Vehicles

Overview

There are three types of vehicles in Exodus SDK: car, boat, and trolley. 

Car

You can add the vehicle/physx vehicle object to the level from the Entity List.

To activate the vehicle, you will need to attach a player via attach, then transfer the input from the player to the vehicle via mount vehicle.

Properties


Center Of Mass Offset

The offset of the centre of mass of the machine relative to its root. You can customize it to change the stability of the machine. The lower is the offset, the more stable is the vehicle, and the higher is the offset, the more unstable is the vehicle.

Engine


Max RPM

This is the maximum rotational speed of the engine expressed in revolutions (rotations) per minute.

Max Torque

This is the maximum torque available from the engine. This is expressed in Newton metres. A starting value might be around 600. 

Air Inlet


Contact of this shape with water stops the car.

Offset

The offset of the air inlet relative to the root.

Radius

The radius of the air inlet shape.

Curve Graph


Amount of points on the curve of the engine. By default, it is 8.

  • Digital Input

  • Analog Input

Raise & Fall Rate

Move

Accelerate

Rise

The speed of following the parameter input to the maximum target.

Time in seconds, for which values will equal the necessary value (Rise) or 0 (Fall).






Fall

Break

Rise

Fall

Handbrake

Rise

Fall

Steer

Left

Rise

Time that the wheel is rotating for a hardcoded 60 degree angle. Steering turns are set separately. We typically tune the wheels and the steering wheel separately. 

Fall

Right

Rise

Fall

Transmission

Differential Type

Differential type.

Suspension System

Wheels

  • Left Forward

  • Right Forward

  • Left Back

  • Right Back

Tire

Type

Surface type of tires, which depend on the adhesion force with the surface type under the wheel. (This is set at the end of g_materials.lua). By default, it is slicks

Damp

Tire Attenuation Parameter. This simulates wheel resistance. The closer this number approaches to 500, the sharper the acceleration will be reset when you release inputs.

Dampfer


The simulation of backlight. Counted toward the surface normal.

Spring Compression, m

Maximum amount of compression (lengthening) of the suspension spring, vertically.

Spring Elongation, m

Maximum amount of lengthening of the suspension spring vertically.

Spring Strength, kgs

Spring Strength

Shock Absorber Strength, kgs

Shock absorber strength

Steering System


Max Steering Wheel Turn, degrees

Maximum steering angle.

Velocity vs Steer Size

The size of the table for Velocity vs Steer.

Velocity vs Steer

Velocity - Steer

Dependence of the maximum steering angle on the speed of the car.



Steer

Steering object (which transmits to veh_steer & veh_steer_deg).

Speedometer

Speedometer object (which transmits to veh_speed).

Boat

Properties

Control


Velocity forward max

The maximum speed achieved by the boat when moving forward.

Time acceleration forward

Time during which the boat reaches maximum speed when moving forward.

Velocity backward max

The maximum speed achieved by the boat when moving back.

Time acceleration backward

Time during which the boat reaches maximum speed when moving back.

Time stop neutral

The time for stopping (neutral).

Time stop brake

The time for braking from maximum speed.

Forsage max velocity

The speed during forsage.

Turn

Max Speed (Degrees)


Angular velocity of rotation.

Power

Moment applied to the boat for turning. The maximum possible speed for turning.

Time To Max Speed (ms)

Time to maximum angular velocity. Time during which the maximum turning force (acceleration) will be achieved.

Model

Bone with bottom

The bone that contains the shape in charge of the interaction with water (the contact with shape includes a floatage).



Guide axis

The axis along which the boat will move.

Stabilization

Power

The moment of force that aligns the boat.

Tilt threshold (Degrees)

Threshold at which the stabilization moment will be applied in full. Up to the threshold, it is only partially applied.

Trolley

The trolley uses hardly any physics. All of its movement is implemented by triggers for input and play motion blocks.

On this page:



Related pages:








Exodus SDK © 2005-2023, 4A Games Limited. Developed by 4A Games®.
4A Games® is a registered trademark, and 4A Games Limited, Exodus SDK and their respective logos are trademarks of 4A Games Limited.
Published by Deep Silver. Deep Silver is a division of PLAION GmbH, Austria. Deep Silver and Plaion are registered trademarks of PLAION GmbH.
Metro Exodus is inspired by the internationally best-selling novels METRO 2033 and METRO 2034 by Dmitry Glukhovsky.
All other trademarks, logos and copyrights are property of their respective owners. All rights reserved.
By using this site, downloading or using the Exodus SDK or related content, you are agreeing to be bound by the terms of the End User License Agreement.


EULA