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Author Topic: Shouldn't ADD TORQUE have an option PER SECOND?[SOLVED]  (Read 4712 times)

PolyMad

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Re: Shouldn't ADD TORQUE have an option PER SECOND?[SOLVED]
« Reply #15 on: October 29, 2018, 12:58:50 PM »
The race is offroad high speed, the vehicles are continuously running at high and low speed on offroad and road tracks.
I really can't detach from cylinder wheel. This solution would become tricky to maintain, I need something easy to update on all the vehicles.

jeanfabre

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Re: Shouldn't ADD TORQUE have an option PER SECOND?[SOLVED]
« Reply #16 on: October 30, 2018, 05:39:05 AM »
Hi,

 I would totally make a very thorough research on what's already available, because wheel physics is very complex indeed:

https://forum.unity.com/threads/wheel-controller-3d-customizable-three-dimensional-alternative-to-wheelcollider.441618/

I would contact each author you find that deals with advanced wheel collider, explain your case and check with them what's possible or not. And yes, for some advanced deals, an expert is likely the way to go for your core.


Bye,

 Jean

PolyMad

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Re: Shouldn't ADD TORQUE have an option PER SECOND?[SOLVED]
« Reply #17 on: October 30, 2018, 06:31:53 AM »
Thank you, I didn't know this, it may work for me.
Just checking if it can be applied to complex configuration vehicles, because my vehicles are a bit different from the standard "box+wheels" that are common vehicles.