@@IPlayKindred 1) are wheel inside collision box of car? 2) are you using any available car model or did you make your own. 3) is the car customizable? Like improve handling or updating engine -> ingame? 4) how did you implement gear system in car? 5) is gear system automated?
@@drac8854 1) yes but its configured so it ignores said collision box 2)all models are made by me 3)no not really, but its just a couple of lines of code away, but I am not adding it due to the added complexity that I am trying to avoid 4) the wheel drives the transmission which drives the engine which adjusts the rpm accordingly, when the engine reaches a certain rpm the car suddenly doesnt produce any power, which simulates gearing 5) yes.
@@drac8854 1)its using raycasts, which have a toggle that ignores all parent collision, no need to fiddle with masks 4) wheel rotation -> transmission rotation -> engine rotation -> power curve -> engine rotation -> transmission rotation -> wheel rotation.
this is so insane i can't believe it
ty, I modeled it in my dream
This looks so fukin great dude keep it up
thank youuuu
Great looking car
Ty i made it myself
Keep it uppp
Ty man
Hi would you mind if i ask some questions regarding car and how this works in godot?
ofc go ahead
@@IPlayKindred
1) are wheel inside collision box of car?
2) are you using any available car model or did you make your own.
3) is the car customizable? Like improve handling or updating engine -> ingame?
4) how did you implement gear system in car?
5) is gear system automated?
@@drac8854 1) yes but its configured so it ignores said collision box
2)all models are made by me
3)no not really, but its just a couple of lines of code away, but I am not adding it due to the added complexity that I am trying to avoid
4) the wheel drives the transmission which drives the engine which adjusts the rpm accordingly, when the engine reaches a certain rpm the car suddenly doesnt produce any power, which simulates gearing
5) yes.
@@IPlayKindred
1) configured meaning you have set mask and layer?
4) i am not sure how to do that in code.
@@drac8854
1)its using raycasts, which have a toggle that ignores all parent collision, no need to fiddle with masks
4) wheel rotation -> transmission rotation -> engine rotation -> power curve -> engine rotation -> transmission rotation -> wheel rotation.