Faster Cars

by Zetty

Car MK2 upgrade to 0.18 and onwards. Original by hexagonhexagon.

Content
3 years ago
0.18 - 1.1
3.21K
Transportation

g Better Steering for Faster Cars

3 years ago
(updated 3 years ago)

While your mod is a godsend, it still doesn't change how tacked-on and unrealistic steering feels in Factorio. (If cars steered like that in real life... :shudder: ) To counter that I propose the following additions to your already excellent mod:

  1. Change the turn radius in proportion to the car's speed. At the lowest speeds, the max angle might be 45 degrees, allowing very tight turns in very close quarters, while at the highest speed it might only be 5, preventing wildly veering left and right as you turn and causing you to have to constantly stop and repair your car and replace the power pole you just flattened. :facepalm: (That is, after all, the number one thing so many HATE about driving in Factorio.)

  2. Implement all-wheel independent steering. (The car model itself doesn't have to be changed; the visual difference is of lower priority.) The basic idea is to allow all four wheels to steer independently to allow four-wheel steer (rear wheels turn opposite to front at lower speeds), crab-steer (rear wheels are slightly parallel to the front one at higher speeds so that the car glides into the turn, and zero-turn (all four wheels form a diamond shape to allow turning in a circle.) Here is an article on how it is implemented IRL. https://www.facebook.com/mechanicalinfor/posts/four-wheel-steering-system-four-wheel-steering-4ws-also-called-rear-wheel-steeri/1012215142302507/

Does that make sense?

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