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

2159 Stats

These stats apply in the 2159 and floorhugger physics modes. Some will still be used in 2280.

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.

2280 Stats

These stats are exclusive to the 2280 physics mode.

Setting

Description

Override Automatic Steer Stats

If enabled, the steering stats defined in the 2280 stat settings will be used instead of allowing the game to automatically convert the 2159 stats.

Steer Speed

When Override Automatic Steer Stats is enabled, how fast the ship can rotate per second in radians.

Steer Gain

When Override Automatic Steer Stats is enabled, how fast the ship reaches its maximum steering speed.

Steer Falloff

When Override Automatic Steer Stats is enabled, how fast the ship stops steering.

Tilt Steer Angle

How much the ship will tilt in response to steering.

Tilt Airbrake Angle

How much the ship will tilt in response to airbrakes.

Tilt Speed

How fast the ship tilts. Unlike in 2159 and floorhugger, the tilt here is not linked to the current steering ratio of the ship. You may want to adjust this to be lower for ships with slower steeering.

Steer Spring Gain

How quickly the steer smoothing spring snaps to the target steering rate when the ships steering rate is gaining.

Steer Spring Gain

How quickly the steer smoothing spring snaps to the target steering rate when the ships steering rate is falling off.

Airbrake Slide

How strong an artificial force pushing the ship in the direction of the ships drift is.

Airbrake Steer

How fast the airbrakes steer the ship.

Airbrake Drag

How strong an artifical force providing the ship with a small speed boost is.

Use Airbrake Grip Ratio

Whether the ratio based grip system will be used. Enabling this will make sure that airbrakes feel consistent across speed classes. When disabled, Spectre and Zen will use the same grip value as Halberd, which will make them feel more unstable at higher speeds.

Airbrake Grip Ratio

If Use Airbrake Grip Ratio is enabled, this is the percentage of the ships regular grip that the ship will have when airbraking where 1 = 100% Grip. This value is not shown in-game and if you’d like to convert the in-game value back to this value, calculate airbrake grip / grip

Airbrake Grip

If Use Airbrake Grip Ratio is disabled, this is the grip the ship will have when airbraking.

Airbrake Gain

How quickly the effects of the airbrakes start.

Airbrake Falloff

How quickly the effects of the airbrakes stop.

Airbrake Spring Gain

How quickly the airbrake smoothing spring snaps to the target airbrake value when the airbrake value is gaining.

Airbrake Spring Falloff

How quickly the airbrake smoothing spring snaps to the target airbrake value when the airbrake value is falling off.

Airbrake Grip Spring Gain

How quickly the airbrake causes the ship to loose grip.

Airbrake Grip Spring Falloff

How quickly the ship regains grip after letting off the airbrakes.

Airbourne Gravity

How quickly the ship falls while airbourne.

Grounded Gravity

How quickly the ship falls while grounded (hovering above ground)

Air Grip

How much grip the ship has when it’s airbourne. This overrides grip and airbrake grip.

Grounded Grip Multiplier

A multiplier for the ships grip when it’s grounded. This allows some control over the result of the 2159 stat conversion.

Hover Height

How far away from the ground each corner of the ship will stay from the ground.

Hover Damp

How dampened the spring applying hover forces to each corner of the ship is.

Landing Damp

How dampened hover forces will be momentarily after landing from a long fall.

Hover Force

How strong the spring keep each corner of the ship away from the ground is.

Pitch Height Adjustment

A front/rear height adjustment which allows the ship to pitch. Increasing this will make the ship pitch more.

Pitch Dampening

How much the pitch height adjustment is slowed down.

Floor Collider Height

How tall the ships floor box collider is.

Camera Lookat Z

The offset along the ships forward axis the 2280 camera looks at.

Camera Lookat Y

The offset along ships up axis the 2280 camera looks at.

Head Tilt

How strong camera tilting is, if enabled in the game’s camera options.

Close Spring Horizontal

How quickly the camera rotates to the back of the ship horizontally in the close camera.

Close Spring Vertical

How quickly the camera rotates to the back of the ship vertically in the close camera.

Far Spring Hozizontal

How quickly the camera rotates to the back of the ship horizontally in the far camera.

Far Spring Vertical

How quickly the camera rotates to the back of the ship vertically in the far camera.

Camera Offset Z

An offset multiplier to fine tune the 2280 camera position from the automatically decided offset.

Camera Offset Y

An offset multiplier to fine tune the 2280 camera position from the automatically decided offset.