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rwengine: Adapt the nominal engine force for our physics
This introduces a coefficient to adapt the nominal engine force to our physics and ensure that top speed is not reached too fast. Signed-off-by: Paul Kocialkowski <contact@paulk.fr>
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@ -310,7 +310,10 @@ void VehicleObject::tickPhysics(float dt) {
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float velocity = collision->getBulletBody()->getLinearVelocity().length();
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float velocityForward = physVehicle->getCurrentSpeedKmHour() / 3.6f;
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float velocityMax = velFac / 9.f;
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float engineForce = info->handling.acceleration * throttle * velFac;
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// The engine force is calculated from the acceleration and max velocity
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// of the vehicle, with a specific coefficient to make it adapted to
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// Bullet physics and avoid reaching top speed too fast.
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float engineForce = info->handling.acceleration * throttle * velFac / 1.2f;
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float brakeF = getBraking();
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// Mass coefficient, that quantifies how heavy a vehicle is and excludes
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// light vehicles.
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