110 lines
3.9 KiB
Ucode
110 lines
3.9 KiB
Ucode
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/**
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* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
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*/
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class UDKVehicleSimCar extends SVehicleSimCar
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native;
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/** Torque vs Speed curve: This curve approximates a transmission as opposed to actually simulating one as in SVehicleSimTransmission
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In general you want to have a higher torque at low speed and a lower torque at high speed */
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var() InterpCurveFloat TorqueVSpeedCurve;
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/** Translates forward velocity into an EngineRPM that can be used for effects and sounds */
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var() InterpCurveFloat EngineRPMCurve;
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/** Limited slip differential: 0.60 would mean 60% of the power is routed through the LSD and 40% is divided evenly */
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var() float LSDFactor;
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/** ThrottleSpeed is the speed at which the vehicle will increase its ActualThrottle to get to the desired Throttle */
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var() float ThrottleSpeed;
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// Internal
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var float MinRPM;
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var float MaxRPM;
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var float ActualThrottle;
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/** flag when throttle was forced up to prevent back slipping */
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var bool bForceThrottle;
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/** flag set when bForceThrottle has been used, and throttle has not been zeroed again */
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var bool bHasForcedThrottle;
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/** flag to prevent braking to a stop with no driver */
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var bool bDriverlessBraking;
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/** steering reduction factor when have wheels in air (to make vehicles easier to control) */
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var() float SteeringReductionFactor;
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/** steering reduction ramp up rate (1/this = time to full steering reduction). ramps down at half this rate */
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var() float SteeringReductionRampUpRate;
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/** current steering reduction value (scales up and down over time */
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var float CurrentSteeringReduction;
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/** how many wheels must be on ground in order to avoid steering reduction */
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var() int NumWheelsForFullSteering;
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/** speed at which steering reduction is in full effect */
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var() float SteeringReductionSpeed;
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/** speed at which steering reduction starts */
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var() float SteeringReductionMinSpeed;
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/** minimum speed before torque reduction sets in when turning hard */
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var() float MinHardTurnSpeed;
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/** motor torque applied during hard turns (don't want to accelerate through hard turns */
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var() float HardTurnMotorTorque;
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/** whether should auto-handbrake when wheels on one side are off the ground */
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var() bool bAutoHandbrake;
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/** How quickly the handbrake is turned off (it is turned on immediately) */
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var() float HandbrakeSpeed;
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/** Internal - current amount of handbrake applied. */
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var float ActualHandbrake;
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/** When driving into something, reduce friction on the wheels. */
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var() float FrontalCollisionGripFactor;
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/** When turning hard on console, reduce lateral grip to enhance sliding around. */
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var() float ConsoleHardTurnGripFactor;
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/** Damping on yaw based on vehicle speed. */
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var() float SpeedBasedTurnDamping;
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/** Torque to apply when vehicle is in ato allow some air control. */
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var() float AirControlTurnTorque;
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/** Torque applied when in the air to try and keep vehicle horizontal. */
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var() float InAirUprightTorqueFactor;
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/** Max torque that can be applied to try and */
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var() float InAirUprightMaxTorque;
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cpptext
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{
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// SVehicleSimBase interface.
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virtual void UpdateVehicle(ASVehicle* Vehicle, FLOAT DeltaTime);
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virtual FLOAT GetEngineOutput(ASVehicle* Vehicle);
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virtual void ProcessCarInput(ASVehicle* Vehicle);
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virtual void UpdateHandbrake(ASVehicle* Vehicle);
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}
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defaultproperties
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{
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ThrottleSpeed=0.2
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bDriverlessBraking=true
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NumWheelsForFullSteering=0
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SteeringReductionFactor=1.0
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SteeringReductionMinSpeed=2500.0
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SteeringReductionSpeed=2500.0
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CurrentSteeringReduction=1.0
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SteeringReductionRampUpRate=5.0
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MinHardTurnSpeed=250.0
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HardTurnMotorTorque=0.4
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FrontalCollisionGripFactor=1.0
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ConsoleHardTurnGripFactor=1.0
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HandbrakeSpeed=2.0
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}
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