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Turning rate does not affect the car in air; only the direction of steering is processed. This is helpful to remember when [[countersteering]]. | Turning rate does not affect the car in air; only the direction of steering is processed. This is helpful to remember when [[countersteering]]. | ||
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Every car in [[TMUF]] (including stadium) has turning rate except for [[Coast]]. The Coast car snaps directly between -1, 0, and 1 with no values between. |
Revision as of 00:25, 7 July 2025
The turning rate describes the rate at which the car changes direction. It increases by up to 0.2 per tick, for a maximum of 1 (to the right, i.e a steer value of 65536) and a minimum of -1 (to the left, i.e a steer value of -65536). 0 means the car is not turning.
Turning rate does not affect the car in air; only the direction of steering is processed. This is helpful to remember when countersteering.
Every car in TMUF (including stadium) has turning rate except for Coast. The Coast car snaps directly between -1, 0, and 1 with no values between.