View Full Version : Original or realistic physics for new add-on cars?
GregoryB
8 April 04, 20:59
Before I start creating the physics for the next car project, I’d like to know which you would prefer. For example the Triumph TR3A is set up for optimum realism with the old physics. So if you drive add-on cars then please take part in this poll and, if there’s a clear result…. I’ll know which way the wind is blowing and adjust my hat/crash helmet accordingly :dood:
Hehehe, what a question! Haven' spent so much time with the realmod to go back to the original physics! ;)
Cheers,
Ralph.B (member of TheTireTeam) :wave:
Pero_Grozni
8 April 04, 23:03
Well you all know my answer :D
If any car makers needs the tires.ini for his upcoming addon car to fit the TT files-contact either Ralph or me; we will gladly suply you the tires.ini you need.
All the input we need is the overall tire width(average gravel+tarmac) and the year of the car.
We have all the years between 1928-2004 covered and the widths allready avalible are from 155-245. Also special tires are no problem at all.
Cheers PG :P (member of TheTireTeam)
LethalOatmeal
9 April 04, 03:06
don't you need 101 witj new physics/real too?
not that it matters, my RT still isn't working
Of course you need the 101 Patch as a basic, no matter you use original-, TT- or whatelse physics you want.
Sorry to hear, that your RT isn't still working. Hope you get it fixed soon.
Ralph
I think the arguments for making the physics for the RealMod are very strong. The tyres are designed for the engine torque set at 1.0, the mod is being developed, so will improve and the mod allows more logical tyre tuning to suit the age of the vehicle. The end result is that your car is more likely to feel realistic with this mod - I don't see the sense in trying to make a realistic car and start with the original "arcade" physics.
Pero_Grozni
9 April 04, 14:52
As we are on toppic of phyiscs i think that it would be good if we could set some ground rules for them, so that we can get cars that are set in correct relations.
One thing are the tires-if they are set to TT guide they work great for all the periods... for the Realmod and GTM1.0 of course ;)
Next up is the DFC: I think that we should all come to an agreement from where to where are the correct values for periods and sorts of cars.
Also the suspension/dampers. We should set some guidelines there too(again depending on the period).
Differentials are again the thing we should be talking of how to set for periods.
And than perhaps the engine tourqe curves, gear change times, MOI, car mass, COfG...
If we can make a set of guidelines/limmits for certain periods and certain car bases, than we could get the car into correct relations(speed, handling wise).
What i mean with periods/car bases is something like this(only a suggestion ;) ):
periods:
1966-1976
1976-1981
1981-1987
And the bases:
level1: front engined, middengined, rearengined
level2: special, road car, slightly modified road car, hevily modified road car, VERY hevily modified road car
level3: tube framed, combination of tube framed and monocouqe,monocouqe, chassis+body, chassis that is the body.
level4: xl, l, s, xs(sizes/weigths))
This are only a basic suggestion. If we could come to an agreement of how to define every period/level with proper guidelines(limmits), than getting cars properly competative(correctly drivable) would be a lot easier.
Cheers PG :P
Hi, P_G I had to read that a couple of times to get the idea. A bit like a recipe? You need all four levels to make a car and then choose the ingredients from each level?
Maybe we had better shift this discussion to the other thread?
Cheers
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