Adding accurate altitude to an existing map?

Discussion in 'Content Creation' started by Ewanc, Nov 7, 2018.

  1. Ewanc

    Ewanc
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    Is there a setting to offset the world's elevation to get things to the right height, or if I raise the whole map, will I lose coordinate precision? Id like to change the altitude of Pikes Peak to make it have realistic horse power the higher you ascend. Right now the world center is halfway up the mountain, so the start line is actually below sea level and the summit is probably below 800 meters. I setup the level this way to ensure that my 3d road and other objects don't lose any precision considering the gigantic height and width of the map.

    Also will the elevation changes be accurate based on different atmospheric levels to make it worth the effort of reworking it? Air density from sea level up to 14000 feet is modeled accurately would be a nice touch, so it matches up with what really happens when you race up the different sections.
    --- Post updated ---
    Im thinking that all of the objects can simply be raised using the editor to move them all at once and precision wont be affected because the 3D models retain their original centers that are relativly close to the center of origin in my 3D editor. Things like forest and skybox might need to be figured out. Rotating decal roads and terrain is complicated, but I think its easier to reposition big groups of objects.
     
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  2. estama

    estama
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    BeamNG Team

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    There is no offset setting for the world elevation because even at 10km elevation any precision loss will be imperceptible (it is 1mm resolution for floats).

    Air density is simulated both from an aerodynamic point of view and in the engine.
     
    #2 estama, Nov 7, 2018
    Last edited: Nov 7, 2018
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  3. Ewanc

    Ewanc
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    Thanks, it should be interesting to see how it plays once I get it adjusted. There should be quite a difference in the way the cars perform if it does all that. The hill climbers will surely show their advantages.
     
  4. fufsgfen

    fufsgfen
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    Turbo will beat NA much more and electric car driver passes out before the car :D

    I did make a tiny planet, around 25km diameter, turbo car did work up there much better than NA car, but neither really did not have much usable power.

    However I found out that air pressure is probably simulated from Z=0, so gravity does not hold air around objects that have gravity for example, which of course would be much more difficult to add in than planets. Game engine does not exactly know planet surface for example.

    Those aspects of course are not issue with Pikes Peak.

    So if you have zero plane at half way of the climb, then cars should in theory pull harder at middle of the climb, but maybe effect is subtle with that altitude change and is then negative height at 1 athmosphere?

    Looking forward of what will happen with this change to Pikes peak, dibs for Pigeon to test how strongly it pulls at last 1/4 of the climb :D
     
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