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NotAnIllusion
S3 licensed
I guess this is too late now, but I fixed the steering issue in a simpler way. Consider a vanilla Jag:

Original
WBTYRE_STEER=0.108, -0.193, -0.149

Changed
WBTYRE_STEER=0.108, -0.163, -0.149

Optional: -0.01 static toe.
NotAnIllusion
S3 licensed
I worked on the steering issue a bit more, changed some values. Now it feels better for me, of course take such comments from me with a tablespoonful of salt considering my steering input device.

suspensions.ini changes:
WBCAR_STEER= 0.390, -0.180, 0.122 ; Steering rod car side attach point
WBTYRE_STEER= 0.108, -0.193, 0.149 ; Steering rod tyre side attach point

suspensions.ini original:
WBCAR_STEER=0.390, -0.180, -0.122 ; Steering rod car side attach point
WBTYRE_STEER=0.108, -0.193, -0.149 ; Steering rod tyre side attach point

---

car.ini changes:
STEER_RATIO=12.5 ; Steer ratio
LINEAR_STEER_ROD_RATIO=0.00248 ; Because of AC complex suspension geometry, you need to calculate manually the steer rod ratio

car.ini original:
STEER_RATIO=-12.5 ; Steer ratio
LINEAR_STEER_ROD_RATIO=0.00216 ; Because of AC complex suspension geometry, you need to calculate manually the steer rod ratio

In summary, changed the steering rod attachment points to invert the steering ratio to be positive and adjusted the steering rod ratio using the method in the file comment.

Out of curiosity, where did you get the dimensions of the car? A modern V8SC's height is quoted to be
Quote :Overall height (mm): 1225
(source: http://jackdanielsracing.nissa ... ategorised&Itemid=101)

and just by looking at images, the Jag doesn't look taller.

I noticed that sometimes the car gets into very severe oscillations that takes ages and ages to settle, after hitting kerbs. I reduced the car's height by 0.2 to be close to the height of the road-going XJ12C which I saw quoted to be 1372mm, and these huge oscallations reduced noticeably while retaining the boat-like characteristics intact.

Also found that some of the vagueness in the handling was down to the setup as well, I used the one attached (remove .txt).
NotAnIllusion
S3 licensed
I want a clean post for this so no edit. I was told that the iRacing V8SCs have a steering ratio of 13.56. Assuming 400 degrees of steering wheel rotation, 400 / 13.56 = 29.5 degrees of steering angle.

- All of the AC console INIReader errors fixed.
- -15 degrees of caster.
- 400 degrees of steering lock (lock to lock, 200 per side).
- 29.5 degrees of steering angle.
- 13.56 steering ratio.
- LINEAR_STEER_ROD_RATIO is 0.00296.
- FFMULT is set to 1.5 from because I suspect that the increased caster will help with feel.

https://www.mediafire.com/?we1uzp11u7uf363
NotAnIllusion
S3 licensed
Quote from Fordman :I watched some V8 video's on U tube Smile

Watch some Symmons Plains, they have > 360 degrees of lock, but not much more: https://www.youtube.com/watch?v=atD9oXfGmCQ&t=18s and https://www.youtube.com/watch?v=fmqVn1WR0JI&t=40s

edit: "but not much more".

Let's say that a V8SC has
- 24 degrees of steering angle
- 400 degrees of rotation (so a bit over 180 per side)
Steer ratio would be 400/24 = 16.7

By using the below method to get the rod length, I get 0.00261.
Quote :; Enter AC in dev app mode enabled
; Open SUSPENSIONS app
; turn your steering wheel by 90 degrees
; check the actual steer ratio value
; modify LINEAR_STEER_ROD_RATIO value until ingame steer ratio and car.ini STEER_RATIO values are similar

So the final values for control would be as below, feels alright.
STEER_ASSIST=0 ; Variable steer assist, speed relative
STEER_LOCK=200 ; Real car's steer lock from center to right
STEER_RATIO=16.7 ; Steer ratio
LINEAR_STEER_ROD_RATIO=0.00261

A bigger problem is that as far as I can tell, real V8SCs run a minimum of ~-14 degrees of caster. The current geometry only gives -6.4. Perhaps that's why it lacks feel that upping the FFMULT can't fix.
Last edited by NotAnIllusion, .
NotAnIllusion
S3 licensed
Quote from Hyperactive :I'll take a look. What was wrong? Too little unsprung weight, tires..?

