A lot of people complain about the floating disconnected
feel the F12k physics have, compared to GP3. They are
right. The reason for this is because while the F12k
physics engine is very sophisticated, the values fed to it
are not realistic. And the reason is, I believe, is because the
AI could not handle a realistic model. If you edit the values
in the veh files for the cars the AI drive or alter the garage setups
they use, it drastically changes their behaviour. This is a
pretty cool and ambitious approach for AI, I don't know of any
other sim that forces the AI to drive an actual car, but they
just aren't sharp enough to handle realistic models.
EA took the lazy and quick approach to deal with this problem.
They chose a compromise. So the AI have a model that they
can sort of handle, and you get a model that is sort of realistic.
The right way to do it is to choose the car you want to drive.
Then edit the veh file for it. Then edit all the AI veh files giving
them an easier physics model. You have to choose the
"not all cars identical" type options in the game menus.
I got started on this approach after using some files and theories
of I believe it was Gregor Veble? If you look in the veh files, there is
a variable: inertia=(2000.00,2500.00,1000.00). If you think about
it, why did ISI use a constant for inertia when there is no such thing?
Why didn't they just let the mass and acceleration dictate what the
inertia would be? It makes it easy to make tweaks that the AI can
handle, and lets the suits dumb down the game for the mass market.
The values represent pitch, yaw, and roll, around the center of the car,
much like an airplane. This is why some people think the car rotates
on its center axis when it turns. If you increase the yaw to 6000 it
indeed does wobble back and forth around its center.
Veble reduced them to what he thought a real F1 driver would feel:
inertia=(900.00,1100.00,450.00).
I believe that a value of 1000.0 gives the physics code a neutral
multiplier of 1.0.
So I use inertia=(1000.00,1000.00,1000.00).
Now take a look at: engine_inertia=(0.190).
This slows down the rev up speed when in neutral,
and makes it easier for the AI (and you) to avoid
spinning out. I use engine_inertia=(0.12)
for faster revving.
clutch_eff=(0.995). Dumbed down makes for smoother
shifting and weaker transfer of power to the wheels.
1.2 will jolt the drivers head back when shifting and
is wicked and fun. No way the AI can handle it.
I use 1.1. Careful in the pits! >:)
A high 1.2 value makes it hard to avoid spinning when
hitting the curbs, but it also gives you a faster lap time.
Now look at the inertia variables for the wheels.
There a four of them, one for each wheel. Set to
inertia=(2.000). This is not the rolling inertia.
It is the SLIDING inertia. This greatly affects the abiblity
to catch a slide like in GPL. The AI like higher
values. inertia=(1.0) is probably neutral and the
most realistic for modern F1. If you boost it up
to 6 or even 12, and boost the pitch and roll up,
while taking the yaw down to 1000, you get a feel
very similar to GPL, especially with a more
efficient clutch and hard tires.
I use the values that I've stated are probably "neutral"
and let the laws of physics dictate the results. I
also like to reduce the tire stiffness down to about 37.
This gives more grip. At first its hard to drive. The
spins are sudden and "seem" somewhat canned. The
understeer is more pronounced and you have to adjust
your garage setup. You have to go with a slightly
higher setup and be very alert when hitting the curbs.
But after awhile it gets much more immersive and
addictive. It's more frightening like in GPL. It seems
more like what I see on TV. I can catch spins but
not all of them, and when I do, I'm proud of it.
I'll never go back.
Tom
On 16 Aug 2000 19:32:33 GMT, [email hidden] (TToommLL) thus spoke:
Interesting. Is it possible for you to zip up you're altered files so
that I/others can try them out? I'm too lazy to do all that editing
myself. :-)
--
Nos
Quoted text (15 lines)
>I use the values that I've stated are probably "neutral" >and let the laws of physics dictate the results. I >also like to reduce the tire stiffness down to about 37. >This gives more grip. At first its hard to drive. The >spins are sudden and "seem" somewhat canned. The >understeer is more pronounced and you have to adjust >your garage setup. You have to go with a slightly >higher setup and be very alert when hitting the curbs. >But after awhile it gets much more immersive and >addictive. It's more frightening like in GPL. It seems >more like what I see on TV. I can catch spins but >not all of them, and when I do, I'm proud of it. >I'll never go back. > >Tom
TToommLL <[email hidden]> wrote in message
news:[email hidden]...
