I get an infintely spinning tank that starts flying NOTE mass is set to 5000 on rigidbody setting
//based upon cowtows car tutorial
// like Maxwell doggums car tutorial script
// These variables allow the script to power the wheels of the car.
var leftTreads : WheelCollider[];
var rightTreads : WheelCollider[];
var tankSpeed : float =50.0;
//steering angle
var SteeringWheelMultiplier=1;
var CenterOfMassHeight=-.3;
// These variables are for the gears, the array is the list of ratios. The script
// uses the defined gear ratios to determine how much torque to apply to the wheels.
var GearRatio : float[];
var CurrentGear : int = 0;
// These variables are just for applying torque to the wheels and shifting gears.
// using the defined Max and Min Engine RPM, the script can determine what gear the
// car needs to be in.
var EngineTorque : float = 600.0;
var MaxEngineRPM : float = 3000.0;
var MinEngineRPM : float = 1000.0;
private var EngineRPM : float = 0.0;
function Start ()
{
// I usually alter the center of mass to make the car more stable. I'ts less likely to flip this way.
rigidbody.centerOfMass.y = CenterOfMassHeight;
}
function Update ()
{
// This is to limith the maximum speed of the car, adjusting the drag probably isn't the best way of doing it,
// but it's easy, and it doesn't interfere with the physics processing.
rigidbody.drag = rigidbody.velocity.magnitude / 1;
// Compute the engine RPM based on the average RPM of the two wheels, then call the shift gear function
EngineRPM = (leftTreads[0].rpm + rightTreads[0].rpm)/2 * GearRatio[CurrentGear];
ShiftGears();
// set the audio pitch to the percentage of RPM to the maximum RPM plus one, this makes the sound play
// up to twice it's pitch, where it will suddenly drop when it switches gears.
/* audio.pitch = Mathf.Abs(EngineRPM / MaxEngineRPM) + 1.0 ;
// this line is just to ensure that the pitch does not reach a value higher than is desired.
if ( audio.pitch > 2.0 ) {
audio.pitch = 2.0;
}
*/
if (Input.GetAxis ("MoveForward"))
{
leftTreads[0].motorTorque = EngineTorque / GearRatio[CurrentGear] * Input.GetAxis("MoveForward");
rightTreads[0].motorTorque = EngineTorque / GearRatio[CurrentGear] * Input.GetAxis("MoveBackwards");
}
if (Input.GetAxis ("MoveBackwards"))
{
leftTreads[0].motorTorque = EngineTorque / GearRatio[CurrentGear] * Input.GetAxis("MoveBackwards");
rightTreads[0].motorTorque = EngineTorque / GearRatio[CurrentGear] * Input.GetAxis("MoveBackwards");
}
if (Input.GetAxis("MoveLeft"))
{
rightTreads[0].motorTorque = EngineTorque / GearRatio[CurrentGear] * Input.GetAxis("MoveLeft");
}
if (Input.GetAxis("MoveRight"))
{
leftTreads[0].motorTorque = EngineTorque / GearRatio[CurrentGear] * Input.GetAxis("MoveRight");
}
}
// finally, apply the values to the wheels. The torque applied is divided by the current gear, and
// multiplied by the user input variable./* FrontLeftWheel.motorTorque = EngineTorque / GearRatio[CurrentGear] * Input.GetAxis("MoveForward");
/* FrontRightWheel.motorTorque = EngineTorque / GearRatio[CurrentGear] * Input.GetAxis("MoveForward");
FrontLeftWheel.motorTorque = EngineTorque / GearRatio[CurrentGear] * Input.GetAxis("MoveBackwards");
FrontRightWheel.motorTorque = EngineTorque / GearRatio[CurrentGear] * Input.GetAxis("MoveBackwards");
// the steer angle is an arbitrary value multiplied by the user input.
FrontLeftWheel.steerAngle = SteeringWheelMultiplier * Input.GetAxis("MoveLeft");
FrontRightWheel.steerAngle = SteeringWheelMultiplier * Input.GetAxis("MoveRight"); */
function ShiftGears()
{
// this funciton shifts the gears of the vehcile, it loops through all the gears, checking which will make
// the engine RPM fall within the desired range. The gear is then set to this "appropriate" value.
if ( EngineRPM >= MaxEngineRPM )
{
var AppropriateGear : int = CurrentGear;
for ( var i = 0; i < GearRatio.length; i ++ )
{
if (leftTreads[0].rpm * GearRatio[i] < MaxEngineRPM )
{
AppropriateGear = i;
break;
}
}
CurrentGear = AppropriateGear;
}
if ( EngineRPM <= MinEngineRPM )
{
AppropriateGear = CurrentGear;
for ( var j = GearRatio.length-1; j >= 0; j -- )
{
if ( leftTreads[0].rpm * GearRatio[j] > MinEngineRPM )
{
AppropriateGear = j;
break;
}
}
CurrentGear = AppropriateGear;
}
}