Vortex Studio is able to simulate amphibious vehicles interacting with water? How to model track propulsion?
The Thruster extension turns an RPM value into a force applied to a Part:
As long as it's properly set up, the Thruster will work as soon as it's in the Ocean extension's volume. There are several examples of Thrusters in the Offshore sample (the ships, the ROV).
(Note that the Marine component is not available in the Essentials edition.)
The Thruster extension has a Part parameter. If you choose the chassis of a vehicle, it will apply forces in a direction (the Thruster Force Vector parameter) fixed to the chassis. If you want to steer the thrust force, you can create a separate part, constrain it to the vehicle chassis with a hinge so it can be rotated, and choose that part in the Part parameter. The thrust force would then move with the new part.
How to move Thruster in water.
Alternatively you can also just add point forces at the places where the propulsion force would be applied.
The force can be added via a python script extension and whatever inputs you connect to it.
The Vortex Studio Defense Vehicles sample contains an example of that sort of thing. The LAV has a script called "Recoil" which adds a point force to the barrel to simulate the recoil effect when firing.
This way you can model the propulsion of your vehicle as you see fit.
Information on Vortex Studio samples here:
Download link for samples here:
Yes, a vehicle model can include fluid drag, lift and buoyancy, based on hull and wheel geometry. These parameters can interact both with the Ocean extension (which creates an infinite plane of water) or a Fluid Surface extension (for more limited volumes, such as rivers, lakes, pools, etc.). This has been used by clients to model slowdown in water, loss of traction and fully supports the transition between water and ground.
To model track propulsion, you could create a series of track shoes and give them a drag parameter, but this would require much scripting and would probably have a negative impact on framerate. An easier approach is to use the Thruster extension, which turns an RPM into a force. Add one to each track and tie the input RPM to the rotation of the wheels. Then, customize the RPM-to-thrust curve in a CSV file to provide the desired acceleration and top speed.
The Vortex Studio documentation explains how to set up drag and buyoancy:
And you can learn more about the Thruster extension here: