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Discussion Сreating a transport constructor. Wheel system

Discussion in 'Scripting' started by vavada89, Nov 15, 2022.

  1. vavada89

    vavada89

    Joined:
    Oct 28, 2022
    Posts:
    1
    Good day to all. Perhaps someone will tell me the right ideas for creating wheels in the constructor and how to do it correctly. The game already has a constructor, but no transport. What I want to do looks like in the game Planet Nomad. I'm mainly interested in making wheels like a buggy. I have collected some materials on this topic so that everyone understands what I want to achieve. Links below. Main questions. - How to make the system determine the number of wheels on the vehicle and attach them to the car controller. - How to make such springs. That is, what would the wheel move up and down along with the spring and the wheel mount. I would be grateful for any information on this topic.


    https://forum.kerbalspaceprogram.co...mo-–-blender-gimp-and-unity-files-dec-7-2019/
    https://imgur.com/a/ohZticD
    https://forum.kerbalspaceprogram.co...y-wheel-build-package/page/3/#comment-1281667
     
  2. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    31,283
    You should use those materials and other materials such as youtube tutorials and get to work.

    NOBODY can answer this. This is like asking "How sweet do you like your coffee?" It depends on how many wheels, how much gravity, how much wheel torque, brake torque friction, what kind of controls you want, etc.

    So definitely get busy-busy-busy with tutorials. Nobody is going to type anything in this little tiny box that will be better than a full-up tutorial that was specially engineered to teach the topic.

    You can also just use an existing asset such as:

    https://assetstore.unity.com/packages/tools/physics/realistic-buggy-kit-62978

    Regardless of your choice, keep this in mind to avoid wasting a LOT of time:

    Tutorials and example code are great, but keep this in mind to maximize your success and minimize your frustration:

    How to do tutorials properly, two (2) simple steps to success:

    Step 1. Follow the tutorial and do every single step of the tutorial 100% precisely the way it is shown. Even the slightest deviation (even a single character!) generally ends in disaster. That's how software engineering works. Every step must be taken, every single letter must be spelled, capitalized, punctuated and spaced (or not spaced) properly, literally NOTHING can be omitted or skipped.

    Fortunately this is the easiest part to get right: Be a robot. Don't make any mistakes.
    BE PERFECT IN EVERYTHING YOU DO HERE!!


    If you get any errors, learn how to read the error code and fix your error. Google is your friend here. Do NOT continue until you fix your error. Your error will probably be somewhere near the parenthesis numbers (line and character position) in the file. It is almost CERTAINLY your typo causing the error, so look again and fix it.

    Step 2. Go back and work through every part of the tutorial again, and this time explain it to your doggie. See how I am doing that in my avatar picture? If you have no dog, explain it to your house plant. If you are unable to explain any part of it, STOP. DO NOT PROCEED. Now go learn how that part works. Read the documentation on the functions involved. Go back to the tutorial and try to figure out WHY they did that. This is the part that takes a LOT of time when you are new. It might take days or weeks to work through a single 5-minute tutorial. Stick with it. You will learn.

    Step 2 is the part everybody seems to miss. Without Step 2 you are simply a code-typing monkey and outside of the specific tutorial you did, you will be completely lost. If you want to learn, you MUST do Step 2.

    Of course, all this presupposes no errors in the tutorial. For certain tutorial makers (like Unity, Brackeys, Imphenzia, Sebastian Lague) this is usually the case. For some other less-well-known content creators, this is less true. Read the comments on the video: did anyone have issues like you did? If there's an error, you will NEVER be the first guy to find it.

    Beyond that, Step 3, 4, 5 and 6 become easy because you already understand!

    Finally, when you have errors, don't post here... just go fix your errors! Here's how:

    Remember: NOBODY here memorizes error codes. That's not a thing. The error code is absolutely the least useful part of the error. It serves no purpose at all. Forget the error code. Put it out of your mind.

    The complete error message contains everything you need to know to fix the error yourself.

    The important parts of the error message are:

    - the description of the error itself (google this; you are NEVER the first one!)
    - the file it occurred in (critical!)
    - the line number and character position (the two numbers in parentheses)
    - also possibly useful is the stack trace (all the lines of text in the lower console window)

    Always start with the FIRST error in the console window, as sometimes that error causes or compounds some or all of the subsequent errors. Often the error will be immediately prior to the indicated line, so make sure to check there as well.

    All of that information is in the actual error message and you must pay attention to it. Learn how to identify it instantly so you don't have to stop your progress and fiddle around with the forum.