On the topic of the AI driving the actual cars. I don't think GPL makes the
AI drive the set-up of a car as they can somehow swivel the car on the spot
and stop from 5th in half the time it takes me and all that but i know GP2
and GP3 for that matter has the AI set-up built into the track. You can mess
about with it in the track editor but I haven't really tried it but I'd
presume that for instance giving them less rear wing will make them spin
more, like in F12k.
Quoted text (81 lines)
> A lot of people complain about the floating disconnected > feel the F12k physics have, compared to GP3. They are > right. The reason for this is because while the F12k > physics engine is very sophisticated, the values fed to it > are not realistic. And the reason is, I believe, is because the > AI could not handle a realistic model. If you edit the values > in the veh files for the cars the AI drive or alter the garage setups > they use, it drastically changes their behaviour. This is a > pretty cool and ambitious approach for AI, I don't know of any > other sim that forces the AI to drive an actual car, but they > just aren't sharp enough to handle realistic models. > > EA took the lazy and quick approach to deal with this problem. > They chose a compromise. So the AI have a model that they > can sort of handle, and you get a model that is sort of realistic. > > The right way to do it is to choose the car you want to drive. > Then edit the veh file for it. Then edit all the AI veh files giving > them an easier physics model. You have to choose the > "not all cars identical" type options in the game menus. > > I got started on this approach after using some files and theories > of I believe it was Gregor Veble? If you look in the veh files, there is > a variable: inertia=(2000.00,2500.00,1000.00). If you think about > it, why did ISI use a constant for inertia when there is no such thing? > Why didn't they just let the mass and acceleration dictate what the > inertia would be? It makes it easy to make tweaks that the AI can > handle, and lets the suits dumb down the game for the mass market. > The values represent pitch, yaw, and roll, around the center of the car, > much like an airplane. This is why some people think the car rotates > on its center axis when it turns. If you increase the yaw to 6000 it > indeed does wobble back and forth around its center. > Veble reduced them to what he thought a real F1 driver would feel: > inertia=(900.00,1100.00,450.00). > I believe that a value of 1000.0 gives the physics code a neutral > multiplier of 1.0. > So I use inertia=(1000.00,1000.00,1000.00). > > Now take a look at: engine_inertia=(0.190). > This slows down the rev up speed when in neutral, > and makes it easier for the AI (and you) to avoid > spinning out. I use engine_inertia=(0.12) > for faster revving. > > clutch_eff=(0.995). Dumbed down makes for smoother > shifting and weaker transfer of power to the wheels. > 1.2 will jolt the drivers head back when shifting and > is wicked and fun. No way the AI can handle it. > I use 1.1. Careful in the pits! >:) > A high 1.2 value makes it hard to avoid spinning when > hitting the curbs, but it also gives you a faster lap time. > > Now look at the inertia variables for the wheels. > There a four of them, one for each wheel. Set to > inertia=(2.000). This is not the rolling inertia. > It is the SLIDING inertia. This greatly affects the abiblity > to catch a slide like in GPL. The AI like higher > values. inertia=(1.0) is probably neutral and the > most realistic for modern F1. If you boost it up > to 6 or even 12, and boost the pitch and roll up, > while taking the yaw down to 1000, you get a feel > very similar to GPL, especially with a more > efficient clutch and hard tires. > > I use the values that I've stated are probably "neutral" > and let the laws of physics dictate the results. I > also like to reduce the tire stiffness down to about 37. > This gives more grip. At first its hard to drive. The > spins are sudden and "seem" somewhat canned. The > understeer is more pronounced and you have to adjust > your garage setup. You have to go with a slightly > higher setup and be very alert when hitting the curbs. > But after awhile it gets much more immersive and > addictive. It's more frightening like in GPL. It seems > more like what I see on TV. I can catch spins but > not all of them, and when I do, I'm proud of it. > I'll never go back. > > Tom > >Let me be the first to offer up a If it's in Nascar Heat, why isn't in all
games" pots that we've becomes so accustomed to in reference to GPL... :)
What if ISI\EA would have included different difficulty levels like MGI did?
