Modded cars roll over easy
Like the title says i installed two new vehicles and for some reason even when slightly turning corners they just completely roll over which the cars i had before i replaced never did and none of my other cars do, i seen people say about the centre of mass or whatever which i checked and is <vecCentreOfMassOffset x="0.000000" y="0.000000" z="0.000000" /> but all the others are like that? and they dont roll over.
Basically just need help changing it so the cars handle normally and don't flip over when turning corners. FYI the cop slots are 'police' and 'police4' if that makes any difference, i'm also running the latest of everything and have only have callout plugins none that effect the vehicles.
Every vehicle has a different handling starting point so you can't compare one to another & wonder why it is not working/does not have the same handling as the other etc
You are on the right path though, you just need to tweak each vehicle individually, ignoring what exact settings might have worked for another vehicle.
Lower 'vecCentreOfMassOffset' 'z' by increments of ~0.5 to start with & then lower values as you reach the sweet spot where the vehicle is balanced (no tipping over (z=too high) or swinging into the curve (z=too low))
<vecCentreOfMassOffset x="0.000000" y="0.000000" z="lower this value to stop rolling over" />
Note: I've had one vehicle that required a 'vecCentreOfMassOffset' 'z' value of +8.0 to be balanced. That was extreme though, normal values are usually very near '0.000' & in the +/-2.0 range.
Can you send me an example of what it should look like? just to make sure i haven't somehow messed it up but i changed it to 3.0 and it made no difference.
As mentioned, the exact values vary from vehicle to vehicle but here is an example of the line from one of my replace vehicles:
<vecCentreOfMassOffset x="0.000000" y="0.050000" z="-0.250000" />
- x= weight distribution left/right (presume '-' (negative) = left & '+' (positive) = right but not confirmed, no need to touch this normally anyway)
- y= weight distribution front (+)/back (-) (positive values = weight towards front, negative = weight towards back of vehicle)
- z= weight distribution up (+)/down (-) (positive values = higher weight/more tipping over. Lower values = lower weight/vehicle will bed in on inside of corner too much)
You almost certainly want to be lowering the 'z' value.
Try copying & pasting this line below over the line for your vehicle (set 'x' & 'y' values accordingly, if required):
<vecCentreOfMassOffset x="0.000000" y="0.000000" z="-5.250000" />
There is a small chance you will need a lower (more negative) value for 'z' but '-5.25000' should stop most vehicles from rolling over on corners.
If '-5.25000' don't fix it, try:
<vecCentreOfMassOffset x="0.000000" y="0.000000" z="-10.250000" />
Note: These test values for 'z' are just to confirm this is the issue/remove the tipping over. The actual exact values will need to be found by tweaking the number up or down to find the place where the vehicle sits correctly balanced when cornering.
Ideally, you want the weight distribution somewhat like a real vehicle, slightly above the ground, so there is a tiny amount of roll but never enough to cause the vehicle to tip over.
If you set the 'z' value too low this will cause the tipping over to stop, but the vehicle will begin to hug the inside of the corner too much, or in extreme cases, drive on only the two wheels on the inside of the corner.
The easiest way to find the sweet spot is to set the vehicle to tip over slightly on corners & then just keep lower the 'z' value until you find the point where it stops tipping over. Then, depending on the characteristics desired for the vehicle (tips over, hugs road etc), tweak the value up or down slightly to find exactly what you want.
Still having issues?
Give me links to the add-on/replace vehicle/s & the ingame vehicle/s it/they replace & upload your 'handling.meta' somewhere (Mediafire etc) & I'll download them & have a go at stopping it/them tipping over