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Topics - Phathry25

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1
Bug Reports / Fewer FPS in WRS vs KRP/GPB/MXB
« on: June 23, 2017, 11:41:26 PM »
My framerates are terrible in WRS only, 25-30.  The other games all work fine, 90-100 FPS with everything maxed out.  I recently switched from nVidia to AMD and haven't applied and special settings to WRS via the Radeon tools.  I tried a fresh install and user folder and it was the same.  What am I missing?

Code: [Select]
Radeon Software Version - 17.6.2
Radeon Software Edition - Crimson ReLive
Graphics Chipset - Radeon (TM) RX 470 Graphics
Memory Size - 4096 MB
Memory Type - GDDR5
Core Clock - 1250 MHz
Windows Version - Windows 7 (Service Pack 1) (64 bit)
System Memory - 20 GB
CPU Type - Intel(R) Core(TM) i5-2500K CPU @ 3.30GHz

2
Physics / Beta 11b steering and stagger changes
« on: June 22, 2017, 05:24:26 AM »
Any explanation of what is being measured in the geom file for the steering now? X seems to be absolute, Y and Z are from spindle center?  What is the drag link link offset from?

What are the new stagger models?  I compared my car and one of the updated sprint cars, no luck finding the difference.  Other than my car not having a left rear wheel in the game.

Thanks!

3
Suggestions and wishlist / Suggestions for dirt racing
« on: June 22, 2017, 03:32:03 AM »
Here's my quick list that I came up with after being away from the game waiting on bug fixes/features. I feel like I am forgetting some things, but this list is a solid start, IMO. (20 years of sim racing experience, lead the charge in getting the last two well supported dirt racing modding platforms up and running.)

Cars
  • Axle 'wrap' / Pinion forces
  • Suspension kinematics bug fix
    • Suspension movement does not follow constraints
  • Support for pull rod and lift arm suspensions
    • Axle birdcage
    • 5th spring and damper
  • Vertical ballast adjustment in garage
  • Display left side weight %, nose weight % and cross weight % in the garage
  • Damage

The first three things on the car list are 100% necessary, no further development can be done until these features are added / bugs fixed.  Damage is a strong want, need something to deter rough driving.  Not holding up the show

Tracks
  • Drying line on dirt/clay surfaces
  • Multiple light sources for night lighting
  • Save/Load track state
  • Custom surface types
    • Control rate of deformation
    • Tuning of grip levels
    • Control of drying rate

I fully know custom surface types will not be added, I can see how the game is coded and why this would not be a worthwhile change.  Can we settle for allowing a 2, 3, 4 suffix to be added to the soil types in the TYRE file?  Drying line is a must, the added depth of simulation makes this so.  Without it, the deformation alone is a novelty. Some way of controlling the deformation and drying rates of each soil type on a per track basis is also highly desirable.

Game
  • Adjust suspension constraints via garage menu
    • Panhard bar pickup points
    • Four bar pickup points on axle/birdcage and chassis
  • Proper race formats (Heats, Semis, Final)
  • Click and hold for quicker garage adjustments

Having the game automatically setup the event format would be great, a workable compromise would be to allow the grid to be set via scripting or an in game menu.  Adjusting the rear suspension constrains in the garage is a need.  Setting min/max and step for each joint (like what is used in the front of the car) and a place the move them in the garage menu is all that is needed.

Thanks for your time, and please, if you have any questions ask away.

7/19/2017 - updates in pink

4
Bug Reports / Steering ratio = steering lock
« on: January 11, 2017, 01:56:17 AM »
I always thought steering ratio was the ratio of the steering wheel to the ratio of the steering at the tires.  In WRS it works out more like a steering lock adjustment. Higher steering ratio just equals more lock.  I was hoping to be able to keep the lock of my front wheels the same but allow for more or less sensitive steering with the steering ratio adjustment.  Is this WAD?

5
Tracks / Silver Dollar w/ deformation
« on: January 04, 2017, 01:23:13 AM »
I got a pack of tracks a while back that were all NDS, not sure who sent them over, but I said I would convert them to deformation.  Here's the first one.  It's a little rough, but that just makes it funner.  If some poor sap out there wants to know how to convert the rest they take an hour or so to do.  I'll show you how. :)

Click image to download.

6
Bug Reports / Knoxville - cloudy weather - black sky
« on: December 09, 2016, 05:14:03 AM »
Nothing to add here.

7
Cars / Animation of car geometry
« on: December 09, 2016, 05:09:45 AM »
Any insight on how to define the stuff in the GFX.cfg file?

Position? Rot? Axle? Spindle? Relative to what? How to measure?

These obviously aren't absolute mounting positions.

link_scene?
slidescale?
reflength?

