@Saitodepaula said:

Where did you type "enginesound.exe --44.100" ?

At the Windows command line. First, type the path/directory where the enginesound.exe is located, for example

C:\Users\<your name>\Desktop\EngineSound> enginesound.exe --sample-rate <44.100>

You have used the command line to compile and build with Rust right?

Yeah, I used cmd to compile and build with Rust. This is what I get when I type "enginesound.exe --44.100"...

I think you forgot the sample rate flag. Look at the line @Saitodepaula posted again.

@cybereality said: I think you forgot the sample rate flag. Look at the line @Saitodepaula posted again.

I get "The syntax of the command is incorrect" if add sample rate...

It looks like it's samplerate (one word).

--samplerate

I assume it's from this project. Maybe check this page? https://github.com/DasEtwas/enginesound/blob/master/README.md

3 months later

Hi there! Sorry for being late to the party! B)

I am also trying to go the vehicle body way for some kind of arcade racer and I am grateful for the setup tips above. They are really give some 1st kind of "feeling" - something to build and experience on.

I ran into a problem though, for what I am unsure about the solution and I would like to ask if and how you tackled this issue: The main problem for me now is, that my car bumps and flies away on certain plane static body collision meshes. I am talking about gridmap generated trimeshes. I know there are several github issues about this topic and I also tried the smooth_trimesh_collision option with no success.

Its maybe seems not be a general physics problem, rather it has something to do with myvehicle body and vehicle wheels setup, i.e. if I use more or less standard setups from vids and tuts it works fine, but feels not nice. If I try to "juice" the settings up for a better feeling (i.e. by using your given values above), it starts to bump/jump/clip.

Has anyone of you experienced this with the vehicle body / wheel pairing?

@cucoogames -- It may not be an answer you're looking for, but the best solution I've found for avoiding "landmines" and snags on edges was to utilize SpringArm nodes for a custom raycast-style model. The only mines/snags I encounter in my project are when the main RigidBody makes contact with trimeshes...and in those instances, the hiccups/snags occur with some regularity. SpringArms just glide.

I've written a guide on how I put things together, which includes links to resources you may find useful in any case. :)

For an arcade racer, you could skip the tire models I describe in that link, and experiment with something more basic. That would also allow for a lower physics FPS; both of those tire models are better off at a minimum of 120FPS because of how the math works.

Unfortunately I have no input on the VehicleBody or VehicleWheel. I abandoned 'em pretty quick. One of these days I would like to produce a suitable template or add-on based on my model. But I'm more of a sim-driver than a programmer, so I think I have more tidying up to do, lol.

Hi Wolfe, thanks for your reply! Yes, in the meantime I found, that I could avoid such "invisible wall" behavior with a positional change (on theY-Axis) of the VehicleBody. Its y-origin is now located below the VehicleWheels y-value which seemed to solve the problem for me.

I know that many people ditch the VehicleBody/Wheel in order to implement their own solution. Either its too complicated to set up for arcade or it lacks the ability for a proper simulation =) Me too tried different arcade approaches (KinematicBody and Ball-model) but I found, that while easy to implement, they bring their own problems on the table when trying to go for a good arcade feel. So I found the Vehicle-nodes a good allrounder and as I said - the values given above in the threat make for a good start (in my opinion).

In addition I am experimenting with curves to change i.e. the max steer angle in relation to the speed or the wheels slip value in relation to the duration of the pressed handbrake. At the end, there are many values to tweak which make it difficult to get it right all together as well - but for now its fun =)

I am aware of your project, its pretty impressive. Together with Trackmaster and Loose Bolts (...and Truck Town :p ) probably the most advanced driving driving/racing projects in Godot.

A bit OT: Do you plan to go multiplayer?

17 days later

@cucoogames -- Thanks!

True, there are a number of parameters to adjust and measures to add that can make something with the Vehicle nodes. Artificially lowering the center of gravity (what you've done with the Y origins, unless I'm mistaken about how the VehicleBody works) is one good trick for an arcade-style experience with what is otherwise a standard physics body.

I will quote your question in the thread where it is not off-topic. :)