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Animated Bogies
LX862 edited this page Jan 23, 2024
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OpenBVE now supports correctly animated bogies, without the need to resort to previous car based physics hacks.
These must be defined in the extensions.cfg as follows:
[BogieN]
Object = Bogie.csv
Axles = -1,1
In this example, N represents the zero-based index of the car axle to which the bogie is attached. For example, Car 0 has axles 0 and 1 , whilst Car 2 has axles 4 and 5 etc.
The bogie will then be placed with position 0,0,0 centered upon this axle's location.
Object must point to a b3d, csv or animated object.
Axles defines the two independent axle positions of the bogie.
A Reversed = true statement may also be used to flip the object if required.