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author | RĂ©mi Verschelde <rverschelde@gmail.com> | 2018-02-25 10:06:16 +0100 |
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committer | GitHub <noreply@github.com> | 2018-02-25 10:06:16 +0100 |
commit | 2df206e6a80013ee617c0f8bdbc6e1ca1134f897 (patch) | |
tree | 3f7d0fc3ff5d9af287164f301d465027ac046359 /doc/classes/VehicleWheel.xml | |
parent | ea1a83776e07007b108014bbdbe7343d06b3a963 (diff) | |
parent | eb63f7b071093238da663e00e69abbbbf490a5af (diff) |
Merge pull request #17003 from Noshyaar/docs
[DOCS] Sync classref with current source
Diffstat (limited to 'doc/classes/VehicleWheel.xml')
-rw-r--r-- | doc/classes/VehicleWheel.xml | 8 |
1 files changed, 4 insertions, 4 deletions
diff --git a/doc/classes/VehicleWheel.xml b/doc/classes/VehicleWheel.xml index ccc4b964c1..4dceecedef 100644 --- a/doc/classes/VehicleWheel.xml +++ b/doc/classes/VehicleWheel.xml @@ -1,10 +1,10 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="VehicleWheel" inherits="Spatial" category="Core" version="3.1-dev"> <brief_description> - Physics object that simulates the behaviour of a wheel. + Physics object that simulates the behaviour of a wheel. </brief_description> <description> - This node needs to be used as a child node of [VehicleBody] and simulates the behaviour of one of its wheels. This node also acts as a collider to detect if the wheel is touching a surface. + This node needs to be used as a child node of [VehicleBody] and simulates the behaviour of one of its wheels. This node also acts as a collider to detect if the wheel is touching a surface. </description> <tutorials> </tutorials> @@ -34,7 +34,7 @@ The damping applied to the spring when relaxing. This value should be between 0.0 (no damping) and 1.0. This value should always be slighly higher then the [member damping_compression] property. For a [member damping_compression] value of 0.3, try a relaxation value of 0.5 </member> <member name="suspension_max_force" type="float" setter="set_suspension_max_force" getter="get_suspension_max_force"> - The maximum force the spring can resist. This value should be higher then a quarter of the [member RigidBody.mass] of the [VehicleBody] or the spring will not carry the weight of the vehicle. Good results are often obtained by a value that is about 3x to 4x this number. + The maximum force the spring can resist. This value should be higher then a quarter of the [member RigidBody.mass] of the [VehicleBody] or the spring will not carry the weight of the vehicle. Good results are often obtained by a value that is about 3x to 4x this number. </member> <member name="suspension_stiffness" type="float" setter="set_suspension_stiffness" getter="get_suspension_stiffness"> This value defines the stiffness of the suspension. Use a value lower then 50 for an offroad car, a value between 50 and 100 for a race car and try something around 200 for something like a Formula 1 car. @@ -56,7 +56,7 @@ The radius of the wheel in meters. </member> <member name="wheel_rest_length" type="float" setter="set_suspension_rest_length" getter="get_suspension_rest_length"> - This is the distance in meters the wheel is lowered from its origin point. Don't set this to 0.0 and move the wheel into position, instead move the origin point of your wheel (the gizmo in Godot) to the position the wheel will take when bottoming out, then use the rest lenght to move the wheel down to the position it should be in when the car is in rest. + This is the distance in meters the wheel is lowered from its origin point. Don't set this to 0.0 and move the wheel into position, instead move the origin point of your wheel (the gizmo in Godot) to the position the wheel will take when bottoming out, then use the rest lenght to move the wheel down to the position it should be in when the car is in rest. </member> <member name="wheel_roll_influence" type="float" setter="set_roll_influence" getter="get_roll_influence"> This value effects the roll of your vehicle. If set to 0.0 for all wheels your vehicle will be prone to rolling over while a value of 1.0 will resist body roll. |