Looks good. A bit more texture and it will be great. I think outerra can handle a bit more detail than EuroTruck simulator. If you don't mind I spent some time with the physics. Tell me what you think.
var axle2coef=1.0;
//invoked only the first time the model is loaded, or upon reload
function init_chassis()
{
var wheelparam = {
radius: 0.49,
width: 0.27,
suspension_max: 0.17,
suspension_min: -0.10,
suspension_stiffness: 30.0,
damping_compression: 0.06,
damping_relaxation: 0.08,
slip: 0.55,
roll_influence: 0.1
};
this.add_wheel('wheel_f_l', wheelparam);
this.add_wheel('wheel_f_r', wheelparam);
this.add_wheel('wheel_b_l', wheelparam);
this.add_wheel('wheel_b_r', wheelparam);
this.add_wheel('wheel_b1_l', wheelparam);
this.add_wheel('wheel_b1_r', wheelparam);
//compute steering coefficient for the second axle
var body = this.get_geomob(0);
var a0 = body.get_joint_local_pos(body.get_joint('tire_l0')).y;
var a1 = body.get_joint_local_pos(body.get_joint('tire_l1')).y;
var a2 = body.get_joint_local_pos(body.get_joint('tire_l2')).y;
var a3 = body.get_joint_local_pos(body.get_joint('tire_l3')).y;
var m = 0.5*(a2+a3);
axle2coef = (a1-m)/(a0-m);
//sounds
this.load_sound("diesel-engine-start.ogg");
this.load_sound("diesel-engine-idle.ogg");
this.add_sound_emitter("wheel_f_l");
return {mass:8164, com:{z:1.0, y:0.8}};
}
//invoked for each new instance of the vehicle
function init_vehicle()
{
this.set_fps_camera_pos({x:-0.53,y:1.2,z:2.4});
this.snd = this.sound();
this.snd.set_ref_distance(0,1.0);
this.started = 0;
}
function engine(start)
{
if(start) {
this.started=1;
this.snd.play(0, 0, false, false);
}
}
const EF = 15000.0;
const BF = 7500.0;
const maxkmh = 90;
const forceloss = EF / (0.5*maxkmh + 2);
//invoked each frame to handle inputs and animate the model
function update_frame(dt, engine, brake, steering)
{
var kmh = this.speed()*3.6;
//reduce engine force with speed (hack)
var redux = engine>=0 ? 0.1 : 0.6;
var esign = engine<0 ? -1 : 1;
engine = EF*Math.abs(engine);
var force = (esign>0) == (kmh>=0)
? engine/(redux*Math.abs(kmh) + 1)
: engine;
force -= forceloss;
force = Math.max(0.0, Math.min(force, engine));
engine = esign*force;
steering *= 0.8;
this.steer(0, steering);
this.steer(1, steering);
if(this.started>1)
this.wheel_force(0, engine);
this.wheel_force(1, engine);
this.wheel_force(2, engine);
this.wheel_force(3, engine);
brake *= BF;
this.wheel_brake(-1, brake);
this.animate_wheels();
if(this.started==1 && !this.snd.is_playing(0)) {
this.started=2;
this.snd.play(0, 1, true, false);
}
else if(this.started==2) {
var pitch = Math.abs(kmh)/20.0;
var g = kmh>0 ? Math.floor(pitch) : 0;
var f = pitch - g;
f += 0.5*g;
this.snd.set_pitch(0, 0.5*f + 1.0);
}
}