I really couldn't say, because I never kept any sort of a log of what I changed. Any combination of the DX/Y values, flex, xmu, friction limit angles, relaxation length, hub masses.. Sorry, I can't be any more specific. Besides, the Jag may not even have a problem as such. It could be down to individual players' wheel settings and such. Various people with the same wheel seem to have very different opinions on some of the cars in AC :-\.

It's really quite complex the way the values interact with each other. When I was tweaking my tyres I found that anything more negative than -0.02 for the DX/Y1 values were undrivable, yet I've seen tyres that work fine at 3x that. Crazy.
NotAnIllusion
S3 licensed
Quote from Fordman :
Steering I think could do with being a little more responsive, to much turning circle??

Turning circle is identical to the URD C6R, if that car is more responsive, it's likely to be a complex relation between geometries, dampers and tyres. I don't have an FFB wheel so it's impossible for me to tune. Someone else could try to tweak the various values of course, e.g. increase FFMULT or change STEER_RATIO and see what happens.


; In car.ini
[CONTROLS]
FFMULT=1.20 ; Force Feedback power multiplayer
STEER_ASSIST=0.55 ; Variable steer assist, speed relative
STEER_LOCK=320 ; Real car's steer lock from center to right
STEER_RATIO=17.1 ; Steer ratio
LINEAR_STEER_ROD_RATIO=0.00271

Quote :You say you borrowed the model, I didn't know this Mod was out

The model was ripped from Forza by some Russians. Their "mod" is a payware scam: ripped model with URD C6R physics (literally, not changed at all). Mine is the model from that with Cobra sounds and 98% reworked physics, using real V8SC data where possible, tyres are also original.
Obviously can never be "released".
NotAnIllusion
S3 licensed
It's a fun car, but there's something about it I can't put my finger on, apart from having quite a bit of grip. I struggled to get it sideways at corner exits with throttle only. I suppose that could simply be the long gearing.

Anywho, the main issue I have with is that it seems to "wonder" quite a bit on straights and sometimes in corner exits. In the latter case I've straightened up the steering a second or two ago, have no oversteer, but the rear keeps rotating a bit which causes a loose feeling in the steering. In the former case it's a matter of driving in what I believe to be a fairly straight line, but find that it wants to go left or right.

That issue could easily have something to do with using mouse steering although it's the only car it happens with. I think there was a bit of that in one of the early Cobra releases too, now that I think of it.

Some time back I had the same issue with my own mod car, it turned out to be the tyres/unsprung weight, eventually I was able to tune it out.

If someone wants to have a go, https://www.mediafire.com/?uyz3mmimdcmzbx3

No need to point out that the model and sounds are borrowed
Last edited by NotAnIllusion, .
NotAnIllusion
S3 licensed
It's not the only adjustment that can be made. Drag the small white boxes next to 0% and 100% to change the minimum and maximum range of any axis.

Example:
- Assume that your braking curve is linear (1% pedal travel = 1% of maximum braking force).
- If you drag the range box from 100% to 80%, your maximum braking force is 80%.
So, reduce the maximum braking force until you no longed lock up "too often". Obviously the actual maximum braking force won't be equal to the maximum range if your braking curve isn't linear.

Example 2:
- Your pedals are old and they spike badly when fully pressed down and when not pressed at all.
- Reduce maximum axis range and increase minimum axis range until spiking isn't noticeable in the pedals app.
NotAnIllusion
S3 licensed
V8 Supercars haven't had a live axle for two seasons now. Independent multilink, still spool/locked diff afaik.
NotAnIllusion
S3 licensed
DRIVEREYES=-0.42,1.03258,0.18

.
NotAnIllusion
S3 licensed
A short test video of a car mod I've been modding. Shares virtually no physics at all with the Russki payware scam that's just a Forza model with URD C6R physics. https://www.youtube.com/watch?v=g2xb22hHPG4.
NotAnIllusion
S3 licensed
I'm on the fence on this one..
NotAnIllusion
S3 licensed
No rain in 1.0, probably not for a long time after that either.
NotAnIllusion
S3 licensed
213 km/h in dim lighting conditions, in heavy(ish(?)) rain in a double yellow zone. Is that really, really slow? I think that if he'd have been going really, really slowly he wouldn't have reached the barriers had he aquaplaned into a spin. Of course there is no way to prove it so it's a moot point.

