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Merge pull request #75080 from adamscott/set-vehiculewheel3d-reasonable-value
Set `VehiculeWheel3D` `suspension_travel` default value to a reasonable one
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@ -61,7 +61,7 @@
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<member name="suspension_stiffness" type="float" setter="set_suspension_stiffness" getter="get_suspension_stiffness" default="5.88">
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This value defines the stiffness of the suspension. Use a value lower than 50 for an off-road car, a value between 50 and 100 for a race car and try something around 200 for something like a Formula 1 car.
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</member>
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<member name="suspension_travel" type="float" setter="set_suspension_travel" getter="get_suspension_travel" default="5.0">
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<member name="suspension_travel" type="float" setter="set_suspension_travel" getter="get_suspension_travel" default="0.2">
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This is the distance the suspension can travel. As Godot units are equivalent to meters, keep this setting relatively low. Try a value between 0.1 and 0.3 depending on the type of car.
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</member>
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<member name="use_as_steering" type="bool" setter="set_use_as_steering" getter="is_used_as_steering" default="false">
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@ -50,7 +50,7 @@ class VehicleWheel3D : public Node3D {
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Vector3 m_wheelAxleCS; // const or modified by steering
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real_t m_suspensionRestLength = 0.15;
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real_t m_maxSuspensionTravelCm = 500.0;
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real_t m_maxSuspensionTravelCm = 20.0;
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real_t m_wheelRadius = 0.5;
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real_t m_suspensionStiffness = 5.88;
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