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Question by RLin · Jul 23, 2015 at 07:52 PM · physicscarvehiclewheel

Vehicle engine RPM without wheelcolliders?

First off, I am not asking for a script, just ideas/suggestions. I have a physics model for my vehicle that does not use any sort of wheelcolliders and instead just uses addforce and addtorque to the car. Does anyone have any suggestions for calculating an (albeit fake) RPM value for the engine?

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Answer by arvindiitkgp · Jul 23, 2015 at 08:33 PM

First of all RPM is for rotating object but if you want fake rpm then try setting it using rigidbody velocity magnitude or z direction velocity etc.. You can add some value to it depending on input etc. Hope this will help :)

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avatar image RLin · Jul 23, 2015 at 08:55 PM 0
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Yes, I did state that it would have to be fake in my question. I guess that this, combined with an artificial value that varies depending on another fake wheelspin value, could do it.

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