Vehicle problems + much more
Posted: Sun Jan 31, 2010 4:38 am
Hey Norbo we are going well with our racing game but we are having just a few issues with the vehicle.
Mainly these things.
It is near impossible to get the car to not roll or slide (even with all the tricks like lowering Center of mass) it seems to always want to slide or roll.
Is there anyway to not have a 4 wheel drive car? I only want to accelerate the back 2 wheels on some cars and the front 2 on others.
We are currently using a mesh for the cars collision should we just use a box? Would it be easier to get working right?
The wheels always seem to be way more down that necessary so the car floats really high and if I lower the suspension length under 0.5 (which gets it looking better) the car is not driveable or jitters
What are good scales for the car in world units? We are currently using something like 2long 1wide 0.25high
Would scaling up the car and the world help?
Also at the moment the car we have tweaked has its wheels pop up and down (flicker) randomly to the max and min suspension heights.
The wheels also seem to move forwards and sideways on the car too whenever I steer them.
Also the cars performance on 360 is quite slow too
and it looks like we may only be able to have 3-4 cars at a time (we were hoping for a minimum of 6 and preferably 
On a very positive note the actual rigid body physics in the engine are amazingly accurate and fast and they perform better than expected on 360 too
simply amazing
Also I looked over the licence agreement you sent me and once we reach the alpha stage we will sign that and stuff if that’s ok with you?
Also if you wanted to look us up we are at www.2point0studios.com and we have sold 3 games on indie games and all of which have been on the top 10 downloads list for at least 3 weeks each (2 of them getting in the top 3) and we can't wait to start putting up some 3d games with 3d physics.
This is getting to be a big post and I must thank you for taking the time to read it (I’m you made it to here
)
Also I know you are planning a vehicle re-write soon and maybe even in 0.11 if it doesn’t get pushed back. I just thought I should mention that it would get good use and I would be very grateful if you could at least try to get some of the vehicle update in (even if it was only some little tweaks to make it a bit more solid as I know it must be a very complex system) because I’m not entirely sure of how successful our game will be unless we have some good/solid/ vehicles that are responsive and have sharp turning.
Anyway if there is anyway that you could try to roll a little of the vehicle update into 0.11 we would be eternally grateful and I’m sure so would many others
But seriously some great work so far and you have the best physics engine that runs on XNA.
And get back to me about the contract signing (is it ok to leave to when we hit alpha in a month or so?)
Cheers
Mainly these things.
It is near impossible to get the car to not roll or slide (even with all the tricks like lowering Center of mass) it seems to always want to slide or roll.
Is there anyway to not have a 4 wheel drive car? I only want to accelerate the back 2 wheels on some cars and the front 2 on others.
We are currently using a mesh for the cars collision should we just use a box? Would it be easier to get working right?
The wheels always seem to be way more down that necessary so the car floats really high and if I lower the suspension length under 0.5 (which gets it looking better) the car is not driveable or jitters
What are good scales for the car in world units? We are currently using something like 2long 1wide 0.25high
Would scaling up the car and the world help?
Also at the moment the car we have tweaked has its wheels pop up and down (flicker) randomly to the max and min suspension heights.
The wheels also seem to move forwards and sideways on the car too whenever I steer them.
Also the cars performance on 360 is quite slow too


On a very positive note the actual rigid body physics in the engine are amazingly accurate and fast and they perform better than expected on 360 too

Also I looked over the licence agreement you sent me and once we reach the alpha stage we will sign that and stuff if that’s ok with you?
Also if you wanted to look us up we are at www.2point0studios.com and we have sold 3 games on indie games and all of which have been on the top 10 downloads list for at least 3 weeks each (2 of them getting in the top 3) and we can't wait to start putting up some 3d games with 3d physics.
This is getting to be a big post and I must thank you for taking the time to read it (I’m you made it to here

Also I know you are planning a vehicle re-write soon and maybe even in 0.11 if it doesn’t get pushed back. I just thought I should mention that it would get good use and I would be very grateful if you could at least try to get some of the vehicle update in (even if it was only some little tweaks to make it a bit more solid as I know it must be a very complex system) because I’m not entirely sure of how successful our game will be unless we have some good/solid/ vehicles that are responsive and have sharp turning.
Anyway if there is anyway that you could try to roll a little of the vehicle update into 0.11 we would be eternally grateful and I’m sure so would many others

But seriously some great work so far and you have the best physics engine that runs on XNA.
And get back to me about the contract signing (is it ok to leave to when we hit alpha in a month or so?)
Cheers