If the AI can't handle it, then make it only an option in multiplayer and
pre-season testing (there's a ICR 1 term...) and say "THIS MODE IS TOO
HARDCORE FOR ANYONE BUT EXPERT DRIVERS!!!" turning the failings of their AI
into a feature.
I suppose if us reasonable people made games, they'd be perfect... :) hehe,
tis the advantage of looking at a product at end result, instead of how the
developers have to look at it, kind of like when you write a paper, no
matter how many times you read it, you miss a couple simple grammatical
errors.
TToommLL <[email hidden]> wrote in message
news:[email hidden]...
Quoted text (88 lines)
> A lot of people complain about the floating disconnected > feel the F12k physics have, compared to GP3. They are > right. The reason for this is because while the F12k > physics engine is very sophisticated, the values fed to it > are not realistic. And the reason is, I believe, is because the > AI could not handle a realistic model. If you edit the values > in the veh files for the cars the AI drive or alter the garage setups > they use, it drastically changes their behaviour. This is a > pretty cool and ambitious approach for AI, I don't know of any > other sim that forces the AI to drive an actual car, but they > just aren't sharp enough to handle realistic models. > > EA took the lazy and quick approach to deal with this problem. > They chose a compromise. So the AI have a model that they > can sort of handle, and you get a model that is sort of realistic. > > The right way to do it is to choose the car you want to drive. > Then edit the veh file for it. Then edit all the AI veh files giving > them an easier physics model. You have to choose the > "not all cars identical" type options in the game menus. > > I got started on this approach after using some files and theories > of I believe it was Gregor Veble? If you look in the veh files, there is > a variable: inertia=(2000.00,2500.00,1000.00). If you think about > it, why did ISI use a constant for inertia when there is no such thing? > Why didn't they just let the mass and acceleration dictate what the > inertia would be? It makes it easy to make tweaks that the AI can > handle, and lets the suits dumb down the game for the mass market. > The values represent pitch, yaw, and roll, around the center of the car, > much like an airplane. This is why some people think the car rotates > on its center axis when it turns. If you increase the yaw to 6000 it > indeed does wobble back and forth around its center. > Veble reduced them to what he thought a real F1 driver would feel: > inertia=(900.00,1100.00,450.00). > I believe that a value of 1000.0 gives the physics code a neutral > multiplier of 1.0. > So I use inertia=(1000.00,1000.00,1000.00). > > Now take a look at: engine_inertia=(0.190). > This slows down the rev up speed when in neutral, > and makes it easier for the AI (and you) to avoid > spinning out. I use engine_inertia=(0.12) > for faster revving. > > clutch_eff=(0.995). Dumbed down makes for smoother > shifting and weaker transfer of power to the wheels. > 1.2 will jolt the drivers head back when shifting and > is wicked and fun. No way the AI can handle it. > I use 1.1. Careful in the pits! >:) > A high 1.2 value makes it hard to avoid spinning when > hitting the curbs, but it also gives you a faster lap time. > > Now look at the inertia variables for the wheels. > There a four of them, one for each wheel. Set to > inertia=(2.000). This is not the rolling inertia. > It is the SLIDING inertia. This greatly affects the abiblity > to catch a slide like in GPL. The AI like higher > values. inertia=(1.0) is probably neutral and the > most realistic for modern F1. If you boost it up > to 6 or even 12, and boost the pitch and roll up, > while taking the yaw down to 1000, you get a feel > very similar to GPL, especially with a more > efficient clutch and hard tires. > > I use the values that I've stated are probably "neutral" > and let the laws of physics dictate the results. I > also like to reduce the tire stiffness down to about 37. > This gives more grip. At first its hard to drive. The > spins are sudden and "seem" somewhat canned. The > understeer is more pronounced and you have to adjust > your garage setup. You have to go with a slightly > higher setup and be very alert when hitting the curbs. > But after awhile it gets much more immersive and > addictive. It's more frightening like in GPL. It seems > more like what I see on TV. I can catch spins but > not all of them, and when I do, I'm proud of it. > I'll never go back. > > Tom > > > > > > > > >No gpl doesn't, The gpl AI drive within set lines on the track towards set
base lines and set advised speeds at 1.0000 of their speed, they can go
faster or slower depending only on the parameters within gpl_ai.ini and
driver.ini
Imagine dragging a toy car on a piece of string, it is applied with equal
physics to real life, but it is being yanked to a set point, and does not
need to be pointing the right way to get pulled, 'it' has no say over when
pulled, only the recovery time set in the ini files does.
