Vehicle demo: 4x4, steering, trans, suspension. No python.

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Sphere
Posts: 4
Joined: Sun Apr 22, 2007 4:18 pm

Vehicle demo: 4x4, steering, trans, suspension. No python.

Post by Sphere »

Apparently, I have to have one post before posting a URL... I'll add the url for the .blend as an update or reply to this thread.

Keys:
NumPad 1,2,3 for Gears (vehicle is in neutral when game starts.)
NumPad + - for 2 wheel drive or 4 wheel drive (vehicle is in 2 when game starts.
Key "H" for high range, and key "L" for low range. (vehicle is in low range when game starts.)
Up arrow for forward.
Down arrow for reverse. Reverse isn't treated as a gear for now and is always available. Reverse is affected by high and low range selection.
Left and right arrows for steering. Release the gas for a second when steering. I'm not sure if blender isn't parsing keys or if the rotational mass is messing with the steering.
Spacebar for brakes (0.01 angV) Useful for easing down slopes etc.

Suspension is accomplished with 4 constraints per axle acting as springs. The suspension can be changed radically by moving the pivot points around. "Slamming" the vehicle to the ground and making a new body would probably make a fairly nice race car. I may post one of those too...

Steering is coordinated with a tie rod between the steering knuckles. It's still a bit sloppy, but I think I may be on the right track now to fixing that.
Heavier masses and normal grav make the steering much more responsive with less tendency to move the vehicle around.

Power is handled individually by each wheel. With High and Low range, there is a total of 6 gears for now. Eventually the redundant transmission logic bricks will be relocated to a "transmission" mesh.

I have various versions in the works. This one has grav set to 14, but I'll post a newer version with the grav set back to 9.8 when I finish it. Setting the grav to normal and increasing all of the component masses results in a much better simulation.

Suggestions welcome. Copying will be considered flattery.


There is also a thread about it on the blenderartists site.
Last edited by Sphere on Sun Apr 22, 2007 4:59 pm, edited 1 time in total.
Sphere
Posts: 4
Joined: Sun Apr 22, 2007 4:18 pm

Blend for above.

Post by Sphere »