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.