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@@ -572,7 +572,7 @@ function ENT:Think()
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-- These corrections are required to beat source engine friction at very low values of motor power
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-- These corrections are required to beat source engine friction at very low values of motor power
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local P = math.max(0,0.04449 + 1.06879*math.abs(A) - 0.465729*A^2)
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local P = math.max(0,0.04449 + 1.06879*math.abs(A) - 0.465729*A^2)
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if math.abs(A) > 0.4 then P = math.abs(A) end
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if math.abs(A) > 0.4 then P = math.abs(A) end
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--if math.abs(A) < 0.05 then P = 0 end
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if math.abs(A) < 0.05 then P = 0 end
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if self.Speed < 10 and A > 0 then P = P*(1.0 + 2.5*(10.0-self.Speed)/10.0) end
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if self.Speed < 10 and A > 0 then P = P*(1.0 + 2.5*(10.0-self.Speed)/10.0) end
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self.RearBogey.MotorPower = P*0.5*((A > 0) and 1 or -1)
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self.RearBogey.MotorPower = P*0.5*((A > 0) and 1 or -1)
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self.FrontBogey.MotorPower = P*0.5*((A > 0) and 1 or -1)
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self.FrontBogey.MotorPower = P*0.5*((A > 0) and 1 or -1)
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@@ -336,7 +336,7 @@ function ENT:Think()
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-- These corrections are required to beat source engine friction at very low values of motor power
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-- These corrections are required to beat source engine friction at very low values of motor power
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local P = math.max(0,0.04449 + 1.06879*math.abs(A) - 0.465729*A^2)
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local P = math.max(0,0.04449 + 1.06879*math.abs(A) - 0.465729*A^2)
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if math.abs(A) > 0.4 then P = math.abs(A) end
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if math.abs(A) > 0.4 then P = math.abs(A) end
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--if math.abs(A) < 0.05 then P = 0 end
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if math.abs(A) < 0.05 then P = 0 end
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if self.Speed < 10 and A > 0 then P = P*(1.0 + 2.5*(10.0-self.Speed)/10.0) end
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if self.Speed < 10 and A > 0 then P = P*(1.0 + 2.5*(10.0-self.Speed)/10.0) end
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self.RearBogey.MotorPower = P*0.5*((A > 0) and 1 or -1)
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self.RearBogey.MotorPower = P*0.5*((A > 0) and 1 or -1)
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self.FrontBogey.MotorPower = P*0.5*((A > 0) and 1 or -1)
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self.FrontBogey.MotorPower = P*0.5*((A > 0) and 1 or -1)
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