xr79 wrote:
Okay so these vehicle offsets are probably the most frustrating thing I have ever dealt with IN MY FUCKING LIFE! There has to be a way to measure this! or like calculate it so it's not a god damn guessing game?! please someone help me.
I had an entire conversation about this with ChippedChap, and it took a while for me to explain everything - hopefully you'll catch this a bit easier.

Alright, start off with the wheels (if you've got any wheel) - the wheel HAS to be centered around the origin, so if you rotated it about the origin, it would look like it was a spinning tire (surprise surprise, heh). Then, make sure the chassis is centered at the origin, then move it up so that if the X plane was the ground and the wheels were on it, the chassis would look fine. I know that might sound confusing, but look at this KV 1 / 2 / 85 - take the tracks like the wheels.
As you can see, the chassis is floating where it would be if the tracks / wheels were there. Export it like that.
For turrets, center it at the origin and then raise it so the bottom of the turret is where the XY-plane is. Export it like that.
For turret weapons, (once again) center it at the origin and then move it to the side so the place where it joins with the turret is just in front of the Y plane.
After that, you should be able to ignore the offset and visual offset in the physics section (which is what ChippedChap struggled with). For reference, the numbers in the offset are (a, b, c) - "a" moves the object left and right, "b" moves the object up and down, and "c" moves the object forwards and backwards. Hopefully all this helps.
