Updated documentation.
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@11006 178a84e3-b1eb-0310-8ba1-8eac791a3b58
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@ -169,7 +169,9 @@
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decrease: multiplicative decrease of skidding factor in each frame.
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max: maximum skidding factor = maximum increase of steering angle.
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time-till-max: Time till maximum skidding is reached.
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visual: Additional graphical rotation of kart.
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visual: Additional graphical rotation of kart. The graphical rotation
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of the kart also determines the direction the kart is driving to
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when skidding is stopped.
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visual-time: How long it takes for the visual skid to reach maximum.
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angular-velocity: Angular velocity to be used for the kart when skidding.
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time-till-bonus: How long a kart needs to skid in order to get a bonus.
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@ -179,8 +181,13 @@
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the chassis of a kart should rotate to match the graphical view.
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A factor of 1 is identical, a smaller factor will rotate the kart
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less (which might feel better).
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reduce-turn: A factor that's multiplied to the steering when skidding,
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which is used to reduce the turn angle used to reduce the turn angle. -->
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reduce-turn-min/max: The steering done by the controller (which is in
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[-1,1]) is mapped to [reduce-turn-min, reduce-turn-max] when skidding
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is active (for left turn, right turn will use [-max, -min]). The
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effect is that while you skid (say left) you can adjust the direction
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of the turn the kart is doing somewhat by steering to the left and right,
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but you will always keep on doing a left turn, just more or less. -->
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<skid increase="1.05" decrease="0.95" max="2.5" time-till-max="0.5"
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visual="1.0" visual-time="0"
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time-till-bonus="1.0 3.0"
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@ -304,14 +311,6 @@
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period, which results in less abrupt changes. If set to 0,
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the impulse is only applied once.
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resitution: restitution value to be used for the kart rigid bodies.
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side-impulse: an additional (artificial) impulse that
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pushes the slower kart out of the way of the faster karts (i.e.
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sideways to the faster kart) when a collision happens. This is
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for now disabled since it needs tuning and additionally has the
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problem that the amount of push a hit kart receives depends on
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the orientation - if a kart is pushed in the direction it is
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driving, it will be more (no friction from tires), while when
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pushed to the side, hardly anything happens.
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bevel-factor: for each point of the chassis collision box one
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additional point is added, resulting in a bevelled box shape.
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The original Z coordinate of the chassis is multiplied by
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