Tabletop Simulator

Tabletop Simulator

Experimental RC Cars: Carossa, Driftarossa & Shiftarossa
25 Comments
CR4YCR4Y  [author] 31 May @ 4:48pm 
You'd have to edit the script on the object. Look for the below snippet of the script. Place two dashes before self.setColorTint in both places it shows up. That will make the code changing the color of the car inactive. The cars will still be controlled by the last player to carry them.

function onPickUp(player_color)
-- tints the car the color of the player
self.setColorTint(Color.fromString(player_color))
-- defines the player as the driver, who controls the car
driver = (player_color)
crash = false
end

function onDrop(player_color)
-- tints the car the color of the player
self.setColorTint(Color.fromString(player_color))
-- defines the player as the driver, who controls the car
driver = (player_color)
crash = false
end
W 30 May @ 7:55pm 
love the models how can i disable when i click change the color? if possible
Kat Aisling 3 Oct, 2023 @ 11:57am 
Thank you, now I can annoy everyone at the table if I lose first.
CR4YCR4Y  [author] 10 Sep, 2023 @ 3:05pm 
Thank you Bary, I'll take you up on that! I've added you on discord.
Baryonyx 10 Sep, 2023 @ 2:27pm 
I'd be willing to help with a playtest if needed!
CR4YCR4Y  [author] 10 Sep, 2023 @ 11:59am 
While I don't have a racetrack ready, I've been sitting on a rocket league/car soccer type game with these cars for some time... I was hoping to playtest it privately before letting it out into the world. I can upload it with a disclaimer.
Fawnflake 10 Sep, 2023 @ 8:10am 
this is so cute! now all it needs is a nice race track :D :D :D
Baryonyx 28 Jan, 2023 @ 1:24pm 
A bit cheaty how it sticks to surfaces like a magnet now, but I will give this a new test. :cta_emo6:
IAMAPEX 23 Jan, 2023 @ 11:26pm 
Great update!
CR4YCR4Y  [author] 23 Jan, 2023 @ 8:42pm 
New update. I managed to get over the loop! https://youtu.be/cVBoHkFMVdA
IAMAPEX 19 Jan, 2023 @ 4:14pm 
ahh awesome stuff! it totally worked, just turns out my models are backwards too apparently, so gettranformright changed reverse to forwards and vice versa lmao. but yeah an addition to the script to switch forward/reverse and X/Z would be perfect
CR4YCR4Y  [author] 19 Jan, 2023 @ 3:49pm 
It should be possible by replacing all instances of "getTransformForward" with "getTransformRight". I will try to add a more elegant way to do this in the next update.
IAMAPEX 19 Jan, 2023 @ 3:16pm 
is it possible to change the script somehow to make the models drive on the X+ axis instead of the Z+? ive adjusted the script but nothing i do seems to work, i have a ton of models that would be perfect for the script but theyre all facing the wrong way!
Baryonyx 18 Jan, 2023 @ 4:19pm 
I experimented with attaching wheels to the car so that it can have moving wheels (turned the Rossa into a Monstertruck), but haven't had much luck. Since the car only drives when it detects ground underneath, there can be no ground clearance. And the wheels seem to weaken the steering a lot, probably through friction, even if I turn them into ice through the physics menu. Only if I bump up the steering angle value by a lot, I can get somewhat useable steering back.
Baryonyx 15 Jan, 2023 @ 8:38am 
Okay, now with Lakitu off it stopped spazzing out on bumps, so that is good. I was able to go through half the looping before it falls off. Maybe some kind of downforce is needed after all, because the OG RC car goes through the looping at much slower speed and does not fall out for some reason. I've been suspecting that it has some kind of downforce ability, but I don't know how it does it.
But, I found that your car does something weird: It gets much lower gravity when it is very close to other objects. I assume this is a feature, and the idea seems interesting to smooth over bumps on open terrain courses, but it also creates problems when going close to barriers. The car can actually stick to a wall like a magnet when in 4th gear due to this. Going through tight tunnels or hitting guard rails can throw it off course much more than it should it feels like. I am unsure how to improve this situation though.
CR4YCR4Y  [author] 13 Jan, 2023 @ 8:51pm 
I've added a new variable called "lakitu". When lakitu is false, the car won't correct itself on landing.
Baryonyx 13 Jan, 2023 @ 5:55pm 
I think it would not even need this kind of "cheat", it just needs to be fast enough and not try to readjust itself constantly, then it should be able to do it.
CR4YCR4Y  [author] 13 Jan, 2023 @ 5:49pm 
Thank you for running these tests! I'll test your values soon. I can certainly make the flip a true/false toggle. The underwater map is where I've been going back to between script changes, it's been super valuable as a resource. I have a hunch that I can get over that loop if I add "downforce" to the scripts. If I do it right, it would push the car upwards when the car is driving through the loop.
Baryonyx 13 Jan, 2023 @ 3:43pm 
Other than that, I think only finetuning is left. I tried to play with the speed values, and I think the car becomes much more responsive and predictable if the values are more extreme - slower in the first two gears and faster in the last two. I used these values:

