=Sammy= Posted July 13, 2015 Share Posted July 13, 2015 (edited) Greetings: I have a tiny problem. I turned my super Cars into actual Super cars, with the capital S from Carnivore. They now run around 300MPH, with the Osiris topping 325MPH, but that resulted in my car toppling over at cornering. So, I began to experiment. Right now I use this code: <vecCentreOfMassOffset x="0.000000" y="-0.040000" z="-0.200000" /> <vecInertiaMultiplier x="1.100000" y="1.100000" z="1.400000" /> Now where this works for several, if not all cars, the Turismo does something odd: he begins to topple... in the opposite direction! Thus, the car moves CONTRARY to gravity whilst cornering. And no matter what I try (removing speed, increasing/decreasing mass, increasing/decreasing drive force, altering the above values, ...) this vehicle does not what it is supposed to do. Most likely I am making an error here, or am I bugged with an oversight somewhere, but I can't figure out what or where. This be the code: <Item type="CHandlingData"> <handlingName>turismor</handlingName> <fMass value="5000.000000" /> <fInitialDragCoeff value="3.000000" /> <fPercentSubmerged value="85.000000" /> <vecCentreOfMassOffset x="0.000000" y="-0.040000" z="-0.200000" /> <vecInertiaMultiplier x="1.100000" y="1.100000" z="1.400000" /> <fDriveBiasFront value="0.000000" /> <nInitialDriveGears value="6" /> <fInitialDriveForce value="0.353000" /> <fDriveInertia value="1.000000" /> <fClutchChangeRateScaleUpShift value="3.400000" /> <fClutchChangeRateScaleDownShift value="3.100000" /> <fInitialDriveMaxFlatVel value="460.000000" /> (This line is not in the coding (this is 286MPH)) <fBrakeForce value="4.200000" /> <fBrakeBiasFront value="0.500000" /> <fHandBrakeForce value="0.650000" /> <fSteeringLock value="42.000000" /> <fTractionCurveMax value="5.000000" /> <fTractionCurveMin value="5.000000" /> <fTractionCurveLateral value="22.500000" /> <fTractionSpringDeltaMax value="0.150000" /> <fLowSpeedTractionLossMult value="0.850000" /> <fCamberStiffnesss value="0.000000" /> <fTractionBiasFront value="0.485000" /> <fTractionLossMult value="1.000000" /> <fSuspensionForce value="2.600000" /> <fSuspensionCompDamp value="1.300000" /> <fSuspensionReboundDamp value="2.300000" /> <fSuspensionUpperLimit value="0.050000" /> <fSuspensionLowerLimit value="-0.100000" /> <fSuspensionRaise value="0.000000" /> <fSuspensionBiasFront value="0.480000" /> <fAntiRollBarForce value="0.730000" /> <fAntiRollBarBiasFront value="0.520000" /> <fRollCentreHeightFront value="0.130000" /> <fRollCentreHeightRear value="0.130000" /> <fCollisionDamageMult value="1.000000" /> <fWeaponDamageMult value="1.000000" /> <fDeformationDamageMult value="0.800000" /> <fEngineDamageMult value="1.500000" /> <fPetrolTankVolume value="60.000000" /> <fOilVolume value="6.500000" /> <fSeatOffsetDistX value="0.040000" /> <fSeatOffsetDistY value="-0.050000" /> <fSeatOffsetDistZ value="0.000000" /> <nMonetaryValue value="150000" /> <strModelFlags>440010</strModelFlags> <strHandlingFlags>20002</strHandlingFlags> <strDamageFlags>0</strDamageFlags> <AIHandling>AVERAGE</AIHandling> <SubHandlingData> <Item type="NULL" /> <Item type="NULL" /> <Item type="NULL" /> </SubHandlingData> </Item> I am quite sure the problem is in one of the two lines, but where, and by how much. And why does only the Turismo act up? Heck, even the Brawler does it good with the code. I am baffled. Suggestions? Another thing: why is the speed coding in metric system? R is based in NY, which is, as far as I know, still American, nea? And Americans, If I am not mistaken, use Imperial system, correct? So weird. Thank you beforehand. Edited July 13, 2015 by =Sammy= Link to comment Share on other sites More sharing options...
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