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Сообщить о проблеме с переводом









This is what the collider looks like for the track in the picture you sent (CV90 Mk.4), the rest of my tracks should have the same setup
- the wheel collider is rather small that even the wheel sinks into the ground.
- the track segment has details poking outwards.
- my algorithm is not great.
You can add a "track_collider" dummy in the track segment model to override its boundingbox, make it around the center solid bit without including the bits that poke out, to let them sink into the ground.
As for my algorithm, it's a shrink wrap over the wheels and often when the middle wheels are not outwards enough to be "caught" by that web, then they in-between bits are free to collide with the ground, which with enough things (big track segment box, small wheel physics) it will go higher into the wheel than it would otherwise do if it were caught by the shrinkwrap. It's complicated to fix and not sure if I'm ever going to tackle that =) Easier to tweak the other two points to reduce the clipping to not be as obvious.
So, you may want to inform the modder of KGS that they'll need to tweak that for it to work properly with this mod.
The new update sounds like it'll be quite amazing, though! As for dimensions, I've already figured out how to adjust the tracks myself and have the exact dimensions I want for the tracks. It's really nice that your mod has an in-game real time reload function so I could observe every new change without having to reload the world!
I've already created 630mm tracks, which are the exact width of real life modern tanks such as the M1 Abrams, Leopard 2, K2 Black Panther, Leclerc T-14 Armata and so on.
This mod was a silly little thing I made in a rush because we finally had animated tracks in Space Engineers, I never expected it to blow up like it did, so please bear with me until I get this update out