8
General Discussion / What is this?
« on: November 24, 2016, 04:33:25 AM »

9
Physics / Rear axle wrap
« on: September 21, 2016, 01:32:37 AM »
Is this type of axle movement simulated?  The whole rear axle rotating backwards as the wheels drive forward.  I am having a whole pile of trouble getting any anti-squat or rise effect out of my rear suspension geometry, and I'm starting to think that this might be the cause.  If it is simulated I can't spot it at all while watching the blue rectangle that represents the rear axle in debug mode.  I'm sure my terminology is wrong here, as axle wrap is limited to leaf spring setups.  But it's the best illustration I can gather with my limited knowledge.  Basically I need the rear suspension to rise under acceleration instead of squad.  No matter how I configure my rear suspension according to a multitude of articles I can't even get a hint of anti-squat or rise from my suspension, only squat.

http://youtu.be/54_6GaYJvWI

Here's an example of the application we are going for with an elaborate pull bar w/ spring.  The spring isn't necessary, this video is just the best illustration I can find of my application.
https://www.youtube.com/watch?v=Gay0Xk1sJBk

10
Physics / More suspension help
« on: September 16, 2016, 03:44:21 PM »
Hi. Still can't figure out how to accurately model suspensions in the geom/CFG file.  :'(

Okay. So I setup a model and added in all the points that I would need and made sure it was accurate. Setup my front and rear suspension using the points from this model. It was modeled at ride height with the wheel centers equidistant from the center of the world, and at 0 height.

In game this setup needed about 5" right height added in via the CFG file. But it worked as expected. Upon further inspection all of the body mounting points were far lower than expected and modeled. So I set about finding a solution. Remeasured my shock figures (I think I finally figured out how PiBoSo is measuring them) and moved all of my suspension mounting points down by 0.2.

The car now sits at the correct height without major ride height adjustments and the body mounting points are in the correct position. But The car doesn't drive as expected. My COG is correct so are all my wheel weights and spring rates. The car just under steers like a dump truck, and the rear suspension doesn't move correctly.

I though oh well it will come around at least I got the suspension to be in the correct position. I'll adjust the spinner shock length so it looks nice on the spinner. That will be a win. I found the correct length, plugged it into the INI file and my RF tire was in the correct position. The LF was completely broken, laying on its side.

The suspension is built symmetrically, how can this happen? And why is it correct in the garage and on the track, but not on the spinner?

Ideas?

11
Off Topic / iRacing to add karts
« on: September 12, 2016, 08:44:40 PM »
Announcement at 1pm EDT tomorrow.

I'm like 90% sure.

12
Cars / Street Stock Beta - Updated for B9
« on: September 07, 2016, 11:28:43 PM »
Street Stock Beta - B9
Antigo

Just a quick and dirty update to bring things into line for use in Beta 9.  There may be some small tweaks included I've forgotten about, we haven't done any development over the summer.  The ones I do know of are tire related, and hastily described below.  Please spread the word, as we are desperate for feedback. :-[

  • 20% more grip, this version is simulating a 10" tire versus an 8" tire before.  Although my grip calculations could have been bad before, and this amount of grip could be correct for an 8" tire.  Check it out, tell us what you think.
  • Tires produce more grip the wetter the track is, maxing out at 100% wetness.  Not sure if this was like this before or not.  I included a link to a crappy track (Antigo) that has proper textures to support this.  All other tracks may not look great/show wear & ruts.  It is the direction I would like to go however, unless PiBoSo tells me I am an idiot and not to.
  • Slight tire slip calculation changes, nothing major here, I think.  I don't remember 100%, but I think I made some small adjustments to aid drive-ability.

13
Suggestions and wishlist / Drying line for soil/sand/gravel
« on: April 05, 2016, 04:51:12 PM »
Using wetness slider and tires that have more wet grip is a great way to make the tracks more dynamic. The last piece of the puzzle is to have the dirt tracks dry up as you drive on them exactly like the asphalt tracks, at a slower rate though since dirt holds moisture much better. Maybe even adjustable in the THT file for good measure.

14
Suggestions and wishlist / Deformation rate in THT file
« on: April 05, 2016, 04:46:14 PM »
THT or the other one, whichever makes more sense. For dirt ovals this seems to be necessary to allow the track to develop a groove or rubbered in line at a realistic rate and not have it be two feet deep. Basically the same thing you can do in the player.ini with deformation multiplier, but set in the track files somewhere.

15
Suggestions and wishlist / Default asymmetry
« on: April 05, 2016, 04:40:50 PM »
Setting in the CFG or INI to make that gosh dang check box in the garage checked by default.

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