Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |
Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.
Core.Object | +-- Core.Component | +-- Engine.ActorComponent | +-- Engine.SVehicleSimBase | +-- Engine.SVehicleSimCar | +-- UTGame.UTVehicleSimCar
UTVehicleSimHellbender
Variables Summary | |
---|---|
float | ActualHandbrake |
float | ActualThrottle |
bool | bDriverlessBraking |
bool | bForceThrottle |
bool | bHasForcedThrottle |
float | CurrentSteeringReduction |
float | MaxRPM |
float | MinRPM |
UTVehicleSimCar | |
float | AirControlTurnTorque |
bool | bAutoHandbrake |
float | ConsoleHardTurnGripFactor |
InterpCurveFloat | EngineRPMCurve |
float | FrontalCollisionGripFactor |
float | HandbrakeSpeed |
float | HardTurnMotorTorque |
float | InAirUprightMaxTorque |
float | InAirUprightTorqueFactor |
float | LSDFactor |
float | MinHardTurnSpeed |
int | NumWheelsForFullSteering |
float | SpeedBasedTurnDamping |
float | SteeringReductionFactor |
float | SteeringReductionMinSpeed |
float | SteeringReductionRampUpRate |
float | SteeringReductionSpeed |
float | ThrottleSpeed |
InterpCurveFloat | TorqueVSpeedCurve |
Inherited Variables from Engine.SVehicleSimCar |
---|
ActualSteering, bIsDriving, ChassisTorqueScale, EngineBrakeFactor, MaxBrakeTorque, MaxSteerAngleCurve, ReverseThrottle, SteerSpeed, StopThreshold, TimeSinceThrottle |
Variables Detail |
---|
Internal - current amount of handbrake applied.
flag to prevent braking to a stop with no driver
flag when throttle was forced up to prevent back slipping
flag set when bForceThrottle has been used, and throttle has not been zeroed again
current steering reduction value (scales up and down over time
Torque to apply when vehicle is in ato allow some air control.
whether should auto-handbrake when wheels on one side are off the ground
When turning hard on console, reduce lateral grip to enhance sliding around.
Translates forward velocity into an EngineRPM that can be used for effects and sounds
When driving into something, reduce friction on the wheels.
How quickly the handbrake is turned off (it is turned on immediately)
motor torque applied during hard turns (don't want to accelerate through hard turns
Max torque that can be applied to try and
Torque applied when in the air to try and keep vehicle horizontal.
Limited slip differential: 0.60 would mean 60% of the power is routed through the LSD and 40% is divided evenly
minimum speed before torque reduction sets in when turning hard
how many wheels must be on ground in order to avoid steering reduction
Damping on yaw based on vehicle speed.
steering reduction factor when have wheels in air (to make vehicles easier to control)
speed at which steering reduction starts
steering reduction ramp up rate (1/this = time to full steering reduction). ramps down at half this rate
speed at which steering reduction is in full effect
ThrottleSpeed is the speed at which the vehicle will increase its ActualThrottle to get to the desired Throttle
Torque vs Speed curve: This curve approximates a transmission as opposed to actually simulating one as in SVehicleSimTransmission
Defaultproperties |
---|
defaultproperties { ThrottleSpeed=0.200000 bDriverlessBraking=True SteeringReductionFactor=1.000000 SteeringReductionRampUpRate=5.000000 CurrentSteeringReduction=1.000000 SteeringReductionSpeed=2500.000000 SteeringReductionMinSpeed=2500.000000 MinHardTurnSpeed=250.000000 HardTurnMotorTorque=0.400000 HandbrakeSpeed=2.000000 FrontalCollisionGripFactor=1.000000 ConsoleHardTurnGripFactor=1.000000 Name="Default__UTVehicleSimCar" ObjectArchetype=SVehicleSimCar'Engine.Default__SVehicleSimCar' } |
Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |