Intended to animate forward and rear steering wheels for wheeled vehicles, like btr-80 or stryker.
Steering controller allows a chassis node to rotate left or right when 'A' or 'D' is pressed by player.
Tank rotation triggered by mouse event (turning a stopped casemate TD by aiming) is not captured at the moment.
Apparently it doesn't work in replay for lack of user keyboard input.

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Steering controller is enabled by adding two types of nodes to chassis visual file.





type1: config node.
       <steeringNodes> 
              A list of nodenames that will be rotated by user keyboard event. Separate items by whitespace.
       <steeringNodesReversed>
              A list of nodenames that will rotate in opposite direction. Separate items by whitespace. 
              Some vehicles use this on the last pair of wheels to reduce turning radius.    
       <steeringMaxYaw>
              A series of maximum deflection angle in degree. 
              Sequence here corresponds to <steeringNodes> and then <steeringNodesReversed>
                ie, with <steeringNodes> N1 N2 </steeringNodes> and <steeringNodesReversed> NA NB </steeringNodesreversed>
                you have <steeringMaxYaw> 29 30 31 32 </steeringMaxYaw>
                will results in N1 having max deflection 29 degrees, N2=30 ,NA=31 NB=32
              If only one number is given, all steering wheels will use this value.
       <steeringMaxTime>
              Controls steering speed by specifying time in seconds to rotate from neutral to max deflection
       These nodes should be placed under root element, for example:
[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[
<chassis.visual>
	<steeringNodes>Steer_L0 Steer_L1 Steer_R0 Steer_R1 </steeringNodes>
	<steeringNodesReversed>Steer_L3 Steer_R3  </steeringNodesReversed>
	<steeringMaxYaw> 35 20 35 20 35 35 </steeringMaxYaw>
	<steeringMaxTime> 1.5 </steeringMaxTime>
	<node>
		<identifier>	Scene Root	</identifier>
		<transform>
        ...
        ...
]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]





type2: steering node that rotates.
       The names to be used should be already specified by previous <steeringNodes> and/or <steeringNodesReversed> 
       This will be your normal dummy node when constructing 3dsmax project file.
       Typically it should be a parent of corresponding wheel node (<W_L0> for example) and a direct/indirect child of <tank>,
       and (direct) child of groundNode.
    
       In the example below you'll notice that Steer_L0 is child of Track_L0. Track_L0 is groundNode which moves up
and down following terrain curvature. We want the steering assembly to also be affected by this controller, so is linked below it.


       Tank
         |           
          ----> Track_L0 --> Steer_L0 --> W_L0
         |           
          ----> Track_R0 --> Steer_R0 --> W_R0
         |
          ----> V

       So either you set up these nodes in 3ds project file, or manually insert one to visual file using text editor.