--
Tim,
[email hidden]|[email hidden]
http://legends.sports-gaming.com/forums.shtml FREE forums for your league...
http://legends.sports-gaming.com Sim racing website loosely based on gpl...
HEY TOM
Once again
you personnally raised the game for everyone
KEEP IT UP
wonder what does the top brass at
EA sports really think about the game ??
or games in general, I mean are they interested at all
....................
TToommLL <[email hidden]> wrote in message
news:[email hidden]...
Quoted text (88 lines)
> A lot of people complain about the floating disconnected > feel the F12k physics have, compared to GP3. They are > right. The reason for this is because while the F12k > physics engine is very sophisticated, the values fed to it > are not realistic. And the reason is, I believe, is because the > AI could not handle a realistic model. If you edit the values > in the veh files for the cars the AI drive or alter the garage setups > they use, it drastically changes their behaviour. This is a > pretty cool and ambitious approach for AI, I don't know of any > other sim that forces the AI to drive an actual car, but they > just aren't sharp enough to handle realistic models. > > EA took the lazy and quick approach to deal with this problem. > They chose a compromise. So the AI have a model that they > can sort of handle, and you get a model that is sort of realistic. > > The right way to do it is to choose the car you want to drive. > Then edit the veh file for it. Then edit all the AI veh files giving > them an easier physics model. You have to choose the > "not all cars identical" type options in the game menus. > > I got started on this approach after using some files and theories > of I believe it was Gregor Veble? If you look in the veh files, there is > a variable: inertia=(2000.00,2500.00,1000.00). If you think about > it, why did ISI use a constant for inertia when there is no such thing? > Why didn't they just let the mass and acceleration dictate what the > inertia would be? It makes it easy to make tweaks that the AI can > handle, and lets the suits dumb down the game for the mass market. > The values represent pitch, yaw, and roll, around the center of the car, > much like an airplane. This is why some people think the car rotates > on its center axis when it turns. If you increase the yaw to 6000 it > indeed does wobble back and forth around its center. > Veble reduced them to what he thought a real F1 driver would feel: > inertia=(900.00,1100.00,450.00). > I believe that a value of 1000.0 gives the physics code a neutral > multiplier of 1.0. > So I use inertia=(1000.00,1000.00,1000.00). > > Now take a look at: engine_inertia=(0.190). > This slows down the rev up speed when in neutral, > and makes it easier for the AI (and you) to avoid > spinning out. I use engine_inertia=(0.12) > for faster revving. > > clutch_eff=(0.995). Dumbed down makes for smoother > shifting and weaker transfer of power to the wheels. > 1.2 will jolt the drivers head back when shifting and > is wicked and fun. No way the AI can handle it. > I use 1.1. Careful in the pits! >:) > A high 1.2 value makes it hard to avoid spinning when > hitting the curbs, but it also gives you a faster lap time. > > Now look at the inertia variables for the wheels. > There a four of them, one for each wheel. Set to > inertia=(2.000). This is not the rolling inertia. > It is the SLIDING inertia. This greatly affects the abiblity > to catch a slide like in GPL. The AI like higher > values. inertia=(1.0) is probably neutral and the > most realistic for modern F1. If you boost it up > to 6 or even 12, and boost the pitch and roll up, > while taking the yaw down to 1000, you get a feel > very similar to GPL, especially with a more > efficient clutch and hard tires. > > I use the values that I've stated are probably "neutral" > and let the laws of physics dictate the results. I > also like to reduce the tire stiffness down to about 37. > This gives more grip. At first its hard to drive. The > spins are sudden and "seem" somewhat canned. The > understeer is more pronounced and you have to adjust > your garage setup. You have to go with a slightly > higher setup and be very alert when hitting the curbs. > But after awhile it gets much more immersive and > addictive. It's more frightening like in GPL. It seems > more like what I see on TV. I can catch spins but > not all of them, and when I do, I'm proud of it. > I'll never go back. > > Tom > > > > > > > > >...
>TToommLL <[email hidden]> wrote in message
>news:[email hidden]......