firstaccel = 0.1
firstspeed = 2
firststeer = 1.5
secondaccel = 0.05
secondspeed = 5
secondsteer = 1.5
thirdaccel = 0.05
thirdspeed = 15
thirdsteer = 1.25
fourthaccel = 0.02
fourthspeed = 20
fourthsteer = 1
reverse = 3.75
revsteer = 1.5
steerres = 0.0625
centering = 0.125
idle = 0.25

Also maybe one more idea: Could you make it so that the car slowly loses speed on downshift rather than abruptly slows down? I think that would make it feel much better.
Baryonyx 13 Jan, 2023 @ 3:43pm 
Very good update, slopes work much better now. I was able to complete that whole need for speed course. I even tried to dim the lights, install spotlights on the Shiftarossa and put the camera on to do first person. Very awesome going through the tunnels like that!
But trying to go on my underwater race, it still failed the loop. And on some extreme slopes it still bugs out. I think this might have something to do with the auto-flip function? If that could be disabled with a toggle in the script at the top, I think it would do much better on bumpy maps.
CR4YCR4Y  [author] 8 Jan, 2023 @ 6:27pm 
I just made some updates to both cars. There's also a soccer ball now.
CR4YCR4Y  [author] 7 Jan, 2023 @ 5:40pm 
Hey Baryonyx! Thanks for checking out the cars!

I think I know where the slope issue comes from. I might need to replace the logic that sets the rotation of the cars. It tells the X and Z rotations to be 0 always... far from ideal.

Driftarossa does drift rather tight and harsh... a course that I slapped together for testing had some unreasonable tight turns that could be drifted around, at the cost of pretty much any type of true precision.

That mod you linked looks super valuable for testing any changes to the car script. I will probably also use your racing tracks extensively for these tests.

Thank you for your efforts and your feedback!
Baryonyx 7 Jan, 2023 @ 5:00pm 
But overall I very much like the concepts and hope you will develop them further, and I look forward to see what you will do with them.
Baryonyx 7 Jan, 2023 @ 5:00pm 
I gave these a thorough test now.
It seems that these cars can drive on a lot more surfaces than the OG RC car script can.
However, I soon found out that they struggle with slopes for some reason. And rough surfaces are very buggy.
I tried to run them on the course that is included in this mod:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2487850062
But I was only able to go forward on the flat surfaces. On slopes it started sliding around, especially Driftarossa.
Then I tried to see how they perform on my underwater race, and the they struggled to even get up the very first ramps. But they can actually go offroad, which the OG RC cannot.
Also, I feed like the values need some adjusting. I understand it is only as a test now, but I think they need to be a bit faster, more like your first iteration of Driftarossa was.
Drifting in Driftarossa feels a little too harsh, I think it should slide around softer and in a wider arc. Would be much easier to control that way.
Old School Oni 5 Jan, 2023 @ 6:43pm 
Cool idea. Looking forward to the racing mod.