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Re: tilt + rotation [Re: EvilSOB] #261691
04/19/09 13:25
04/19/09 13:25
Joined: Apr 2009
Posts: 113
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Dreher Offline OP
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Dreher  Offline OP
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Joined: Apr 2009
Posts: 113
Netherlands
Originally Posted By: EvilSOB
I would guess you need to 'tilt' the cars in MED, as the real cars look to be "shaped" with that tilt.
And getting the rotation to be affected by the off-center mass, cant you just position the mass away
from the center of the car model?
Probably toward the 'high' point of the car, so it is a bit more reactive and "swingy".
(remember I am next to useless with physics)


I tried to tilt them within MED and I have a block behind the car so it does swing, but I can't get it to rotate the way like the real ones do, and I find it hard to explain what it does right now .. hmm, maybe I should upload a video shocked

EDIT: Problem is fixed, just need the cars to rotate like on the pictures, originally 5 degrees tilt ><
I can get them to rotate properly, but that's only by rotating them with 'phent_addtorquelocal' and with 0 mass, but then I won't be able to get it realistic.

So all I need is getting the cars to rotate like that, and be able to let them accelerate by gravity AND mass, otherwise I won't get it anywhere near realistic! ^

Last edited by Dreher; 04/20/09 12:59.

A7 7.77
Re: tilt + rotation [Fixed] [Re: Dreher] #261823
04/20/09 13:00
04/20/09 13:00
Joined: Apr 2009
Posts: 113
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Dreher Offline OP
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Dreher  Offline OP
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Joined: Apr 2009
Posts: 113
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Not needed anymore!

All physics are finished, ride is complete when it comes to movement.

Last edited by Dreher; 04/22/09 10:07.

A7 7.77
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