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Terrain properties update
*sam*
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After witnessing some comical yet unsatisfactory behaviour of a heavy truck on the desert last night, I am implementing an additional terrain property, firmness, that should help. Heavy vehicles should tend to get bogged down more than light ones on a desert surface, but should not tend to slide more than them.

Here's the properties that terrains will now have:

Friction: how skiddy the surface is. Minimum friction is sand, maximum is tarmac.
Dustiness: this is purely a visual effect
Damage: how much damage a vehicle takes when crashing into it. Minimum is sand, maximum is rocks.
Firmness: how firm the surface is. A sinky (non-firm) surface will limit the maximum speed your vehicle can reach - however the vehicle's weight is an important part of this. A light vehicle will (relatively) skip over the sand-dunes, while a heavy truck will get bogged down (but not slide like its on ice). The number of wheels will be a factor too: although we don't have them yet, trucks with lots of wheels will be less prone to getting stuck than ones with only 4 wheels.
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Posted Apr 12, 2007, 5:14 pm
Acierocolotl
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May I suggest a property for vehicles, along the lines of "footprint" or "ground pressure"?

Basically, the cumulative contact area of each wheel, divided by weight. A very light vehicle with small contact area would fare as well as a heavier race car with racing slicks, say, or a modestly-weighted truck with an awful lot of wheels.

So a sand rail with extra-wide tires could surf across soft sand without hindrance, etc.
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vet

Posted Apr 12, 2007, 5:24 pm
*sam*
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What you're saying essentially is that size+surface area of the tyres, not only the number of them, has an effect?

Right now all we have is size, of course, since there's only 'standard' tyres implemented.
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Posted Apr 12, 2007, 5:38 pm
*viKKing*
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*sam* said:
What you're saying essentially is that size+surface area of the tyres, not only the number of them, has an effect?


surface area * number of tyres / total weight.

surface area is based upon tyres size.

Quote:
Right now all we have is size, of course, since there's only 'standard' tyres implemented.


That's fine for the moment ;-)
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Posted Apr 12, 2007, 6:01 pm
Acierocolotl
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Quote:
What you're saying essentially is that size+surface area of the tyres, not only the number of them, has an effect?


Exactly so.

I was going to suggest a wide variety of tires and wheels, although I wanted to avoid too much detail--I can appreciate how things have been abstracted out enough that I could drop a 7L truck engine into my racing car with nary a problem.

Likewise for tires--abstract is good, but a contact patch feature should be partially based on the tire, and partially based on the vehicle.  (Tires might have a base contact patch value, say, which is modified by the vehicle said tires are attached to.)

Tire damage can play into this, by having the contact patch value or tire friction value (probably more apt) reduced as a function of damage taken.
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vet

Posted Apr 12, 2007, 6:14 pm
*sam*
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Yep, nice ideas for when I get around to implementing different tyre types, thanks.

Tyre damage already affects friction and to some extent maximum speed, btw.
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Posted Apr 12, 2007, 6:35 pm
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