or something, because it does make a difference if you add fake bones to the wheeled vehicle (Here's a test to make it fun! Very Happy).

(Files need to be named civtrkRapter.w3d to be used).

I suggest you do the fake wheels one first that way you can rage quit when the one with no fake wheels you only makes it to the third rock in 3 minutes.


 
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