Steering: Bug fix
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073877663f
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@ -17,7 +17,7 @@ var Steering = {
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steeringLimit: 15.707963, #// 5 * 3.1415926
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steeringStep : func(rad){
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return 0.1 * math.pow(math.abs(rad), 0.5)+0.05;
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return 0.1 * math.pow(math.abs(rad), 0.5)+0.04;
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},
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neutralStep : func(rad){
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var speed = props.getNode("/", 1).getValue("sim/multiplay/generic/float[15]");
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@ -25,18 +25,20 @@ var Steering = {
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},
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mainLoop: func(){
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if(math.abs(me.steeringAngle) < 0.1 and me.input == 0) me.steeringAngle = 0;
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if(math.abs(me.steeringAngle) < 0.05 and me.input == 0) me.steeringAngle = 0;
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if(me.input == 0 and me.steeringAngle == 0){
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me.stopTimer();
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return 0;
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}else if(me.input == 0 and me.steeringAngle > 0.1){
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}else if(me.input == 0 and me.steeringAngle > 0.05){
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me.steeringAngle -= me.neutralStep(me.steeringAngle);
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}else if(me.input == 0 and me.steeringAngle < 0.1){
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}else if(me.input == 0 and me.steeringAngle < -0.05){
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me.steeringAngle += me.neutralStep(me.steeringAngle);
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}else if(me.input == 1 and me.steeringAngle < me.steeringLimit){
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me.steeringAngle += me.steeringStep(me.steeringAngle) * me.input;
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if(me.steeringAngle < 0) me.steeringAngle += me.neutralStep(me.steeringAngle);
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}else if(me.input == -1 and me.steeringAngle > me.steeringLimit * -1){
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me.steeringAngle += me.steeringStep(me.steeringAngle) * me.input;
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if(me.steeringAngle > 0) me.steeringAngle -= me.neutralStep(me.steeringAngle);
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}
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me.command = me.steeringAngle / me.steeringLimit; #//The steering wheel could rotate for two circles and a half
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