Gah - a solution with more questions. – EntropicLqd

UE3:UTVehicleSimCar (UT3)

From Unreal Wiki, The Unreal Engine Documentation Site
Jump to: navigation, search
UT3 Object >> Component >> ActorComponent >> SVehicleSimBase >> SVehicleSimCar >> UTVehicleSimCar
Package: 
UTGame
Direct subclass:
UTVehicleSimHellbender
This class in other games:
UDK

Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.

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