>> I got started on this approach after using some files and theories
>> of I believe it was Gregor Veble? If you look in the veh files, there is
>> a variable: inertia=(2000.00,2500.00,1000.00). If you think about
>> it, why did ISI use a constant for inertia when there is no such thing?
>> Why didn't they just let the mass and acceleration dictate what the
>> inertia would be?
Actually, intertia is constant, isn't it, if the body is not
deforming? Even so, for movement, mass IS intertia.
F=m.a, and F=I.a
...
>> Now take a look at: engine_inertia=(0.190).
>> This slows down the rev up speed when in neutral,
>> and makes it easier for the AI (and you) to avoid
>> spinning out. I use engine_inertia=(0.12)
>> for faster revving.
This intertia is probably the drivetrain's intertia (not wanting to
rotate). Does 0.12 feel better? (uhm, when comparing a bit to what you
see in real live on the tv screen?)
...
Inertia for a wheel with mass at the edge of the wheel would be r^2*m
(r=radius of wheel, m=mass of wheel).
So for r=0.5m (bit large, ok) and m=20 (kg) you get I=0.25*20=5.
Intertia can be calculated. Strange. F1-2000 .veh files seem to have a
lot of nice physics variables.
...
>> I use the values that I've stated are probably "neutral"
>> and let the laws of physics dictate the results.
Neutral isn't always 1.0. Especially not in real life. I'm not
suggesting your changes are bad; that depends a bit on how the F1-2K
physics engine handles those numbers. But some variables are just
empirically deduced, and there would be no normal way of doing it in
software (tire grip for example is much too complicated; you'll have
to approximate).
But if it gives a better feeling of driving, then all the better.
Ruud van Gaal, GPL Rank +53.53
MarketGraph / MachTech: http://www.marketgraph.nl
Pencil art: http://www.marketgraph.nl/gallery
Quoted text (7 lines)
>> Now look at the inertia variables for the wheels. >> There a four of them, one for each wheel. Set to >> inertia=(2.000). This is not the rolling inertia. >> It is the SLIDING inertia. This greatly affects the abiblity >> to catch a slide like in GPL. The AI like higher >> values. inertia=(1.0) is probably neutral and the >> most realistic for modern F1.TToommLL wrote:
Actually, I think it was a simultaneous approach of many.
There is a comment I would like to make to your post, though. These
inertia values are, as you mentioned, the values of inertia for rotation
around the three axes. These values are indeed constant, and are
directly related to the distribution of mass around the center of
gravity but not the acceleration of the car.
(physics note: the inertia of a rigid body is not a simple number such
as mass, but is actually a tensor that can be represented by a 3x3
matrix. The three values in the .veh file are the values of this tensor
along the three main body axes, which are probably presumed to be the
eigenaxes of the tensor (a slight simplification of the part of physics
engine) ).
You can estimate the inertia values by the dimensions of the cars and
their mass, which is what I did. The results suggest that the values
used are not the multipliers, but the actual values of the tensor in
standard metric units. Furthermore, the roll inertia (the third) should
be even lower according to my estimate, but set it to 300 or less and
watch the wiggle of the AI cars ;) (they seem to have less timestep
accuracy in their physics calculations).
-Gregor
Quoted text (18 lines)
> > I got started on this approach after using some files and theories > of I believe it was Gregor Veble? If you look in the veh files, there is > a variable: inertia=(2000.00,2500.00,1000.00). If you think about > it, why did ISI use a constant for inertia when there is no such thing? > Why didn't they just let the mass and acceleration dictate what the > inertia would be? It makes it easy to make tweaks that the AI can > handle, and lets the suits dumb down the game for the mass market. > The values represent pitch, yaw, and roll, around the center of the car, > much like an airplane. This is why some people think the car rotates > on its center axis when it turns. If you increase the yaw to 6000 it > indeed does wobble back and forth around its center. > Veble reduced them to what he thought a real F1 driver would feel: > inertia=(900.00,1100.00,450.00). > I believe that a value of 1000.0 gives the physics code a neutral > multiplier of 1.0. > So I use inertia=(1000.00,1000.00,1000.00). >ack, now I remember why I failed Physics 210 in college. reading this gives
me a headache, hehe.
"Ruud van Gaal" <[email hidden]> wrote in message
news:[email hidden]...
> ...
> >TToommLL <[email hidden]> wrote in message
> >news:[email hidden]...
> ...
