@@ -4512,9 +4512,9 @@ public void RepositionRearTraveller()
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// Update car's curve radius and superelevation based on bogie position and move traveller to front bogie
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// Also determine roll angle for superelevation by averaging both bogies
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- float roll = traveller.GetVisualElevation();
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+ float roll = traveller.GetVisualElevation(Simulator.Settings.UseSuperElevation );
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car.UpdateCurvePhys(traveller, new[] { 0, car.CarBogieCentreLengthM });
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- roll = (roll + traveller.GetVisualElevation()) / 2.0f;
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+ roll = (roll + traveller.GetVisualElevation(Simulator.Settings.UseSuperElevation )) / 2.0f;
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// Normalize across tile boundaries
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x += 2048 * (tileX - traveller.TileX);
@@ -4633,9 +4633,9 @@ public void CalculatePositionOfCars(float elapsedTime, float distance)
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// Update car's curve radius and superelevation based on bogie position and move traveller to front bogie
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// Outputs rotation angle for superelevation, used below
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- float roll = traveller.GetVisualElevation();
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+ float roll = traveller.GetVisualElevation(Simulator.Settings.UseSuperElevation );
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car.UpdateCurvePhys(traveller, new[] { 0, car.CarBogieCentreLengthM });
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- roll = (roll + traveller.GetVisualElevation()) / 2.0f;
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+ roll = (roll + traveller.GetVisualElevation(Simulator.Settings.UseSuperElevation )) / 2.0f;
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// Normalize across tile boundaries
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x += 2048 * (tileX - traveller.TileX);
@@ -4714,9 +4714,9 @@ public void CalculatePositionOfEOT()
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// Update car's curve radius and superelevation based on bogie position and move traveller to front bogie
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// Outputs rotation angle for superelevation, used below
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- float roll = traveller.GetVisualElevation();
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+ float roll = traveller.GetVisualElevation(Simulator.Settings.UseSuperElevation );
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car.UpdateCurvePhys(traveller, new[] { 0, car.CarBogieCentreLengthM });
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- roll = (roll + traveller.GetVisualElevation()) / 2.0f;
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+ roll = (roll + traveller.GetVisualElevation(Simulator.Settings.UseSuperElevation )) / 2.0f;
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// Normalize across tile boundaries
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x += 2048 * (tileX - traveller.TileX);
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