Legacy:KCar - Unreal Wiki

# Legacy:KCar

### From Unreal Wiki, The Unreal Engine Documentation Site

UT2003 :: Actor >> Pawn >> KVehicle >> KCar (Package: Vehicles)
UT2004 :: Actor >> Pawn >> Vehicle >> KVehicle >> KCar (Package: Vehicles)

A "karma-based" vehicle.

Note: This class is obsolete in UT2004. You should use an SVehicle subclass instead.

## Properties

### Editable

- FrontTireClass (<KTire>)
- RearTireClass (<KTire>)
- WheelFrontAlong (const float)
- WheelFrontAcross (const float)
- WheelRearAlong (const float)
- WheelRearAcross (const float)
- WheelVert (const float)
- MaxSteerAngle (Float)

    (65535 = 360 deg)

- MaxBrakeTorque (Float)

    Braking torque applied to all four wheels. Positive only.

- TorqueSplit (Float)

    front/rear drive torque split. 1 is fully RWD, 0 is fully FWD. 0.5 is standard 4WD.

- SteerPropGap (Float)
- SteerTorque (Float)
- SteerSpeed (Float)

- SuspStiffness (Float)
- SuspDamping (Float)
- SuspHighLimit (Float)
- SuspLowLimit (Float)
- SuspRef (Float)

- TireRollFriction (Float)
- TireLateralFriction (Float)
- TireRollSlip (Float)
- TireLateralSlip (Float)
- TireMinSlip (Float)
- TireSlipRate (Float)
- TireSoftness (Float)
- TireAdhesion (Float)
- TireRestitution (Float)
- TireMass (Float)

- HandbrakeThresh (Float)

    Speed above which handbrake comes on =]

- TireHandbrakeSlip (Float)

    Additional lateral slip when handbrake engaged

- TireHandbrakeFriction (Float)

    Additional lateral friction when handbrake engaged

- ChassisMass (Float)

- StopThreshold (Float)

    Forward velocity under which brakes become drive.

- TorqueCurve (InterpCurve)

    Engine RPM in, Torque out.

- FlipTorque (Float);
- FlipTime (Float);

- MaxNetUpdateInterval (Float);

### Not editable

- frontLeft (KTire)
- frontRight (KTire)
- rearLeft (KTire)
- rearRight (KTire)

Gear (int)

    1 is forward, -1 is backward. Currently symmetric power/torque curve

- WheelSpinSpeed (Float)

    Current (averaged) RPM of rear wheels

- ForwardVel (Float)

    Component of cars velocity in its forward direction.

- bIsInverted (Bool)

    Updated in Tick - indicates if car is not upright.

- IsDriving (Bool)
- FlipTimeLeft (Float)
- NextNetUpdateTime (Float)

    Next time we should force an update of vehicles state.

- OutputBrake (Bool)

    Replicated

- OutputTorque (Float)

    Replicated

- OutputHandbrakeOn (Bool)

    Replicated

- ChassisState (KRigidBodyState)
- CarState (KCar/KCarState)

    This is replicated to the car, and processed to update all the parts.

- bNewCarState (Bool)

    Indicated there is new data processed, and chassis RBState should be updated.

## Functions

- VehicleStateReceived()

    When new information is received, see if its new. If so, pass bits off the the wheels.
    Each part will then update its rigid body position via the KUpdateState event.

- KUpdateState() (Bool)

    This only update the chassis. The wheels update themselves.

- PackState()

    Pack current state of whole car into the state struct, to be sent to the client.
    Should only get called on the server.

- PostNetBeginPlay()

    Spawns tires and KCarWheelJoints (super is called also)

- Destroyed()

    Destroyes tires and wheeljoints (super is called also)

- KVehicleUpdateParams()

    Call this if you change any parameters (tire, suspension etc.) and they
    will be passed down to each wheel/joint.

- KApplyForce()

    Possibly apply force to flip car over.

- StartFlip(Pawn Pusher)
- Engine(float Throttle) (Float)
- ProcessCarInput()
- Tick(float Delta)

    Car Simulation

## Known subclasses

- Bulldog

## Related Topics

- Vehicles

Category: Legacy Class (UT2003)

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