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  1. #1

    Default Floating Vehicle Problem

    So I've followed the youtube tutorial of lexluthornumber1 on how to make a hovering vehicle in UDK based on the rig/files of the Manta.

    I've posted a couple of videos on youtube of my results.



    Here is a link to the second video: http://www.youtube.com/watch?v=NUM6Q_37gHU&feature=plcp

    As you might be able to see from these videos that my vehicle is very slow at moving around and turning and I find this to be a problem. I've had a look around and i've been unable to find an explanation of how to alter this. So can anyone here help me out?

    I'll post the default properties from my custom UTVehicle_PlayerShip file. Hopefully this will help.

    Code:
    defaultproperties
    {
    	MaxGroundEffectDist=256.0
    	GroundEffectDistParameterName=DistToGround
    	bNoZSmoothing=false
    	CollisionDamageMult=0.0008
    
    	Health=200
    	MeleeRange=-100.0
    	ExitRadius=160.0
    	bTakeWaterDamageWhileDriving=false
    
    	COMOffset=(x=0.0,y=0.0,z=0.0)
    	UprightLiftStrength=30.0
    	UprightTorqueStrength=30.0
    	bCanFlip=true
    	JumpForceMag=7000.0
    	JumpDelay=3.0
    	MaxJumpZVel=900.0
    	DuckForceMag=-350.0
    	JumpCheckTraceDist=175.0
    	FullWheelSuspensionTravel=145
    	CrouchedWheelSuspensionTravel=100
    	FullWheelSuspensionStiffness=20.0
    	CrouchedWheelSuspensionStiffness=40.0
    	SuspensionTravelAdjustSpeed=100
    	BoneOffsetZAdjust=45.0
    	CustomGravityScaling=0.8
    
    	AirSpeed=1800.0
    	GroundSpeed=1500.0
    	CrouchedAirSpeed=1200.0
    	FullAirSpeed=1800.0
    	bCanCarryFlag=false
    	bFollowLookDir=True
    	bTurnInPlace=True
    	bScriptedRise=True
    	bCanStrafe=True
    	ObjectiveGetOutDist=750.0
    	MaxDesireability=0.6
    	SpawnRadius=125.0
    	MomentumMult=3.2
    
    	bStayUpright=true
    	StayUprightRollResistAngle=5.0
    	StayUprightPitchResistAngle=5.0
    	StayUprightStiffness=450
    	StayUprightDamping=20
    
    	bRagdollDriverOnDarkwalkerHorn=true
    
    	Begin Object Class=UDKVehicleSimHover Name=SimObject
    		WheelSuspensionStiffness=20.0
    		WheelSuspensionDamping=1.0
    		WheelSuspensionBias=0.0
    		MaxThrustForce=325.0
    		MaxReverseForce=250.0
    		LongDamping=0.3
    		MaxStrafeForce=260.0
    		DirectionChangeForce=375.0
    		LatDamping=0.3
    		MaxRiseForce=100.0
    		UpDamping=0.0
    		TurnTorqueFactor=2500.0
    		TurnTorqueMax=1000.0
    		TurnDamping=0.25
    		MaxYawRate=100000.0
    		PitchTorqueFactor=200.0
    		PitchTorqueMax=18.0
    		PitchDamping=0.1
    		RollTorqueTurnFactor=1000.0
    		RollTorqueStrafeFactor=110.0
    		RollTorqueMax=500.0
    		RollDamping=0.2
    		MaxRandForce=20.0
    		RandForceInterval=0.4
    		bAllowZThrust=false
    	End Object
    	SimObj=SimObject
    	Components.Add(SimObject)
    
    	Begin Object Class=UTHoverWheel Name=RThruster
    		BoneName="Engine"
    		BoneOffset=(X=-50.0,Y=100.0,Z=-200.0)
    		WheelRadius=10
    		SuspensionTravel=145
    		bPoweredWheel=false
    		LongSlipFactor=0.0
    		LatSlipFactor=0.0
    		HandbrakeLongSlipFactor=0.0
    		HandbrakeLatSlipFactor=0.0
    		SteerFactor=1.0
    		bHoverWheel=true
    	End Object
    	Wheels(0)=RThruster
    
    	Begin Object Class=UTHoverWheel Name=LThruster
    		BoneName="Engine"
    		BoneOffset=(X=-50.0,Y=-100.0,Z=-200.0)
    		WheelRadius=10
    		SuspensionTravel=145
    		bPoweredWheel=false
    		LongSlipFactor=0.0
    		LatSlipFactor=0.0
    		HandbrakeLongSlipFactor=0.0
    		HandbrakeLatSlipFactor=0.0
    		SteerFactor=1.0
    		bHoverWheel=true
    	End Object
    	Wheels(1)=LThruster
    
    	Begin Object Class=UTHoverWheel Name=FThruster
    		BoneName="Engine"
    		BoneOffset=(X=80.0,Y=0.0,Z=-200.0)
    		WheelRadius=10
    		SuspensionTravel=145
    		bPoweredWheel=false
    		LongSlipFactor=0.0
    		LatSlipFactor=0.0
    		HandbrakeLongSlipFactor=0.0
    		HandbrakeLatSlipFactor=0.0
    		SteerFactor=1.0
    		bHoverWheel=true
    	End Object
    	Wheels(2)=FThruster
    
    	bAttachDriver=true
    	bDriverIsVisible=true
    
    	bHomingTarget=true
    
    	BaseEyeheight=110
    	Eyeheight=110
    
    	DefaultFOV=90
    	CameraLag=0.02
    	bCanBeBaseForPawns=true
    	bEjectKilledBodies=true
    
    	HornIndex=0
    }
    I've altered a few of these a bit but it's not helped the problem.

  2. #2
    Marrow Fiend
    Join Date
    Jul 2006
    Location
    UT40k
    Posts
    4,169

    Default

    cant say i've had problems like that, don't forget to adjust the mass value in the physics asset, plus try and fix the camera to a normal view as that might effect the turning
    UT40K:The Chosen - Warhammer 40,000 for UDK
    ut40kgeodav - UT3 Tutorials - Characters - Weapons - Vehicles - FaceFX
    UDK Tutorials - Basics - Vehicles - Characters - Weapons

  3. #3

    Default

    Cheers geodav, editing the mass solved the problem perfectly.


 

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