Odometer Problem

Hello i am making a car simulation game and i need to make an odometer to simulate tire damage and wear and so on so on
so the method to make the odometer i went with works like this
first i attach the odometer script to a tire (i chose the front drivers wheel).
now for the script the idea was this:
first i get the measurements of the tire on the y axis (the dimensions read 0.647 in BUs or 2.123ft in imperial units)
next i calculated the circumference of the tire (2.123ft*3.14) which equaled 6.66622ft
next i would get the current rotation of the x axis of the tire in degrees
then i would divide the current rotation by 360 and then check if that is a whole number
if it is a whole number then i would add 6.66622ft to a variable and then divide that variable by 5280
(my dad came up with the formula and the basis for the odometer)
then i would dump that to a game property or a text plane.
so my problem is that i don’t know how to get the current rotation of the tire period.
so how do i do that?
and i have to get the rotation of the x axis only and it has to be in degrees not radians or blender units
and also in python how would i check if a number was whole or not?
sorry for the long winded explanation
here’s the script to get the rotation
i already know how to do the math to get the amount of miles its traveled but i did up this script and it just wont work
when i debug the properties it dosen’t even show the odo property(i figured that out i need to add a .x to TireRot but now it just shows 0.000000 no matter how much the tire rotates) what am i doing wrong?

import bge
from bge import logic
import bpy
cont = bge.logic.getCurrentController()
own = cont.owner
set = own[‘odo’]

def main ():

Tire =  bpy.data.objects["TireFD"]
TireRot = Tire.rotation_euler
own['odo'] = TireRot.x

thanks in advance
by the way i am using blender 2.68

if 'start' not in own:
if own['Pos']!=own.worldPosition:


Dt=Distance Traveled

def init(cont):
    own = cont.owner
    own['rotation'] = own.worldOrientation.to_euler().x
    own['total_angle'] = 0.0

def update(cont):
    own = cont.owner
    current_angle = own.worldOrientation.to_euler().x
    last_angle, own['rotation'] = own['rotation'], current_angle
    rotation_difference = current_angle - last_angle
    own['total_angle'] += rotation_difference

def get_miles(cont):
    own = cont.owner

    radius = 1.0
    displacement = math.pi * radius * own['total_angle'] #Metric meters

blue print thank you for the help but when i start the script in bge it gives me an error in the console that says:

Traceback (most recent last call)
file “new odometer.py”, line 10, in <module>
AttributeError: Vector sunctraction: (str - Vector) invalid type for this operation

so whats wrong?
and also does this script mesure in miles or blender units?

and also how does this script work?

thank you @agoose7777 i put your loaded up your script and i didnt really know which module to call so i called the update module and it worked but it had 2 things wrong:

  1. it had an error in the console saying:

Traceback (most recent last call)
file “new odometer.py”, line 15, in update
TypeError: unsupported operand type(s) for -: ‘float’ and ‘str’

2. in the rotation property it starts out at 0.1 then goes all the way to 3.0 then starts counting backwards to -3.0 then starts count up agian and repeats this so its not mesuring the angle whats wrong?

thank you both very much for your input

import bge
if 'start' not in own:
    if own['Pos']!=own.worldPosition:



exampleDT.blend (429 KB)

My mistake. I’d forgotten about the flipping point.
rotation.blend (432 KB)

Thank you both for your help
i have a question about your script blueprint
the final Dt game property what units is it using?
BUs feet inches meters miles what?
and agoose when i used your script with my cars wheel it showed nothing for the rotation why is that?
here is the script i am using to drive the car:

hmm i cant seem to post the script but you can get a working blend with the car in it at http://www.youtube.com/blender3dmaster
just look for his car setup v3 video(note this is not my work i am only modifing it)
thanks agian for all of your help

bu blender units

for all you blenders out there heres the soultion i worked up using blue prints script:

import bge
if 'start' not in own:
    if own['Pos']!=own.worldPosition:
        Ft = own['Meter']*3.28
        Mi = Ft/5280
        own['Mi'] = Mi


to set up first add these game properites to an object:
(All Of these Should Be Floats)
then attach this script to a game object via an always sensor with true pulse trigering enabled then your done and vola you have a working odometer calculated in real miles!
a huge thanks goes to BluePrintRandom for his help and to agoose77