Physics Stats Setup
Note
You can edit these stats in-game. Open the console using Ctrl + Backspace, enter debug_enabled true, close the console and then press F1 twice to bring up the ship stats screen.
Keep in mind that these settings do not save. You will need to remember them and copy them out into your Unity ship prefab.
Physics stats is where you configure how your ship handles. To access these settings open the ship inspector and expand the Edit Stats foldout. Keep in mind that you can quickly prototype different settings in-game but leaving the game running in the background, exporting your ship and restarting the race to reload the ship file.
Prefab Stats
The editor comes with all of the in-game ships stats built in. Under the foldouts for entering your own stats you will find a section called Update To Prefab Stats. Select a ship from the dropdown and then click Apply Stats to update all of the stats on your ship.
Stat Setup
Setting |
Description |
---|---|
Max Speed |
How much force the engine will apply to the ship. This is not the top speed in a measurable distance per hour and is the actual force being applied to the ship. |
Acceleration |
How fast the engine will accelerate the ship. |
Engine Power Gain/Falloff |
In BNG engines have a throttle which you increase/decrease by holding/releasing the thrust input. This controls how fast the throttle increases/decreases. |
Steer Speed |
How fast the ship can rotate per second in radians. |
Steer Gain |
How fast the ship reaches its maximum steering speed. |
Steer Falloff |
How fast the ship stops steering. |
Steer Slide |
How much of a drift steering induces. |
Tilt Angle |
How much the ship will tilt in response to steering. |
Airbrake Turn |
How fast the airbrakes will rotate the ship per second in radians (scales with speed). |
Airbrake Gain |
How fast the ship will reach its maximum airbrake turn speed. |
Airbrake Falloff |
How fast the ship will stop rotating when the airbrakes are releases. |
Gravity Airbourne Force |
How strong gravity is when the ship is airbourne |
Gravity Grounded Force |
How strong gravity is when the ship is hovering (grounded). |
Ship Weight |
How quickly the ship transitions from the grounded to airbourne gravity force when leaving the track. |
Hover Height |
How far away from the ground the ship will hover. |
Hover Force |
How much force to apply to the ship to make it hover. |
Hover Damp |
How much to dampen the spring simulating the ships hover. |
Rebound Bounce Power |
How much bottoming out rebounds the ship off the track floor. |
Rebound Height Offset |
How far away from the ground the ship can be before making an impact is concidered. |
Rebound Pitch Mod |
How much pitching the ship affects how easily the ship bottoms out. |
Landing Rotation Power |
How much landing into the ships hover state causes the ship to pitch its nose up. |
Bottom Out Rotation Power |
How much bottoming out causes the ship to pitch its nose up. |
Rebound Bounce Power |
How fast the above 2 options pitches the ships nose. |
Track Allignment Speed |
How fast the ship alligns itself to the track surface. |
Pitch Angle |
The maximum angle in degrees that the ship can pitch relative to the tracks surface. |
Pitch Speed |
How fast pitching responds to the players input. |
Dive Speed |
How fast the ships nose dives down as the ship leaves the track. |
Idle Sway |
How much the ship sways around when sitting idle. |
Hover Rotation Power |
How much the ships nose pitches from its own hover force. |
Hover Rotation Speed |
How fast the ships pitches in resonse to its own hover force. |
Hover Rotation Threshold |
How resistant the ship is to its own hover force affect its pitch. |
Grip |
How little the ship drifts. |
Airbrake Drift Power |
How much of a drift the airbrakes induce when in use. |
Airbrake Drift Gain |
How fast the airbrakes start the ships drift. |
Airbrake Drift Falloff |
How fast the ship recovers from a drift when releasing the airbrakes. |
Weapon Effectiveness |
How damaging this ships weapons are to other ships. This is a multiplier with 1 meaning this ship deals a weapons base damage to other ships. |
Shielding Effectivness |
A multiplier for how much damage ships take. A value of 1 means this ship will take the full ammount of damage being dealt and a value of 0 means this ship will take no damage. |
Chase Camera Rotation Sensitivity |
How sensitive the 1.3 chase camera is to the ships yaw changing. |
CHase Camera Height Sensitivity |
How sensitive the 1.3 chase camera is to the ships offset from the floor. |
Chase Camera Pitch Sensitivity |
How sensitive the 1.3 chase camera is to the ships pitch changing. |
Chase Camera Fall Sensitivity |
How sensitive the 1.3 chase camera is to thet ships final offset to the floor vector. |
Chase Camera Input Sensitivity |
How sensitive the 1.3 chase camera is to the players input. |
Chase Camera Lookat Multiplier |
A multiplier for how far away from the ships nose the 1.3 chase camera should look. |