Changing vehicle speed
Has anyone managed this? I thought I had at least changed the torque at some point but I've lost that code.
32 Replies
Ok, I think I just answered my own question. This seems to affect acceleration and such but I'm guessing the top speed is being limited in the vanilla code somewhere

I think SifVerT had a vehicle tweaks mod but if I recall correctly it did handling and not top speed
Note to self, don't disable tick - speed limiting isn't happening there

Was thinking maybe they were doing something like this

Yeah, they must be imposing a hard speed limit somewhere
I'm not sure, if you drive a vehicle down a steep slope can you get a higher top speed than flat ground?
Nope
I did find this in
FGWheeledVehicle but changing it doesn't seem to do anything
What is different between the various vehicles in the game?
IIRC they have different speeds
It's dirty but look for the move component that contains FVehicleEngineConfig , definitely can increase the max speed / acceleration (max rpm / rev rates) but things get slippery. Mario cart mod soon(tm). Probably the setter touches the torque curve here
you could try changing the transmission config instead. you may have to change max speed in addition, idk
one time i made it go with 140km/h but it was too fast.
let me see here ...
1 sec


there it is
So was it changing the torque and rpm?
yea
Hmm, ok. I tried changing the torque but will need to figure out how I can edit the RPM on existing vehicles
its easy
Well I'm trying to edit vanilla vehicles, not make new ones
the rpm goes with the torque graph 1st up
aaaaaaaaa
1 thing about torque is that if you add more torque the vehicle will loose grip
so it also needs a little more mass also
mine is good as it is ...
but i could not make it have multiple gears .. must be locked for the factory cart
i put the gears from the other vehicle but it does not change gear...
you must read about the final ratio
the FINAL RATIO is what gives speed overall
Now we're cooking with gas

For any curious, this is what I ended up doing
Does it still handle fine without mass changes?
Well, no
I am sensing that perhaps your mod does not care about the handling, in focused pursuit of only speed, haha
It is a little janky if you do it while driving because it has to reset the vehicle physics
Wonder if it's possible to carry over any of the speed to the new physics sim somehow
Don't see a way to set the current speed, just how to get it
Just tried getting/setting the velocity as well and that didn't work
Have you considered Simply™ strapping a rocket to the Factory Cart?
I am guessing it would be more complex than that anyways... There is probably some internal engine simulation and calling that reset probably reinitializes it to be at 0rpm or whatever
For the CCS mod, I implemented the unstuck by applying impulse to... I think it was the skeletal mesh. You might be able to give it a little push to start off with that based on what the velocity used to be
IIRC, the last time I tried this, I had to change the engine torque float curve assets, similar to what BabaBooie had to do for SpeedyTrainRedux. Check the source for that mod.