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. |