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UE3:UTVehicleSimCar (UDK)
Object >> Component >> ActorComponent >> SVehicleSimBase >> SVehicleSimCar >> UTVehicleSimCar |
Contents
- 1 Properties
- 1.1 Property group 'UTVehicleSimCar'
- 1.1.1 AirControlTurnTorque
- 1.1.2 bAutoHandbrake
- 1.1.3 ConsoleHardTurnGripFactor
- 1.1.4 EngineRPMCurve
- 1.1.5 FrontalCollisionGripFactor
- 1.1.6 HandbrakeSpeed
- 1.1.7 HardTurnMotorTorque
- 1.1.8 InAirUprightMaxTorque
- 1.1.9 InAirUprightTorqueFactor
- 1.1.10 LSDFactor
- 1.1.11 MinHardTurnSpeed
- 1.1.12 NumWheelsForFullSteering
- 1.1.13 SpeedBasedTurnDamping
- 1.1.14 SteeringReductionFactor
- 1.1.15 SteeringReductionMinSpeed
- 1.1.16 SteeringReductionRampUpRate
- 1.1.17 SteeringReductionSpeed
- 1.1.18 ThrottleSpeed
- 1.1.19 TorqueVSpeedCurve
- 1.2 Internal variables
- 1.1 Property group 'UTVehicleSimCar'
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Properties
Property group 'UTVehicleSimCar'
AirControlTurnTorque
Type: float
Torque to apply when vehicle is in ato allow some air control.
bAutoHandbrake
Type: bool
whether should auto-handbrake when wheels on one side are off the ground
ConsoleHardTurnGripFactor
Type: float
When turning hard on console, reduce lateral grip to enhance sliding around.
Default value: 1.0
EngineRPMCurve
Type: Object.InterpCurveFloat
Translates forward velocity into an EngineRPM that can be used for effects and sounds
FrontalCollisionGripFactor
Type: float
When driving into something, reduce friction on the wheels.
Default value: 1.0
HandbrakeSpeed
Type: float
How quickly the handbrake is turned off (it is turned on immediately)
Default value: 2.0
HardTurnMotorTorque
Type: float
motor torque applied during hard turns (don't want to accelerate through hard turns
Default value: 0.4
InAirUprightMaxTorque
Type: float
Max torque that can be applied to try and
InAirUprightTorqueFactor
Type: float
Torque applied when in the air to try and keep vehicle horizontal.
LSDFactor
Type: float
Limited slip differential: 0.60 would mean 60% of the power is routed through the LSD and 40% is divided evenly
MinHardTurnSpeed
Type: float
minimum speed before torque reduction sets in when turning hard
Default value: 250.0
NumWheelsForFullSteering
Type: int
how many wheels must be on ground in order to avoid steering reduction
SpeedBasedTurnDamping
Type: float
Damping on yaw based on vehicle speed.
SteeringReductionFactor
Type: float
steering reduction factor when have wheels in air (to make vehicles easier to control)
Default value: 1.0
SteeringReductionMinSpeed
Type: float
speed at which steering reduction starts
Default value: 2500.0
SteeringReductionRampUpRate
Type: float
steering reduction ramp up rate (1/this = time to full steering reduction). ramps down at half this rate
Default value: 5.0
SteeringReductionSpeed
Type: float
speed at which steering reduction is in full effect
Default value: 2500.0
ThrottleSpeed
Type: float
ThrottleSpeed is the speed at which the vehicle will increase its ActualThrottle to get to the desired Throttle
Default value: 0.2
TorqueVSpeedCurve
Type: Object.InterpCurveFloat
Torque vs Speed curve: This curve approximates a transmission as opposed to actually simulating one as in SVehicleSimTransmission In general you want to have a higher torque at low speed and a lower torque at high speed
Internal variables
ActualHandbrake
Type: float
Internal - current amount of handbrake applied.
ActualThrottle
Type: float
bDriverlessBraking
Type: bool
flag to prevent braking to a stop with no driver
Default value: True
bForceThrottle
Type: bool
flag when throttle was forced up to prevent back slipping
bHasForcedThrottle
Type: bool
flag set when bForceThrottle has been used, and throttle has not been zeroed again
CurrentSteeringReduction
Type: float
current steering reduction value (scales up and down over time
Default value: 1.0
MaxRPM
Type: float
MinRPM
Type: float