Documentation/Engine/Units/accessory chassis data
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Revision as of 14:57, 30 May 2017 by Smarty (talk | contribs) (→Attributes: Changed arrays to C++ template format as requested)
The accessory_chassis_data unit class is used to define the chassis characteristics for the player's vehicle including axle weights, extended shadow parameters, and fluid capacities. It is also used to define chassis characteristics of trailers and AI vehicles. Units of this type are usually defined in /def/vehicle/truck/<make.model>/chassis/*.sii, /def/vehicle/trailer/<trailer_name>/*.sii, and /def/vehicle/ai/<vehicle_name>/chassis.sii.
Attributes
Many common attributes are inherited from accessory_data.
Name | Type | Default Value | Description |
---|---|---|---|
detail_model | string | Path to the high level-of-detail mesh. This is generally unused, but can be used for fine detail or ‘expensive’ shader effects that are only visible very close to the vehicle. | |
model | string | Path to the standard level-of-detail mesh. If only a single LOD is used, it should be set up as model, and the other attributes (detail_model, lods) should not be defined. | |
lods | array<string> | Paths to the reduced level-of-detail meshes, in order of increasing viewing distance (decreasing model complexity). | |
collision | string | Path to the appropriate collision (.pmc) model. | |
trailer_brace_model | string | For trailer usage only. Path to the animated landing gear model. | |
trailer_brace_anim | string | For trailer usage only. Path to the landing gear animation. | |
trailer_brace_up_sound | string | For trailer usage only. Path to the sound to be played when retracting landing gear. | |
trailer_brace_down_sound | string | For trailer usage only. Path to the sound to be played when extending landing gear. | |
variant | token | default | Variant to be used from detail_model, model, and lods. |
variant_uk | token | Variant to be used in countries which drive on the left. If unspecified, defaults to the value of variant. | |
look | token | default | Look to be used from detail_model, model, and lods. |
shadow_texture | string | Texture to be used for basic shadow. | |
shadow_intensity | float | 1.0 | Relative intensity of basic shadow. |
extended_shadow_texture | string | Texture to be used for the extended (volumetric) shadow. | |
extended_shadow_intensity | float | 1.0 | Relative intensity of the extended (volumetric) shadow. |
extended_shadow_fadeout_start | float | Sets the distance in meters from the fakeshadow surface to begin fading the extended shadow. | |
extended_shadow_fadeout_length | float | Sets the length in meters over which to fade out the extended shadow. | |
extended_shadow_shared_model_variant | token | ||
ui_shadow | string | Path to the model descriptor (.pmd) for the UI shadow (used for the truck/trailer browser, thumbnail generation, etc). | |
tank_size | float | Fuel tank size in liters. | |
adblue_tank_size | float | 50 | AdBlue/DEF tank size in liters. |
air_tank_pressure | float | 10.0 | Nominal air brake reservoir pressure in bar. Added in ETS2 1.27/ATS 1.6. |
residual_travel | array<float> | For trucks and trailers. The limit of upwards and downwards travel in meters for each axle. Each array member corresponds to an axle, from front to back (or from back to front in the case of trailers). | |
trailer_mass | float | For trailer usage only. Sets the unladen mass of the trailer. | |
powered_axle | array<bool> | For truck usage only. When true, motive torque will be applied on the axle. Each array member corresponds to an axle, from front to back. | |
kerb_weight | array<float> | For truck usage only. Assigns the static weight on each axle. Each array member corresponds to an axle, from front to back. | |
liftable_axle | array<bool> | false | For truck and trailers. When true, the axle can be lifted. Each array member corresponds to an axle, from front to back (or from back to front in the case of trailers). Trailer functionality is added in ETS2 1.27/ATS 1.6. |