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Joystick Magazine 1996 April
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PHYSICS.TXT
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1996-01-11
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Physics variables and what they do
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BACKSPACE : Go to physics editor
Curs up/down : Scroll up/down 1 line
Page up/down : Scroll up/down 1 page
Curs left/right : Increment/decrement by 1
Alt + Curs l/r : Increment/decrement slow
Ctrl + Curs l/r : Increment/decrement fast
D : Dump values to file 'values.dat'
ESCAPE : Exit back to game
In general, there are 4 types of values :
1) 3d engine values. Distances/speeds/accelerations. These are in 16bit
fixed point. I.e. 65536 = 1; 32000 ~= 1/2 etc.
2) 8 bit ratios. A number will be multiplied by this them divided by 256.
I.e. 256 = 1; 512 = 2; 128 = 1/2; 196 = 3/4 etc.
3) Arbitary. A number that has been produced from testing. Usually linear.
I.e. number = 300; To double effect, double number.
4) Shift. The relevant value is shifted up or down by this value.
I.e. number becomes doubled or halved this value times.
sim hit dist : The difference in distance between two collision hits
at which they count as simultaneous (3d engine dist)
min car dist : The distance between the cars at which the more
complicated collision detection takes effect (3d engine dist)
elasticity : Amount of bounce a >0 hardness wall produces (Ratio)
armour/wheel width : How big the object fx are (3d engine dist)
obj bounce shift : When objfx hits ground. (Negative shift)
rot min : Rotation at which objfx is switched off (3d engine rotation speed)
vel min : Velocity at which objfx is switched off (3d engine velocity)
min wheel angle : Angle at which wheel can be turned off (To make sure it lies flat) (angle -65536 - 65536)
min vel diff : Speed change at which objfx can be turned off (3d engine acceleration)
obj elasticity : Bounce of objfx from walls (Ratio)
armour sphere : Size of armour object for car collisions (3d engine dist)
max iter : Number of iterations of collision detected (More = Better but slower) (Arbitary)
connected bodge : How far above wheel to look to find out which polygon wheel
is on in slave net games (3d engine dist)
impact absorb : How much speed is absorbed on impact (proportional to angle) (Ratio)
turn modifier : How much turn rate changed with speed (Arbitary)
lock modifier : How much lock changed with speed (Arbitary)
susp shift : No longer used
slide min : At what speed the car stops changing speed from slide (3d engine velocity)
rocket power : How much rocket bolts rotate car (3d engine angle)
rocket lift : How much rocket bolts lift car (3d engine acceleration)
smoke density : Distance between smoke sprites on skid (3d engine dist)
water density : Distance between water sprites (3d engine dist)
shadow bodge : Distance above wheel to look for poly for shadow (3d engine dist)
driver height : Height of driver in cockpit view (3d engine dist)
driver offset : Forward/back position of driver in cockpit view (3d engine dist)
camera height : Height of trackside cameras (3d engine dist)
out vehicle dist : Initial distance from car in 3rd person views (No longer used)
cam pullout max : Max distance from car in 3rd person behind car (No longer used)
collide width : No longer used
top collide width : No longer used
car height : No longer used
damping : Suspension damping (Arbitary)
stiffness : Suspension stiffness (Arbitary)
gravity : Gravity (3d engine acceleration)
weight div : All weights are divided by this (Arbitary)
grip mul : Grips are multiplied by this (Arbitary)
turn speed : Speed of digital turning (Arbitary)
return speed : Speed wheels return with digital turning (Arbitary)
max turn : Maximum wheel lock (Arbitary)
rot shift : How much roation to the car the wheels produce when in contact with ground (Arbitary)
rot damping : How much the rotation of the car is damped (Negative shift)
side slip factor : How much car slides sideways when skidding (Ratio)
acc slip factor : How much car slides forwards when skidding (Ratio)
turn slip factor : How much car spin slows during skidding (Ratio)
turn grip factor : How much car spin can be affected by steering during skid (Ratio)
side gravity shift : How much slide applied sideways to car by slope (Positive shift)
fwd gravity shift : How much slide applied forwards to car by slope (Positive shift)
deceleration : Car decelerates at this % of acceleration (Ratio)
Reverse speed: Car reverses at this % of max speed (Ratio)
Brake speed : Car brakes at this % of acceleration (Ratio)