Hello everyone,
i am encountering some problems with vehicles i want to simulate.
The setting is a 2.5D game where vehicles can move in one of several distinct layers of the map.
That's the plan. To create a more realistic look for cars which drive over obstacles i am using wheel colliders. Unfortunately i am a complete newbie at this and i just can't figure out how to set up my wheels
to get the behaviour i want.
My main issues which i couldn't solve with my favorite search engine until now are the following:
- i want a really short way to decelerate (rather comic-like setting)
- fast acceleration
- not too much bumpiness
Making the forwardfriction higher helps with braking but the effect is that my car gets really wobbly, even on a simple plane. If i add more torque to get higher acceleration the distance to stop gets ridiculously long as if the ground was really slippery (like 75% of the distance i took to accelerate).
After failing with configuration i tried to achieve something similar with sphere-colliders and transforming the position of my object but this approach has some major issues so i am back at wheel colliders again.
I appreciate any ideas on the subject.
Current setup:
![alt text][1]
[1]: /storage/temp/94523-wheelsettings.png
Mass of the vehicle is 1300. Wheel damping didn't chang anything noticeably.
Forward-Stiffness 5 is already trouble-inducing T_T
I played a lot with the Forward-Friction values because that's the only axis i want to move on.
The relevant code snippet for acceleration is as follows:
public void FixedUpdate()
{
float motor = maxMotorTorque * Input.GetAxis("Vertical");
foreach (AxleInfo axleInfo in axleInfos)
{
if (axleInfo.motor)
{
axleInfo.leftWheel.motorTorque = motor;
axleInfo.rightWheel.motorTorque = motor;
}
}
}
If any more information is needed i will gladly provide it.
Thanks for any help!
↧