Rotators are used to transfer power from the powertrain to a physical structure. They work in a way similar to pressureWheels , but without the tire and wheel generation system.
This is mostly used in cases where your vehicle is powered by something other than wheels. Examples include propellers, paddle wheels, train wheels and track sprockets.
They can also be used for continuously rotating objects like the spinner and roller props.
As with wheels, any rotator structure should be built around an axle defined with 2 nodes, which needs to be solidly attached to the rest of the vehicle.
Required arguments
Optional arguments
Basic settings and dimensions
These arguments define the size and position of the wheel, along with some basic structural parameter
This is used when the rotator has a speedometer enabled, to give a dimension to calculate the speed.
For tracked vehicles and trains this can be changed to any value with the goal of getting an accurate speed reading.
Should only be used for rotators whose rotation speed has a direct correlation with ground speed.
Should be turned off for boat and plane propellers.
If this is not defined, the inner axle node will be used.
It should be located in the center of the wheel, where the center of the brake disc would be located. It should be heavy enough for the desired braking power.
The torqueCoupling node should be defined either at the differential, or differential output node.
As with nodeArm/Coupling, nodes that are heavier and further appart will allow for more torque to be transmitted before running into stability issues.
If torqueCoupling or torqueArm are not defined, the game will default to not generating drivetrain torque reactions.
This node should be located on the same structure as the torqueCoupling, and not move compared to it during typical driving. The engine itself, axle, or suspension subframes can be decent choices depending on the suspension and powertrain layout.
As with nodeArm/Coupling, nodes that are heavier and further appart will allow for more torque to be transmitted before running into stability issues.
If torqueCoupling or torqueArm is not defined, the game will default to not generating drivetrain torque reactions.
Will default to one of the axle nodes if not defined.
Should be part of the same structure as torqueCoupling and torqueArm, and not move compared to them during typical driving. The engine itself, axle, or suspension subframes can be decent choices depending on the suspension and powertrain layout.
As with nodeArm/Coupling, nodes that are heavier and further appart will allow for more torque to be transmitted before running into stability issues.
This node should also not form a line between it, torqueArm2 and torqueCoupling.
Brakes arguments
These settings affect the parameters that apply to the brakes on this wheel.
Most parameters are related to the brake thermals system, which calculates the amount of energy heating up the rotor, and how quickly it cools.
Used for the thermals calculations.
Defines the cooling area of the brakes.
Used for the thermals calculations.
Affects the thermal inertia of the brakes. Heavier rotors will heat up and cool down more slowly.
Used by the thermals calculations, and affects how quickly the rotors cool down.
The available options are “vented-disc, disc and drum”
Used by the thermals calculations, and affects the heat capacity of the rotors, their maximum operating temperature, along with how quickly they cool down.
The available options are “steel, aluminum, aluminium, carbon-ceramic and godmode”
Affects the braking force vs temperature curves.
The available options are “basic, premium, sport, semi-race, full-race.”
Example
"rotators":[
["name","[group]:","node1:","node2:","nodeArm:","wheelDir"],
{"radius":1.000},
{"brakeTorque":100000, "brakeSpring":10000},
{"rotatorType":"rotator"},
["roller_D", ["roller_D"], "roller_D_L_6", "roller_D_R_6", "support_L_8", -1],
["roller_U", ["roller_U"], "roller_U_L_6", "roller_U_R_6", "support_L_8", 1],
],