R.E.P.O.R.E.P.O.wiki
Illustrative community picture showing a Hauler vehicle.
Illustrative community picture showing a Hauler vehicle from R.E.P.O. Fandom Wiki, CC-BY-SA-4.0 (license), by Mikola2023. It has been re-encoded for this page. It is not a screenshot taken by this site.

How the game behaves · R.E.P.O. v0.4.0 · read from a local copy

Driving a vehicle and staying upright

A vehicle is an item with a state and a timer of its own.

A vehicle in R.E.P.O. is driven by forces rather than by a steering wheel alone: it has a soft speed limit as well as a hard one, its wheels grip through separate front and back forces, and stabilisation, lift and tilt correction are what keep it from rolling over.

What the game establishes

In play

A vehicle is an item with its own state and its own timer rather than a special mode the game switches into. That state is what the rest of the driving behaviour is built on.

It steers from a transform of its own. There is a steering transform and a rigid body, and the vehicle turns by applying a force rather than by setting a heading directly.

Speed is bounded more than once. There is a hard maximum in the usual unit and a soft maximum as well, with a decay rate for it, along with limits on how fast the body may move and how quickly it may spin.

Falling is bounded too. Separate values cover how fast it may move downward and the speeds between which that downward limit applies, which is why a vehicle drops in a controlled way rather than as a free weight.

Steering has its own settings. There is a steering speed, a damping, a maximum angle, a multiplier for turning and a maximum turning force, so how sharply something turns is a set of values rather than one number.

It holds itself up. Stabilisation is applied as a force with angular drag, a maximum tilt angle, a correction torque and lift, which is why a car can be knocked about without immediately ending on its roof.

The seat is part of it as well. There are forces that pull the vehicle down towards its seat and roll it towards the occupant, along with a lift when a player is aboard and a multiplier when the boost is used.

Forward and reverse are separate. Each has its own maximum and its own acceleration, with deceleration between them and a hyper acceleration and speed on top, so the same vehicle can be gentle or frantic depending on how it is driven.

Yaw is sprung. There is a yaw spring strength and damping and a yaw angular drag of its own, which is how the vehicle can be turned and then settle rather than spin on.

The wheels do the work. Front and back wheels are separate, each with a force point and a minimum and maximum force, and there is a grounding ray distance and a grounding force, so grip is decided per axle rather than for the whole body.

The physics can be switched on and off in parts. Movement, stabilisation, steering, drifting, airborne behaviour, wheels, player physics and a stair approach assist each have their own switch, which is why the same body can behave like a car, a boat or something stranger.

It also knows whether it is racing, with a speed to use when no race is running, so a vehicle can be told to behave differently depending on the mode it is in.

What this entry does not tell you: how fast any vehicle goes, how much it can take, or how long a fall has to be to hurt. We have not verified those numbers, so we do not print them.

Related

Version and sources

A local copy of the game, read only. The grounding for each fact is listed on the technical reference pages; nothing here is estimated. Documented build: 0.4.0.