@/lua/vehicle/powertrain/hydraulicCylinder.lua
--cylinder.cylinderForce = cylinderForce --debug
--actuateBeam(int outId, float force, float speedLimit, float slipForce, float frictionForce, float slipSpeedLimit, float minExtend, float maxExtend, float virtualMassOut, float virtualMass)
local beamVelocity = obj:actuateBeam(cid, cylinderForce, speedLimit, 0, dragForce, cylinder.cylinderReliefSlipSpeedLimit, cylinder.minExtend, cylinder.maxExtend, cylinder.virtualMassOut, cylinder.virtualMass)
--actuateBeam(int outId, float force, float speedLimit, float slipForce, float frictionForce, float slipSpeedLimit, float minExtend, float maxExtend, float virtualMassOut, float virtualMass)
local beamVelocity = obj:actuateBeam(cid, cylinderForce, speedLimit, 0, dragForce, cylinder.cylinderReliefSlipSpeedLimit, cylinder.minExtend, cylinder.maxExtend, cylinder.virtualMassOut, cylinder.virtualMass)
currentBeamVelocity = currentBeamVelocity + cylinder.beamVelocitySmoothers[cid]:get(beamVelocity)
--cylinder.cylinderForce = cylinderForce --debug
--actuateBeam(int outId, float force, float speedLimit, float slipForce, float frictionForce, float slipSpeedLimit, float minExtend, float maxExtend, float virtualMassOut, float virtualMass)
local beamVelocity = obj:actuateBeam(cid, cylinderForce, speedLimit, slipForce, dragForce, slipSpeedLimit, cylinder.minExtend, cylinder.maxExtend, cylinder.virtualMassOut, cylinder.virtualMass)
--actuateBeam(int outId, float force, float speedLimit, float slipForce, float frictionForce, float slipSpeedLimit, float minExtend, float maxExtend, float virtualMassOut, float virtualMass)
local beamVelocity = obj:actuateBeam(cid, cylinderForce, speedLimit, slipForce, dragForce, slipSpeedLimit, cylinder.minExtend, cylinder.maxExtend, cylinder.virtualMassOut, cylinder.virtualMass)
currentBeamVelocity = currentBeamVelocity + cylinder.beamVelocitySmoothers[cid]:get(beamVelocity)
--cylinder.cylinderForce = cylinderForce --debug
--actuateBeam(int outId, float force, float speedLimit, float slipForce, float frictionForce, float slipSpeedLimit, float minExtend, float maxExtend, float virtualMassOut, float virtualMass)
local beamVelocity = obj:actuateBeam(cid, cylinderForce, speedLimit, slipForce, dragForce, slipSpeedLimit, cylinder.minExtend, cylinder.maxExtend, cylinder.virtualMassOut, cylinder.virtualMass)
--actuateBeam(int outId, float force, float speedLimit, float slipForce, float frictionForce, float slipSpeedLimit, float minExtend, float maxExtend, float virtualMassOut, float virtualMass)
local beamVelocity = obj:actuateBeam(cid, cylinderForce, speedLimit, slipForce, dragForce, slipSpeedLimit, cylinder.minExtend, cylinder.maxExtend, cylinder.virtualMassOut, cylinder.virtualMass)
currentBeamVelocity = currentBeamVelocity + cylinder.beamVelocitySmoothers[cid]:get(beamVelocity)
--cylinder.cylinderForce = cylinderForce --debug
--actuateBeam(int outId, float force, float speedLimit, float slipForce, float frictionForce, float slipSpeedLimit, float minExtend, float maxExtend, float virtualMassOut, float virtualMass)
local beamVelocity = obj:actuateBeam(cid, cylinderForce, speedLimit, slipForce, dragForce, slipSpeedLimit, cylinder.minExtend, cylinder.maxExtend, cylinder.virtualMassOut, cylinder.virtualMass)
--actuateBeam(int outId, float force, float speedLimit, float slipForce, float frictionForce, float slipSpeedLimit, float minExtend, float maxExtend, float virtualMassOut, float virtualMass)
local beamVelocity = obj:actuateBeam(cid, cylinderForce, speedLimit, slipForce, dragForce, slipSpeedLimit, cylinder.minExtend, cylinder.maxExtend, cylinder.virtualMassOut, cylinder.virtualMass)
currentBeamVelocity = currentBeamVelocity + cylinder.beamVelocitySmoothers[cid]:get(beamVelocity)
--debug
--actuateBeam(int outId, float force, float speedLimit, float slipForce, float frictionForce, float slipSpeedLimit, float minExtend, float maxExtend, float virtualMassOut, float virtualMass)
local beamVelocity = obj:actuateBeam(cid, cylinderForce, speedLimit, slipForce, dragForce, slipSpeedLimit, cylinder.minExtend, cylinder.maxExtend, cylinder.virtualMassOut, cylinder.virtualMass)
--actuateBeam(int outId, float force, float speedLimit, float slipForce, float frictionForce, float slipSpeedLimit, float minExtend, float maxExtend, float virtualMassOut, float virtualMass)
local beamVelocity = obj:actuateBeam(cid, cylinderForce, speedLimit, slipForce, dragForce, slipSpeedLimit, cylinder.minExtend, cylinder.maxExtend, cylinder.virtualMassOut, cylinder.virtualMass)
currentBeamVelocity = currentBeamVelocity + cylinder.beamVelocitySmoothers[cid]:get(beamVelocity)