bastiaanolij / vehicle-demo Goto Github PK
View Code? Open in Web Editor NEWGodot VehicleBody demo project
License: MIT License
Godot VehicleBody demo project
License: MIT License
Is there a chance to improving this car system?
Like smooth steering, drift, etc
I see that the vehicle wheels have "friction slip" set to 9 and 10.5. This doesn't make much sense to me as a coefficient of friction, so I can't really work out what these values mean?
I also couldn't work out where the coefficient of friction of the road surface is configured, it seems like I must be missing something.
Great work on the vehicle-demo btw, it is very useful!
Cheers.
Hi,
Seems there are any changes in Godot 3.4 that make many displacements in roads with CSGPolygon. PoolVector2Arr properties do not correspond to those of version 3.3.
In my project I failed to change them so that they work properly as with version 3.3, which makes the whole technique useless. Also, textures cannot be stretched properly.
I opened your projects and here I see a big discrepancy. I am sending two screenshots: with version 3.3 and 3.4.
The camera is vibrating or something, either it's orbiting the car when you first start, or the car is vibrating and turning around. Very strange, running 3.0.2 stable official,
I tried this on my project (thank you very much by the way for your work and videos) and I realized that what was causing bounciness of my suspension and whole car was caused by collision shape of the car itself. When I disabled it in my project, the problem immediately stopped. It seems as if it's better to adjust script values without that collision turned on and then enabling it afterwards.
Maybe this can be helpful to anybody in the future, thank you again.
I follow your project I try to update to new Godot version v4.3.dev6.official [89850d553]
But I cannot because I don't know the old Godot.
Can you provide a new version of this project?
See these changes:
in inputmap.gd
func load_input_map(filename = "user://inputmap.json"):
#var load_file = File.new()
#if load_file.open(filename, File.READ) == OK:
var load_file = FileAccess.open(filename, FileAccess.READ)
if load_file:
var as_text = load_file.get_as_text()
...
#var save_file = File.new()
#if save_file.open(filename, File.WRITE) == OK:
#var as_json = JSON.new().stringify(data)
#
#save_file.store_line(as_json)
#save_file.close()
MultiAlongPath.gd
@export var path: NodePath = "": set = set_path
Startup.gd
if $Fullscreen.pressed:
# set it as full screen
#get_window().mode = Window.MODE_EXCLUSIVE_FULLSCREEN if (true) else Window.MODE_WINDOWED
get_window()#.mode #= Window.MODE_EXCLUSIVE_FULLSCREEN #if (true) else Window.MODE_WINDOWED
else:
The next error was on :
t.basis = Basis(r).rotated(Vector3.UP, randf_range(0.0, 2.0 * PI))
Any idea?
There are problems with wrong tilt when accelerating
godotengine/godot#34856
Any idea why?
On your original project, it looks like the sky is descending when accelerating.
The machine does not slow down after I release the forward button
I don't know if only happens to me, cause I'm limited for now to GLES2 and I have a old Intel integrated gpu, but when I try to edit the track scene track-base.tscn the performance is really slow and laggy. This is caused by the CSGPolygon children nodes on Path node. I found a trick to avoid this if other users have the same problem:
EDIT: Fastest way:
1- Open the track-base.tscn scene.
2- Select all children node except Posts.
3- On properties panel, click on the clean icon in Path Node.
4- Select the Path node.
5- Press 7 on Numpad and 5 to switch to ortographic view.
6- Zoom out if needed with the mouse wheel.
Now you can edit the track without any issue, move points, add and delete. When you finish to edit select again nodes like step 2 and assign Path in Path Node.
Method 2:
1- Open the track-base.tscn scene.
2- Select the main Path node.
3- In the properties panel click on the arrow in curve.
4- Click on Copy.
5- Create a new scene.
6- Add Path node.
7- Again click on the arrow like step 3 but now select Paste.
8- Press 7 on Numpad and 5 to switch to ortographic view.
9. Zoom out if needed with the mouse wheel.
Now you can edit the track without any issue, move points, add and delete. If you return to track-base.tscn the changes would have to be visible. If not use Copy and Paste from the new scene to track-base.tscn.
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