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Tracks – Collision parameters
Tracks now can override collision parameters for different meshes. Apart from obvious uses like making low-friction wall or super-bouncy ground mesh, more importantly this also can be useful for adjusting collision softness. Softer collision can be a better approximation of, for example, a tyre wall, but harded collision in a different case can help with cars falling through objects if colliding at high speeds.
All the parameters are optional (but if you’re using MAX_DEPTH
, add at least one other parameter, at least INTENSITY = 1
):
; data/surfaces.ini:
[COLLISION_PARAMS_...]
MESHES = ?WALL? ; Names of meshes to get new parameters
COLLIDERS = CAPSULE_? ; Names of geometric colliders
SOFT_ERP = 0.8 ; Error reduction parameter
SOFT_CFM = 0.0001 ; Constrain force mixing, the higher it is, the softer is the collision
BOUNCE = 0.5 ; Bounce parameter
FRICTION = 0.25 ; Contact friction
INTENSITY = 1 ; Collision intensity (affects damage, audio and visual effects)
MAX_DEPTH = 0.2 ; If set and collision depth is above that parameter, collision becomes
; hard: might help with performance and avoid objects passing through
; walls
RIGID_WITH_BODIES = 0 ; If set to 1, collisions with 3D colliders would be fully rigid
RIGID_WITH_BOXES = 0 ; If set to 1, collisions with boxes (usually used for car bottoms)
; would be fully rigid
Same logic applies to [CUSTOM_COLLISIONS]
of extra server options, or to geometric colliders and dynamic objects configuration. More information about geometric colliders is available here.
Note: if you’re making a soft tyre wall or something like that, you can also get deformation to apply visually.
If you have any questions or suggestions, please feel free to add a new issue.
- Enabling Extended Physics
- Aerodynamics
- Body Flex
- Custom Suspension Joints
- Driver Weight Shift for Karts
- Extra Turbo Options
- More Clutch Damage
- New Inputs for Dynamic Controllers
- Physics Scripts
- Setup Items Driven By Controllers
- Suspension
- Cosmic Suspension
- Tyre Types
- Enabling Extended Physics
- General Options
- Custom Raycasting
- Collision Parameters
- Dynamic Physics Objects
- Geometric colliders
- Surface Tweaks
- Extra FX Flags
- Extra FX Emissive
- Mesh Adjustments
- Model Replacements
- Shader Replacements
- Scene Queries
- UV2
- General Options
- Analog Instruments
- Animations
- Digital Instruments
- Emissive Objects
- Extra Switches
- Inputs
- LED panels
- Multichannel Emissives
- Vintage Tachometers
- Audio
- Brake Disc FX
- Deforming Bonnets
- Driver Model
- Exhaust Smoke
- Exhaust Flames
- Extra Lights
- Fake Shadows FX
- Local Cubemaps
- Mesh Splitting
- Miscellaneous Options
- Neck FX
- Node Adjustments
- Smart Mirror
- Sparks
- Tyres FX
- Visually Adjustable Wings
- Wheels
- Wobbly Bits
- Wobbly Wipers