Vehicle Systems

Table of Contents

Beyond the drivetrain, RCCP vehicles include several auxiliary systems that handle stability, aerodynamics, damage, fuel, nitrous oxide, audio, lighting, particles, and visual effects. All of these systems work fully at runtime in RCCP Lite.


RCCP_Stability

The stability system provides electronic driver aids and drift control. It monitors wheel slip, vehicle rotation, and steering input to apply corrective forces.

Stability Aids

SystemDescription
ABS (Anti-lock Braking System)Prevents wheel lockup during braking by pulsing brake pressure
ESP (Electronic Stability Program)Applies individual wheel brakes to correct oversteer/understeer
TCS (Traction Control System)Reduces engine power when wheels spin to maintain traction
Steering HelperApplies corrective steering torque to improve straight-line stability
Traction HelperApplies additional lateral grip forces
Angular Drag HelperDampens vehicle rotation for more predictable handling

Drift System

The stability component also includes a complete drift system with force-based drifting, angle limiting, friction reduction, counter-steer recovery, and momentum maintenance. The drift system is configured through behavior presets (see 12_Settings.md).

Editable in Lite

ParameterDescription
ABSToggle anti-lock braking
ESPToggle electronic stability
TCSToggle traction control
steeringHelperToggle steering assistance
tractionHelperToggle traction assistance

Locked in Lite

All threshold values, intensity settings, drift parameters, angular drag settings, and force strengths.


RCCP_AeroDynamics

Handles aerodynamic forces acting on the vehicle, including downforce (which increases grip at speed), air resistance (drag), wheel resistance, and center of mass management.

Also includes an auto-reset feature that flips the vehicle right-side-up if it becomes stuck upside down.

Editable in Lite

ParameterDescription
downForceAerodynamic downforce applied at speed
autoResetAutomatically flip vehicle if upside down

Locked in Lite

Center of mass button, dynamic COM, air resistance, wheel resistance, auto-reset timer.


RCCP_Damage

A multi-aspect damage system that simulates mesh deformation, wheel damage, light breakage, and body part detachment. Damage can be saved and loaded per vehicle, and repaired at runtime.

Damage Types

TypeDescription
Mesh DeformationVertices of body meshes move on collision impact
Wheel DamageWheels can be damaged, deflated, or detached
Light DamageHeadlights and tail lights can break on impact
Part DamageBody panels (bumpers, fenders, doors) can detach

Editable in Lite

ParameterDescription
meshDeformationToggle mesh deformation
wheelDamageToggle wheel damage
lightDamageToggle light damage
partDamageToggle part detachment
Repair NowButton to repair all damage (play mode only)

Locked in Lite

Damage thresholds, deformation radius, deformation multiplier, all per-component configuration, mesh/light/part lists, save/load/delete operations.


RCCP_FuelTank

Simulates fuel consumption with configurable tank capacity and consumption rates. The fuel level decreases as the engine runs and the vehicle is driven. When fuel runs out, the engine stalls.

Editable in Lite

All fuel tank parameters are locked in Lite. The fuel system works at runtime with default values.


RCCP_Nos

Nitrous oxide system that provides a temporary torque boost. NOS has a limited supply that depletes during use and regenerates over time.

Editable in Lite

ParameterDescription
amountCurrent NOS amount (read at runtime)

Locked in Lite

NOS torque multiplier, regeneration rate, maximum amount, usage rate.


RCCP_Limiter

Speed limiter that can restrict the vehicle's maximum speed on a per-gear basis. Useful for gameplay scenarios that require speed zones or governed vehicles.

Editable in Lite

All limiter parameters are locked in Lite.


RCCP_Audio

Complete vehicle audio system with separate audio sources for different engine RPM ranges, plus gear shift sounds, turbo whistle, NOS activation, crash impacts, wind noise, brake sounds, and exhaust flames.

The audio system dynamically blends between low, mid, and high RPM engine clips based on current engine RPM, creating a smooth and realistic engine sound.

Audio Sources

SourceDescription
Engine IdleLow RPM idle loop
Engine LowLow RPM driving
Engine MediumMid RPM range
Engine HighHigh RPM / full throttle
Engine StartStarter motor sound
Gear ShiftTransmission clunk on shift
TurboTurbocharger whistle and blow-off
NOSNitrous activation hiss
BrakeBrake squeal under heavy braking
WindSpeed-dependent wind noise
CrashCollision impact sounds
Exhaust FlameExhaust backfire on deceleration

Editable in Lite

All audio parameters are locked in Lite. Audio works at runtime with default clips and mixing.


RCCP_Lights

Manages all vehicle lighting including headlights, brake lights, reverse lights, turn indicators, and optional neon underglow and police/emergency lights.

Light Types

TypeDescription
Headlights (Low Beam)Standard forward illumination
Headlights (High Beam)Bright forward illumination
Brake LightsActivate when braking
Reverse LightsActivate in reverse gear
Left IndicatorLeft turn signal
Right IndicatorRight turn signal
Hazard LightsAll indicators flash together

Editable in Lite

Light on/off toggles are controlled via input (L for headlights, Q/E for indicators). The Lights inspector allows navigation to individual light components.

Locked in Lite

Light creation, removal, position editing, URP conversion tools.


RCCP_Particles

Manages particle effects for wheel slip (tire smoke), contact sparks, brake dust, and surface-dependent effects. The particle system reads from the ground materials database to emit the correct particle type based on the surface the wheels are on.

Editable in Lite

All particle parameters are locked in Lite. Particles work at runtime with default configurations.


RCCP_BodyTilt

Applies visual body lean/roll during cornering, giving the vehicle a more dynamic appearance during turns. This is purely visual and does not affect physics.

Editable in Lite

All body tilt parameters are locked in Lite.


RCCP_Lod

Level-of-detail system that reduces rendering complexity at distance. Automatically switches mesh detail levels based on camera distance for better performance.

Editable in Lite

All LOD parameters are locked in Lite.


RCCP_Exhausts / RCCP_Exhaust

Visual exhaust system with gas particles and optional flame effects. The exhaust flame activates during deceleration (engine braking) for a realistic visual effect.

Editable in Lite

All exhaust parameters are locked in Lite.


RCCP_DetachablePart

Individual body parts (bumpers, fenders, doors, etc.) that can detach on sufficient collision impact. Each part has configurable break force, joint strength, and detachment behavior.

Editable in Lite

Detachable parts are configured through the damage system. Toggle part damage on/off via RCCP_Damage.


RCCP_Recorder

Records vehicle movement data (position, rotation, inputs) for playback. Useful for replay systems, ghost cars, or cinematic sequences.

API Access


RCCP.StartStopRecord(vehicle);    // Toggle recording
RCCP.StartStopReplay(vehicle);    // Play last recording
RCCP.StopRecordReplay(vehicle);   // Stop playback

RCCP_TrailerAttacher

Allows vehicles to attach and tow trailer objects. Handles the physics joint, connection/disconnection, and trailer input forwarding.

Editable in Lite

All trailer parameters are locked in Lite. The trailer system works at runtime with default values.

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