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View Full Version : [Vehicles]Increasing TorqueCurve points screws up engine pitch



Radiosity
02-10-2005, 02:40 PM
I'm working on a vehicle pack at the moment, and a couple of my wheeled vehicles require some pretty beefy horsepower and speed. I've adjusted my TorqueCurves so that the vehicles behave as I want, no problem. However, it seems that the enginesoundpitch range is directly linked to the TorqueCurve, as when I use the vehicles, the engine pitch is way too high and sounds more like an angry wasp than a vehicle.

Is there any way I can adjust the sound pitch for my vehicles? I've looked through the parent classes (ONSWheeledVehicle, ONSVehicle, SVehicle, etc) but I haven't seen anything that seems to do what I want. I've been trying to adjust it in Tick as well lately, but so far my experiments have been less than fruitful.

Thanks in advance.

legacy-ghouck
02-10-2005, 09:37 PM
Play around with EngineRPMSoundRange in the defaultProperties. I believe that if you raise that value, your pitch will come down and vice-versa. I'd start by doubling it. HTH.

Radiosity
02-11-2005, 02:35 AM
I tried messing with that before, however, I wasn't aware that increasing it decreases the pitch. Cool, I'll give that a try tonight after work, thanks :D