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The 360 car doesn't responds normally while turning.The way it turns reminds me of drifting.
Another issue is that when you break intensely,and the car immobilizes the engine stops.In order to continue racing you have to restart your engine.I think this is not expected.
Finally i think you have noticed that in Monza 88 track cars sink in the ground when their tires touch the kerb.Especially when you race with the 360 if you turn with hish speed and touch the kerb the car flips over and the graphics "get crazy".
chrpapas Wrote:Finally i think you have noticed that in Monza 88 track cars sink in the ground when their tires touch the kerb.
there was a typo, the bump amplitude for curbs was set to 0.3 rather than the intended 0.03. it's fixed now in svn.

--alex--
chrpapas Wrote:The 360 car doesn't responds normally while turning.The way it turns reminds me of drifting.

I think a large part of the problem is the goofy tire coefficients I put on it.

Quote:Another issue is that when you break intensely,and the car immobilizes the engine stops.In order to continue racing you have to restart your engine.I think this is not expected.

I've added a note to issue 108 to say that it should be better at preventing a stall. Also, issue 130 would add an option to either prevent stalls or auto-restart the engine.
joevenzon Wrote:I think a large part of the problem is the goofy tire coefficients I put on it.

I put the XS tires on there now. The car behaves a bit better, but it's still really tough to drive because of the stiff rear suspension and not-very-grippy tires.
I put in the "Genta ferrari" tire coefficients, upped the spring rate to some values I found online, matched up the drag and downforce to real values, and tweaked the braking a little. It's still really hard to drive, but it's a lot faster if you drive it right.