10-17-2007, 09:21 AM,
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xTs
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Posts: 150
Threads: 8
Joined: Oct 2006
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"stronger brakes"
I guess most of the time the breaks are strong enough, but you have to use the clutch to catch their full potential.
With the current setting you brake the engine and the car...
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10-18-2007, 03:15 AM,
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xTs
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Posts: 150
Threads: 8
Joined: Oct 2006
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cotharyus: No, you didn't understand me correctly. If you brake a car with manual transmission you press two pedals: brake and clutch, so you brake the car, not the engine... and you can do this in vdrift just if you use an extra pedal for analog clutch.
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10-18-2007, 09:53 AM,
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xTs
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Posts: 150
Threads: 8
Joined: Oct 2006
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maybe i was wrong and vdrift (vamos?) doesn't implement this.
I tried it with two cars on different tracks... if i switch to neutral and brake i get a longer stopping distance
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10-19-2007, 12:46 AM,
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joevenzon
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Posts: 2,679
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xTs Wrote:maybe i was wrong and vdrift (vamos?) doesn't implement this.
As far as I know this effect should be implemented, although I didn't look that closely. It takes force to slow down the engine (the engine has drag and inertia, both based on parameters in the .car file), and so if the tires are connected to the engine, it should take some additional force to stop the tires. I don't know if the engine inertia parameters in the .car files are correct, though. Also, it seems like it'd be a small effect, but maybe I'm wrong -- I guess it'd depend on what gear you were in.
The entirety of the auto-clutch code is in vamosworld.cpp from lines 1590 to 1619, if you want to play with it.
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10-19-2007, 03:19 AM,
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xTs
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Posts: 150
Threads: 8
Joined: Oct 2006
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I tried to understand the code for auto-clutch several times, but I didn't... have to try harder
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