> >> I got started on this approach after using some files and theories
> >> of I believe it was Gregor Veble? If you look in the veh files, thereis
Quoted text (52 lines)
> >> a variable: inertia=(2000.00,2500.00,1000.00). If you think about > >> it, why did ISI use a constant for inertia when there is no such thing? > >> Why didn't they just let the mass and acceleration dictate what the > >> inertia would be? > > Actually, intertia is constant, isn't it, if the body is not > deforming? Even so, for movement, mass IS intertia. > F=m.a, and F=I.a > > ... > >> Now take a look at: engine_inertia=(0.190). > >> This slows down the rev up speed when in neutral, > >> and makes it easier for the AI (and you) to avoid > >> spinning out. I use engine_inertia=(0.12) > >> for faster revving. > > This intertia is probably the drivetrain's intertia (not wanting to > rotate). Does 0.12 feel better? (uhm, when comparing a bit to what you > see in real live on the tv screen?) > > ... > >> Now look at the inertia variables for the wheels. > >> There a four of them, one for each wheel. Set to > >> inertia=(2.000). This is not the rolling inertia. > >> It is the SLIDING inertia. This greatly affects the abiblity > >> to catch a slide like in GPL. The AI like higher > >> values. inertia=(1.0) is probably neutral and the > >> most realistic for modern F1. > > Inertia for a wheel with mass at the edge of the wheel would be r^2*m > (r=radius of wheel, m=mass of wheel). > So for r=0.5m (bit large, ok) and m=20 (kg) you get I=0.25*20=5. > Intertia can be calculated. Strange. F1-2000 .veh files seem to have a > lot of nice physics variables. > > ... > >> I use the values that I've stated are probably "neutral" > >> and let the laws of physics dictate the results. > > Neutral isn't always 1.0. Especially not in real life. I'm not > suggesting your changes are bad; that depends a bit on how the F1-2K > physics engine handles those numbers. But some variables are just > empirically deduced, and there would be no normal way of doing it in > software (tire grip for example is much too complicated; you'll have > to approximate). > > But if it gives a better feeling of driving, then all the better. > > > Ruud van Gaal, GPL Rank +53.53 > MarketGraph / MachTech: http://www.marketgraph.nl > Pencil art: http://www.marketgraph.nl/galleryyeah
I tried out with lower inertia
( not intertia ) and found the car actually drives faster and
has less push into corners
Which all in all translate to lower mass.
ie Now your cars has higher power to mass ratio
which is actually a cheat.
ALL said and done
I still prefer the original
That is my choice
Ruud van Gaal <[email hidden]> wrote in message
news:[email hidden]...
> ...
> >TToommLL <[email hidden]> wrote in message
> >news:[email hidden]...
> ...
> >> I got started on this approach after using some files and theories
> >> of I believe it was Gregor Veble? If you look in the veh files, thereis
Quoted text (52 lines)
> >> a variable: inertia=(2000.00,2500.00,1000.00). If you think about > >> it, why did ISI use a constant for inertia when there is no such thing? > >> Why didn't they just let the mass and acceleration dictate what the > >> inertia would be? > > Actually, intertia is constant, isn't it, if the body is not > deforming? Even so, for movement, mass IS intertia. > F=m.a, and F=I.a > > ... > >> Now take a look at: engine_inertia=(0.190). > >> This slows down the rev up speed when in neutral, > >> and makes it easier for the AI (and you) to avoid > >> spinning out. I use engine_inertia=(0.12) > >> for faster revving. > > This intertia is probably the drivetrain's intertia (not wanting to > rotate). Does 0.12 feel better? (uhm, when comparing a bit to what you > see in real live on the tv screen?) > > ... > >> Now look at the inertia variables for the wheels. > >> There a four of them, one for each wheel. Set to > >> inertia=(2.000). This is not the rolling inertia. > >> It is the SLIDING inertia. This greatly affects the abiblity > >> to catch a slide like in GPL. The AI like higher > >> values. inertia=(1.0) is probably neutral and the > >> most realistic for modern F1. > > Inertia for a wheel with mass at the edge of the wheel would be r^2*m > (r=radius of wheel, m=mass of wheel). > So for r=0.5m (bit large, ok) and m=20 (kg) you get I=0.25*20=5. > Intertia can be calculated. Strange. F1-2000 .veh files seem to have a > lot of nice physics variables. > > ... > >> I use the values that I've stated are probably "neutral" > >> and let the laws of physics dictate the results. > > Neutral isn't always 1.0. Especially not in real life. I'm not > suggesting your changes are bad; that depends a bit on how the F1-2K > physics engine handles those numbers. But some variables are just > empirically deduced, and there would be no normal way of doing it in > software (tire grip for example is much too complicated; you'll have > to approximate). > > But if it gives a better feeling of driving, then all the better. > > > Ruud van Gaal, GPL Rank +53.53 > MarketGraph / MachTech: http://www.marketgraph.nl > Pencil art: http://www.marketgraph.nl/galleryNos wrote;
>
>Interesting. Is it possible for you to zip up you're altered files so
>that I/others can try them out? I'm too lazy to do all that editing
>myself. :-)
>
Heh, I can understand that! I'm still fiddling with
them myself. In fact, as a result of this thread,
I've since made changes. When satisfied, I'll
upload something.
