Yes,
I was tire-d of the translations and other tiny things.
Can we talk about something really serious ?
Is anybody here familiar with car or tire simulation code ?
I remember NaN had some experience, can you help ?
I already talked with my friend Mike again about what's wrong with SR simulation.
And I know what to do, but not really how to do it.
SR has already like everything needed to (without touching code):
edit cars in game, edit tire functions during driving, visualize simulation stuff, etc.
So my questions are:
How do the tire functions need to look like (generally) for gravel ? Has anybody found any references on internet ?
I know somewhat how they should behave (which I describe here) but not exactly the shape nor the Pacejka parameters for that.
ATM, SR has too much grip in longitudinal direction. Cars should spin tires on gravel from start until even 3rd gear.
Also engine torque is so strong that it should be possible to spin them easily and more often even at speed.
Yet even when spinning and sliding they should provide decent longitudinal force (from engine torque, when throttle is pressed ofc).
Also the worst thing I can't seem to do with this simulation:
How do I allow easy turning/steering of car - always ? I.e. with already spinning tires and at high speed too.
Car should loose lateral grip (oversteer) just by turning a bit too much at speed, yet be very steerable when sliding.
Steering left/right should just be turning (directly rotating) the car nearly always.
ATM in SR you can't do shit when sliding at speed, it just sticks to that direction it already had before.
Do I think right that this should be fixed with longitudial (Fx) function being quite flat and not much dropping without even visible peak ?
This is exactly so in Richard Burns Rally too. If you from stopped car press right and up arrow (full throttle and full steer to one side) it will almost instantly spin tires and steer car - won't go straight much, just will turn circles at that place.
How does one do that ? (How in tires, I'm guessing)
Also, do tire friction circle combining method or its parameters influence this much ?
And, do differentials have a lot or not that much to do with this ? I think somewhat yes.
Can anybody explain why in RBR the front diff has 320 Nm torque, rear has 700, and center 600 ? I mean why so different.
Also anybody familiar with the differential mappings, i.e. functions how should diff's (front,rear,center) lock depending from throttle,brake position and car speed. Those are in RBR (like 9 functions) and supposedly were very important for rally drivers.
Next question: How do I achieve differential lock in sim code ?
Does this need some extra code or is it similar to just setting diff. torque to very high value (eg. 10000).
ATM also cars have that stupid angular damping I added. I believe they should have it very low or even none ? I.e. how much should car body damp rotation from air resistance ?
I'm already editing cars yeah since ages, but recently for the hard simulation mode, which I want to have, with all this and be finally closer to RBR.
Also I got no idea, how the engine inertia should be and friction, I'm told that WRC cars have low engine inertia (i.e. pressing throttle peaks rpm very fast on neutral), but also rpms drop fast on neutral, how so?
Here, some cool pictures to help explain what I mean:
http://autocarspeed.com/wp-content/uplo ... t-side.jpg
http://hqdesktop.net/wallpapers/l/1280x ... _49891.jpg
http://www.speedwaymedia.com/wp-content ... -Rally.jpg
http://image.motortrend.com/f/wot/rod-m ... line-2.jpg
http://www.wallchan.com/images/mediums/14367.jpg
Apropo car editing tools in game here is the Wiki, and my favourite image from it, tire functions graphs.