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Rustafur
Joined: 29 Jan 2003
Posts: 8
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Posted: Thu Feb 19, 17:43 |
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First of all, I'd like to thank Ash for putting Sirocco together. One helluva project for a single man to undertake! Competative, smooth, realistic online racing is where the future (and present) of sim racing needs to go (IMHO) if it is to survive, and thanks to pioneers like Ash, it can happen. And now that thats out of the way.... lol
-The ENGINE.ini file
If we make adjustments in this file, shouldn't we see results in game? In an effort to ease into the engine, I wanted to simulate a 200BHP car (400BHP was just a little too much for me to jump right into, as this is my first laps with the program) by adjusting "maxhorsepower =" value from 485 down to 242. I can't say I noticed any difference at all. The car seemed to accelerate almost identicaly and reach the same top speeds @ 200BHP as it did @ 400BHP.
-The frontsuspension.ini file
um... maybe my computer keeps installing this file incorrectly... the values are blank for every variable in the file. Is this incorrect? Should there be something there? Or am I concerned for nothing...
-My own silly opinion
Does the physics model at work in game with the GT40, represent a GT40? Or is it a generic physics model? It just seems to me that the car sits real heavy in the front for a mid-engine V-8 car.
Good Luck!
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"Build something idiot-proof and someone will build a better idiot." - Mark Twain |
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Ash_McConnell
Game Master
Joined: 07 Feb 2004
Posts: 31
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Posted: Fri Feb 20, 01:31 |
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Hey Rustafur
Thanks for the positive comments, i'm glad you guys like it .
Ok, some good points made - i'll give you some answers!
Engine.ini
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The maxhorsepower value was meant to be used for displaying info about the car in a car-selection screen or something later on. The actual power values are in the radpersecXXX values. These are generated using an engine maker utility i had made for myself. I've uploaded a 200ish HP one.
frontsuspension.ini
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I was contemplating removing all the "setup" values out of the options.ini file so that multiple setups can be associated with a single car and also that all the user editable parameters of the car are in one place. I got distracted with something else and never implemented it (not yet anyway!).
GT40
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Yeah, that's basically it, it's a generic physics model I have tried a little to make it feel like I think a GT40 would feel, but I haven't concentrated very much on this as the car.ini parameters are being added to regularly and it would take too long to attempt to get a specific car's settings each time I do something . Although you mention that its too heavy at the front, from the quick scan i had on the web the GT40 has a 45/55 weight distribution which fits fairly closely to the centre of gravity in the car.ini. Perhaps just the suspension needs to be tuned a little, if you come up with any GT40 data or any more realistic settings please let me know
I am hoping to get car / track collision detection working by Sunday!
All the best,
Ash |
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Rustafur
Joined: 29 Jan 2003
Posts: 8
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Posted: Fri Feb 20, 16:03 |
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Thanks for the prompt reply Ash! Always much appreciated! Thanks very much for uploading a new engine.ini file for us. I should have known adjusting the engine HP wouldn't be as simple as I would have assumed it would be. I looked around for some data on the net for the original 67 - 69 GT40's. You'd be suprised how difficult it is, but maybe I'm just wording my search engine key words incorectly. I did find this https://www.gt40.org.uk that looked fairly credible and seemed to have some good information on the old Ferrari Killers. I did, however, find some data on the new Ford GT at https://www.fordvehicles.com/fordgt/specs.asp and https://www.roadandtrack.com/article.asp?section_id=3&article_id=897&page_number=1&preview=]. Now I know good and well that the new GT is going to be considerably different than the legendary GT40, but I hope the data helps all the same.
On a side note, I went in and did some fiddling with the car.ini (I couldn't help myself) and made the GT40 all wheel drive. I was very pleasently suprised to see that the car would hop and, for lack of a better word, "bind up" as I steered the car, exactly how a posi-locking all wheel drive car would an asphalt surface. (on a side, side note, don't try front wheel drive, its just not all that fun lol) I'm really looking forward to future releases, good luck!
-Rustafur
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"Build something idiot-proof and someone will build a better idiot." - Mark Twain |
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Rustafur
Joined: 29 Jan 2003
Posts: 8
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Posted: Fri Feb 20, 20:57 |
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I'm not a nag... really I'm not! lol
Howdy Ash, had a quick question on the gearbox.ini Yeah... I've been fiddling again lol. I've been playing with the gearbox.ini and the new 200BHP engine you gave us. Well I tried making a 4 speed tranny and luckily it was as simple as I've hoped.. (I've always favored 4 speeds, don't ask me why, but I've never ever cared for 5 speed trannys) I'm hitting 122mph at roughly 8200rpm, and loving every bit of it in my lean little 200HP machine.
Here is my gearbox.ini for my 4speed
(don't forget to backup your original gearbox.ini file!!!)
Code: |
numberOfGears = 4
reverse = -0.311
gear0 = 0.0
gear1 = 0.413
gear2 = 0.68
gear3 = 0.89
gear4 = 1.1
final = 0.19
efficiency = 0.85
inertia = 0.08
changeUpAtGearTimesThis = 15.0
changeDownAtGearTimesThis = 13.0
changeUpEngineSpeed = 800.0
automatic = false
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So I thought to myself, "Self, why don't we make a 6speed to keep the RPM's in the 200hp range... that sounds like a fun little project!" WHOOPS! Minor glitch. I changed numberofGears to "= 6" added "gear6 = x.xx" in the apropriate place and off I went! Well unfortunatly the engine doesn't seem to be readding the "gear6 = x.xx" line correctly. Instead of shifting to the appropriate RPM when going to "6th gear" the game seems to, instead, shift to a default RPM that was somewhere around 3rd gear's value. I tired inputting different values into "gear6 = x.xx" but I would always get the same results... could I get some help from the man in charge here? Thanks again Ash!
-Rusty
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"Build something idiot-proof and someone will build a better idiot." - Mark Twain
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Ash_McConnell
Game Master
Joined: 07 Feb 2004
Posts: 31
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Posted: Fri Feb 27, 01:05 |
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You can have your 6 geared monster in 048
Have fun bouncing off the walls, I have
Ash |
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Jancis
Joined: 18 Mar 2004
Posts: 2
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Posted: Thu Mar 18, 15:15 |
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Realy liked the feel how the car controls, great job! Just for fun wanted to insert own models in x format exported from 3d max(doing this first time), but when i try to play i see only wheels, how to do this right? |
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Ash_McConnell
Game Master
Joined: 07 Feb 2004
Posts: 31
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Posted: Sat Mar 20, 02:23 |
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Hi Jancis
ohhhh, cool Audi Coupe, I love that car, my cousin's dad used to have one (what does that make him? )
I couldn't get the 3dsmax exporter to work properly, so I usually export to a 3ds and use conv3ds.exe to convert to a TEXT .x file and convert all the extensions to .dds I then take all the textures and change them to mipmapped textures (dds files) using the directx texture tool.
I hope that helps!
All the best,
Ash
PS. Sorry for the late reply, I have very little time these days as I am currently buying my first house and getting married (in 4 months!). My time on Sirocco is pretty limited atm, but I hope to squeeze some time tomorrow |
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Jancis
Joined: 18 Mar 2004
Posts: 2
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Posted: Sun Mar 21, 13:08 |
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Thx for reply, actualy the problem was elsewheare, the car was far away in the sky and much to big - doing this first time. Exported with max exporter. Still much to do to make this look right.
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