Tom
Ruud van Gaal wrote;
Yes. In fact at the start of an F1 2000 race, I can
hear sound samples of engines revving up much
faster than possible with 0.19.
>Inertia for a wheel with mass at the edge of the wheel would be r^2*m
>(r=radius of wheel, m=mass of wheel).
>So for r=0.5m (bit large, ok) and m=20 (kg) you get I=0.25*20=5.
>Intertia can be calculated. Strange. F1-2000 .veh files seem to have a
>lot of nice physics variables.
So I was wondering, if inertia can be calculated, why
didn't they just calculate it, since they use mass and
radius variables in the veh files. For the #11 Benetton
radius=0.32 and mass =24.0 so if r^2*m then
inertia=2.4576. So why inertia set to 2.0?
> But some variables are just
>empirically deduced, and there would be no normal way of doing it in
>software (tire grip for example is much too complicated; you'll have
>to approximate).
Well, I've found that the radius, width and stiffness variables
do effect grip and giving much wider tires not only gives
more grip but makes it difficult to turn at the hairpins.
So given that they model all that and the mass, what
is the inertia variable needed for? Especially when
the default EA inertia settings make the game feel
like an arcade.
Tom
Quoted text (10 lines)
>>> Now take a look at: engine_inertia=(0.190). >>> This slows down the rev up speed when in neutral, >>> and makes it easier for the AI (and you) to avoid >>> spinning out. I use engine_inertia=(0.12) >>> for faster revving. > >This intertia is probably the drivetrain's intertia (not wanting to >rotate). Does 0.12 feel better? (uhm, when comparing a bit to what you >see in real live on the tv screen?) >On 22 Aug 2000 20:25:53 GMT, [email hidden] (TToommLL) thus spoke:
OK thx, looking forward to checking it out.
--
Nos
Quoted text (7 lines)
>Heh, I can understand that! I'm still fiddling with >them myself. In fact, as a result of this thread, >I've since made changes. When satisfied, I'll >upload something. > >Tom >Okay, so I have been educated. Thanks.
So if the 3 inertia values describe the shape
of the car, then what is the purpose of the
inertia variables for the wheels? I find they greatly
increases the slinky air-hockey track feel
that I'm trying to get rid of, and set them down to 1.
If AI behavior where not a consideration, how
would you set the inertia values?
It seems that the "floating" sensation
is from a high inertia to mass ratio. Like
a feather? So I tried again inertia=0.9,1.,0.45
but I increased the mass to 1000. This gives
the car a more substantial on the road feel.
Problem is, that in testing at Japan, I had to
tighten the suspension to the max (in the garage,
I haven't messed with the veh suspension yet.)
Also, I doubled the aero downforce and drag
coefficients, and increased tire grip so I could
still handle the car thru the turns. It feels "solid".
Like a machine on the ground, less like an airplane.
Problem is, now the tire wear is very rapid, even
with hard tires. I tried reducing tire friction, but the
resulting sliding heats the tires up so fast, they
are useless. But doubling tire mass seems to
help, with initial testing. While the 'u' keypress
still shows a high rate of wear, the tires remain
effective and don't get so hot. I like the feel of
this driving model, and it seems to have increased
the FF a bit, getting pretty far off from the original though.
Tom
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