http://formerf1doc.wordpress.com/2014/10/07/2271/
Last edited by NotAnIllusion, .
NotAnIllusion
S3 licensed
I don't get how that removes the possibility that he knew of the car/plate in advance or got someone to find a car, any car with a suitably offensive plate. Not saying that's what happened, but this "it couldn't have been intentional because 13 years" isn't an all encompassing argument.
NotAnIllusion
S3 licensed
There is no passing without race control's permission during a safety car period. Green is not shown until the pass throughs have caught up at the back. Is there not a rule that stipulates that cars cannot be "too far" (i.e. maintain a gap) away from each other during safety car periods? Given these conditions, the only way to lose time during a safety car is to pit and lose a position.

Anyway I don't recall a time when someone fighting for points was on the opposite side of the track when the green had dropped.

It's beside the point anyway, I was obviously saying that once the safety car is on the track, there is no point in driving flat out to gain time which is why it's safer than waved double yellows, even if waved double yellows required coming to a full stop at the first relevant marshal post.
NotAnIllusion
S3 licensed
I believe that if the safety car had been out, the chance of this accident happening would have reduced to the point where driver error would not have been a factor. There is a very different mentality behind any yellow zone as compared to a safety car period. Time cannot be lost from slowing down during a safety car period, but can be in a double/yellow zone. Positions cannot be lost, there is no racing going on during safety car periods where as the opposite is true in a double/yellow zone without a safety car. Then there's also the subjective opinion on the severity of an accident, if it's so far away or out of the racing line that it "seems minor", I can imagine that different drivers will react differently.

Objectively, the best solution would be to set a specific course of action and prevent the drivers' personal judgements from coming into play at all. How that can be achieved in a sensible, safe way I'm not sure. Any sudden and forced effect on the car is a no-no. I believe there was an incident during LM24h due to drivers pushing 100% up to a yellow zone and then braking hard in the middle of a straight, for example (Note: hearsay, I don't recall it myself).

A team was banned from this year's ADAC N24h due to one of their drivers not reacting properly to yellows, and being about a half a metre away from collecting a recovery vehicle and killing a marshal. Sometimes it doesn't matter what's displayed as long as there's something to lose by not pushing.
NotAnIllusion
S3 licensed
It's likely that large sections of the car, around the cockpit (nose, sides, airbox if possible), were removed to get him out safely. It seems that at least jaws of life were used, for one.
NotAnIllusion
S3 licensed
"We blew all of your euros on driving supercars last week, so we have no money with which to continue development. There is no 1.0."
Compact Conflict (JS strategy game)
NotAnIllusion
S3 licensed
Quote from RPS :Have been looking for a turn-based, strategic time-sink for quite some time, but I honestly never expected to find one crammed in the 13 kilobytes of the aptly named Compact Conflict. To say I’m loving this would be a criminal understatement, but, yes, I am honestly and deeply loving it.

http://www.rockpapershotgun.com/2014/09/24/freeware-garden-compact-conflict/

Quote from js13kGames :A quick turn-based strategy game with element-based upgrades, good for a 15-minute lunch break session . Fun to play against the AI, even more fun to play against your friends on a tablet!

Works on all modern browsers I could get my hands on, features WebAudio sound (where available), procedural map generation and a faux-3d presentation using CSS only. No external assets used other than JS.

http://js13kgames.com/entries/compact-conflict

I had a couple of gos. Seems like a fun and annoying (in a good way) little time killer.
NotAnIllusion
S3 licensed
Quote from Autosport :The FIA has told Formula 1 teams that the ban on advice being given to drivers will also extend to pit boards from this weekend's Singapore

22
NotAnIllusion
S3 licensed
Characterless blob.
NotAnIllusion
S3 licensed
A complete **** scumbag, he shouldn't be allowed near anything that facilitates the possibility of injury to others.
Last edited by NotAnIllusion, .
NotAnIllusion
S3 licensed
Heidfeld was literally a few cm away from landing head first into that wall. Prost, what an incompetent knob.
FGED GREDG RDFGDR GSFDG