07-16-2009, 02:32 PM
Hiya. New to the list so hello all. Very long time since I had a look at vdrift and very impressed with it, thanks a lot.
I've started going through the source (current SVN as of this morning), there are a few things (mostly related to the game physics) that I would like to have a look at:
Wheel inertia under braking. When releasing the brakes after locking up the wheels they take far too long to spin back up to road speed. It doesn't seem to be the same for all cars, the green F1 car is very bad while with the formula ford it's barely noticeable.
Engine inertia. When revving the engine in neutral it takes a very long time (seconds) for the engine to reach the rev limit. The same 2 cars are a good example with it being obvious in the green F1 car and barely noticeable in the formula ford.
I'm guessing these 2 issues are related and the problem is somewhere in the car files, if someone could point me in the right direction it would be a big help (BTW button delay is set to off).
A couple more if anyone has read this far
Button delay. Being able to set the delay is a great help but it seems to be equal times in both apply and release. It feels like release should be a lot quicker that application, I'd like to have a play around with it and maybe try out using the force feedback values with the steering. Anyone know what functions I should be looking at?
Tyres. I quickly read through the 'magic formula', who am I to argue with it? All the same, the transition between static and sliding friction doesn't seem right. Grip when accelerating or braking hard enough to spin/slide seems far less than when the front wheels are at full lock on a corner and at about 45 degrees to the direction of travel and the transition between rolling and sliding doesn't seem sharp enough for the difference in grip levels. Again, what parts of the source should I be looking at?
Still reading? fair play 'cos I'm sick of typing
Controller calibration, sensitivity, deadzone, etc?
Noise. Where and can multiple sounds be used ie. from each wheel, engine, exhaust, gearbox, diff etc. and different sounds for tickover, coming 'on pipe', bouncing valves, on/off throttle etc.
Thanks for reading through all that,
stan.
I've started going through the source (current SVN as of this morning), there are a few things (mostly related to the game physics) that I would like to have a look at:
Wheel inertia under braking. When releasing the brakes after locking up the wheels they take far too long to spin back up to road speed. It doesn't seem to be the same for all cars, the green F1 car is very bad while with the formula ford it's barely noticeable.
Engine inertia. When revving the engine in neutral it takes a very long time (seconds) for the engine to reach the rev limit. The same 2 cars are a good example with it being obvious in the green F1 car and barely noticeable in the formula ford.
I'm guessing these 2 issues are related and the problem is somewhere in the car files, if someone could point me in the right direction it would be a big help (BTW button delay is set to off).
A couple more if anyone has read this far
Button delay. Being able to set the delay is a great help but it seems to be equal times in both apply and release. It feels like release should be a lot quicker that application, I'd like to have a play around with it and maybe try out using the force feedback values with the steering. Anyone know what functions I should be looking at?
Tyres. I quickly read through the 'magic formula', who am I to argue with it? All the same, the transition between static and sliding friction doesn't seem right. Grip when accelerating or braking hard enough to spin/slide seems far less than when the front wheels are at full lock on a corner and at about 45 degrees to the direction of travel and the transition between rolling and sliding doesn't seem sharp enough for the difference in grip levels. Again, what parts of the source should I be looking at?
Still reading? fair play 'cos I'm sick of typing
Controller calibration, sensitivity, deadzone, etc?
Noise. Where and can multiple sounds be used ie. from each wheel, engine, exhaust, gearbox, diff etc. and different sounds for tickover, coming 'on pipe', bouncing valves, on/off throttle etc.
Thanks for reading through all that,
stan.