so like... here is the changes I promised... don't forget to either remove the extra weight I put on the tank or edit the turn on spot speed in the other tank script.
ARRRRRRRRGH, I totally forgot that you can make engines faction specific. OHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH ARRRRRRRRRRRRRRRRRRRRRRRGH Man I had the solution to a problem ages ago and never realized it, man this sucks so much. Well now I can fiddle with things in fun ways again.
Does actually work? I've never thoroughly tested the faction-specific functionality in all areas, but I know it's spotty.
I remember I tried it once... it crashed when I tried it. But, I didn't put any effort into it after that. I just gave up after first try.
Crap, you guys are right it just crashes to desktop. I thought it would work due to the commanders using different engines, but apparently that property doesn't carry over. I did try a few things, but it didn't seem to matter they all crashed.
Anyone know how to raise a vehicle without touching wheelsize or springconstant? I need it for science, and to save myself from a headache. Also thank goodness for old ass pointless ramblings. Held one of the answers I needed.
trying to make hover boats I see... editing the QC file will do it the same way as changing wheel size but, you can get more out of it. Your just telling it the wheel is much lower then what it is showing. It probably would looking fucked up if we had things hooked up properly. It would try to draw an stretched out axle n shit but, since we don't do things properly around here you should be good. Ask spart how to do it. I never messed with QC files much.
I haven't the foggiest of where the hell that is, searching for it always comes up empty. Suspension work is killing me, tiny changes make life hard.
Or you could offset the attachment point of the wheels. As that should be what the physics wheels are set by. So if you place the wheel attachments lower it should make the vehicle sit higher while keeping the wheels you see on the ground.
It became a moot point anyway, things ended up needing to be sorted out. I hate this crap so much. Just how many things affect oversteering anyway? Hah, a fat ass is all I needed.
Trust me lazy... it ALL does. Acceleration, current speed, steering rate factor, steering speed drop when turning, weight, tire grip, anti-torque settings, rotation speed hard caps, if skid is even allowed, and forced opposite spin. Ohh and material you are driving on. The material can be changed to give great grip. I changed the material to give Superman style jump skills. I could literally leap over half the map without altering gravity... I didn't survive the landing but, ya it is doable.