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Some Tuning Suggestions for you TIR folks

2 posts by 1 person · 20 Nov 2002 14:05 UTC - 20 Nov 2002 15:58 UTC

jason moyer 20 Nov 2002 14:05 UTC#89189
I don't really have time to dedicate to tuning this game perfectly, but I know many of you want to, so I thought I'd offer a few suggestions based on what I've seen playing around with a few values and tweaking in the garage: 1. Reduce the magic grip values (all 4 of them). This creates cars that will drift through turns and brakes that lock very nicely, without changing anything else. 2. Stiffen the suspension variables/move the ballast rearward. The problem with lowering the grip to a realistic level is that the car will push to a degree that is far from realistic. Significantly stiffening the bars and moving the ballast/brake bias back (even with default grip) will actually induce the cars into a spin! Now someone just needs to find the starting range where that magical inability to spin kicks in and the end range where driving the car is literally impossible and come up with a compromise. The default suspension rates and ballast settings are definitely way too low as using lower/realistic grip demonstrates - the car just refuses to turn. The Razorworks guys offered similar suggestions as someone posted on the High Gear forums, and I would follow their advice as far as suspension/ballast tuning goes. Aside from inside the tuner, also make sure that the controller rates are set to 1.0 and the deadzone to 0.0. I'd also reduce the friction for all surfaces besides tarmac in the surfaces.dat file. Simply setting them all to 0.001 (the tarmac value) creates grass/gravel that is still slippery and has depth/bounce (since razorworks modeled this, yay) but doesn't bring the car to an immediate stop. If anyone fixes these problems and wants honest feedback, let me know. I'd love to see this sim shine. If only we could convince RWorks to do an in-house "realism patch". Jason
Ok I think I figured out *part* of the problem with the car models: 1. As Razorworks suggests, a value of 20-25 for "magic grip" is closer to reality than the default 30. I'm use 20, and the brake lockup model is much more convincing. Full travel on the brake will cause lockup, but you can modulate the brakes and achieve good braking distances. 2. The weight distribution is totally wrong because it appears that basically setting up a car with the weight ballast at 50% will simply add more weight to the middle of the car. This is nice, but in order to create a truly balanced car you need to move the ballast all the way to the side that doesn't have the motor. Simple fix? Change the weight of the motor so that it's centered in the car - suddenly the car with a neutral default setup (50% weight ballast) will get nervous on curved straights and even spin if you're not concentrating fully on driving. In theory this is a totally unrealistic solution to the problem, but in practice it means that the weight distribution/ballast slider in the setup menu acts as it does in the sims most of us know and love. At 50%, the car will have its weight roughly even distributed between the front and rear. Slide it forward, and more weight will be on the front, the car will understeer and generally not want to turn or spin. Put it back and watch out, tail happy time. Just to give an example, the Audi has its engine weight placed over the front wheels. A default setup has the ballast set to 50%, which basically means that the car still has way too much weight over the front wheels (since it's just adding weight to the center, not changing the balance). You have to put the slider nearly fully back to actually balance the car's weight evenly over all 4 tires at rest. Clearly that's going to cause big understeer problems in the game. Not a great solution so far (i'd prefer using the "ballast" setting but for the Audi TT at least it seems to have 0 effect) but the improvement in realism is immediately noticeable. A car setup with the default setting will drift through fast corners, get nervous at high speeds, etc. Put the slider all the way back, and the car is undriveably loose as you would expect - all the way front and it refuses to turn. I still think some work could be done to the suspension model to stiffen up, but this feels much better, at least to me. Jason On Wed, 20 Nov 2002 14:05:03 GMT, [email hidden] (Jason Moyer) wrote:
Quoted text (34 lines)>I don't really have time to dedicate to tuning this game perfectly, >but I know many of you want to, so I thought I'd offer a few >suggestions based on what I've seen playing around with a few values >and tweaking in the garage: > >1. Reduce the magic grip values (all 4 of them). This creates cars >that will drift through turns and brakes that lock very nicely, >without changing anything else. >2. Stiffen the suspension variables/move the ballast rearward. The >problem with lowering the grip to a realistic level is that the car >will push to a degree that is far from realistic. Significantly >stiffening the bars and moving the ballast/brake bias back (even with >default grip) will actually induce the cars into a spin! Now someone >just needs to find the starting range where that magical inability to >spin kicks in and the end range where driving the car is literally >impossible and come up with a compromise. The default suspension >rates and ballast settings are definitely way too low as using >lower/realistic grip demonstrates - the car just refuses to turn. The >Razorworks guys offered similar suggestions as someone posted on the >High Gear forums, and I would follow their advice as far as >suspension/ballast tuning goes. > >Aside from inside the tuner, also make sure that the controller rates >are set to 1.0 and the deadzone to 0.0. I'd also reduce the friction >for all surfaces besides tarmac in the surfaces.dat file. Simply >setting them all to 0.001 (the tarmac value) creates grass/gravel that >is still slippery and has depth/bounce (since razorworks modeled this, >yay) but doesn't bring the car to an immediate stop. > >If anyone fixes these problems and wants honest feedback, let me know. >I'd love to see this sim shine. If only we could convince RWorks to >do an in-house "realism patch". > >Jason

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