Last updated
Last updated
The vehdata.lua is the file responsible for storing all C.H.A.S.E.R vehicle profiles
In order to create a tire profile, inside the vehicledata
key, fill the tire profile in this manner:
(P.S: Like mentioned, the keyname has to be the same names as the yft, so "nero.yft"
becomes "nero"
)
Is vehicle electric?
Is vehicle a bike?
Usually estimated cd (drag coefficient) cars usually are between 0.15 to 0.4 bikes are between 0.5 and 1.0
When setting up a electric car, consider the value x 5, so to setup a gas car value of 1.0 you’d need to input a value of ~0.2
RPM in rotations per minute, Torque in Newton Meters, fill like this:
{rpm = 1000.0, torque = 687.5},
Can this vehicle use launch control?
At what RPM should this vehicle use launch control?
Should the car have rpm decayment by default?
Time in seconds to rpm decayment
Should the car have differentials by default?
(If disabled, the car will not drift.)
Legacy feature, the value here doesn't matter.
Legacy feature, the value here doesn't matter.
What sort of transmission the car has. Valid Inputs:
"automatic"
"sequential"
"manual"
A Table containing the gear ratios.
{-2.25, 2.25, 1.61, 1.19, 0.92, 0.75, 0.62, 0.55, 0.5, 0.5}
Always add one extra gear ratio to account for transmission upgrade, once that's done fill the rest with 0.5, the limit is always 10 (1st index being reverse) + 9 gears, do not go over it.
The point where it should shift in percentage, from 1.0 to 0.0,
thus 0.10 = shift at 90% of the rev range. (0.90 RPM)
The vehicle weight in KG.
Leave all at 0 if N/A, if using a supercharger, only set the compressorsize, and leave everything else at 0 You can learn to generate a turbo curve and values at this section: Valid Boost ID's: 0 = Turbo 1 = Supercharger 3 = N/A / Disabled
Amount of gears the vehicle has
Estimated max vehicle speed in KM/H
The tyre model the car should used, tyre models are defined in tiredata.lua
If set to nil, peak grip will load from handling.meta.
The braking capacity defined in %, as braking can only go as much as the grip goes, so 100% = all breaking the amount of grip can handle, and so on.
If set to nil, will load from handling.meta.
Braking distribution in relation to the front wheels, in %, same as the power distribution, but usually you want it slightly more at the front (EX: 55%)
If set to nil, will load from handling.meta.
The traction loss multiplier, basically how the tire loses traction in regards to terrain like dirt, sand, etc The higher it is, the worse the off-road performance.
If set to nil, will load from handling.meta.
The traction loss multiplier, basically how the tire loses traction in regards to terrain like dirt, sand, etc The higher it is, the worse the off-road performance.
If set to nil, will load from handling.meta.
Anti roll bar strength, 0 to 100 %, the more, the more stiffer and less body roll
If set to nil, will load from handling.meta.
Anti roll bar distribution, in %, 100 = only front has a ARB, 0 = Only rear has a ARB, anything in between will distribute the arb force in relation to the front wheels.
If set to nil, will load from handling.meta.
Doesn't do anything, currently disabled.
If set to nil, will load from handling.meta.
Suspension force, like the handling.meta, no units specified, so you'll need to tweak by feeling.
If set to nil, will load from handling.meta.
Suspension rebound force, like the handling.meta, no units specified, so you'll need to tweak by feeling.
If set to nil, will load from handling.meta.
Suspension compression force, like the handling.meta, no units specified, so you'll need to tweak by feeling.
If set to nil, will load from handling.meta.
The amount of acceleration in G's that will be exerced into the first gear, .
Simulated final drive to reach the desired topspeed on the last gear,