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KCar

UT2003 :: Actor >> Pawn >> KVehicle >> KCar (Package: Vehicles)
UT2004 :: Actor >> Pawn >> Vehicle >> KVehicle >> KCar (Package: Vehicles)

A "karma-based" vehicle.

Note: This class is obsolete in UT2004. You should use an SVehicle subclass instead.

Properties

Editable

  • FrontTireClass (<KTire>)
  • RearTireClass (<KTire>)
  • WheelFrontAlong (const float)
  • WheelFrontAcross (const float)
  • WheelRearAlong (const float)
  • WheelRearAcross (const float)
  • WheelVert (const float)
  • MaxSteerAngle (Float)

(65535 = 360 deg)

  • MaxBrakeTorque (Float)

Braking torque applied to all four wheels. Positive only.

  • TorqueSplit (Float)

front/rear drive torque split. 1 is fully RWD, 0 is fully FWD. 0.5 is standard 4WD.

  • SteerPropGap (Float)
  • SteerTorque (Float)
  • SteerSpeed (Float)
  • SuspStiffness (Float)
  • SuspDamping (Float)
  • SuspHighLimit (Float)
  • SuspLowLimit (Float)
  • SuspRef (Float)
  • TireRollFriction (Float)
  • TireLateralFriction (Float)
  • TireRollSlip (Float)
  • TireLateralSlip (Float)
  • TireMinSlip (Float)
  • TireSlipRate (Float)
  • TireSoftness (Float)
  • TireAdhesion (Float)
  • TireRestitution (Float)
  • TireMass (Float)
  • HandbrakeThresh (Float)

Speed above which handbrake comes on =]

  • TireHandbrakeSlip (Float)

Additional lateral slip when handbrake engaged

  • TireHandbrakeFriction (Float)

Additional lateral friction when handbrake engaged

  • ChassisMass (Float)
  • StopThreshold (Float)

Forward velocity under which brakes become drive.

  • TorqueCurve (InterpCurve)

Engine RPM in, Torque out.

  • FlipTorque (Float);
  • FlipTime (Float);
  • MaxNetUpdateInterval (Float);

Not editable

Gear (int)

1 is forward, -1 is backward. Currently symmetric power/torque curve

  • WheelSpinSpeed (Float)

Current (averaged) RPM of rear wheels

  • ForwardVel (Float)

Component of cars velocity in its forward direction.

  • bIsInverted (Bool)

Updated in Tick - indicates if car is not upright.

  • IsDriving (Bool)
  • FlipTimeLeft (Float)
  • NextNetUpdateTime (Float)

Next time we should force an update of vehicles state.

  • OutputBrake (Bool)

Replicated

  • OutputTorque (Float)

Replicated

  • OutputHandbrakeOn (Bool)

Replicated

  • ChassisState (KRigidBodyState)
  • CarState (KCar/KCarState?)

This is replicated to the car, and processed to update all the parts.

  • bNewCarState (Bool)

Indicated there is new data processed, and chassis RBState should be updated.

Functions

  • VehicleStateReceived()

When new information is received, see if its new. If so, pass bits off the the wheels.

Each part will then update its rigid body position via the KUpdateState event.

  • KUpdateState() (Bool)

This only update the chassis. The wheels update themselves.

  • PackState()

Pack current state of whole car into the state struct, to be sent to the client.

Should only get called on the server.

  • PostNetBeginPlay()

Spawns tires and KCarWheelJoints (super is called also)

  • Destroyed()

Destroyes tires and wheeljoints (super is called also)

  • KVehicleUpdateParams()

Call this if you change any parameters (tire, suspension etc.) and they

will be passed down to each wheel/joint.

  • KApplyForce()

Possibly apply force to flip car over.

  • StartFlip(Pawn Pusher)
  • Engine(float Throttle) (Float)
  • ProcessCarInput()
  • Tick(float Delta)

Car Simulation

Known subclasses

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