Author Topic: Dirt oval content  (Read 8864 times)

Torque

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Dirt oval content
« on: November 23, 2015, 02:53:25 PM »
I wanted to start this thread for the people that are working on dirt oval content; so we have a place to share tips, tricks and progress. It looks like there are a few of us. Hopefully this will help build interest with others.

I have been working on a track and doing some testing. I have also started work on a street stock. My first test with the track was with the material layers. The first layer with the dirt texture is set to have "medium" grip. The second layer is green to represent a "high" grip tacky surface. The third layer is orange to represent a "low" grip rubbered up surface. The top layer has a thickness of .012 and the middle layer thickness is .025.

I was impressed with the results. The areas with the most sliding and tire spin wore down first. I did some testing with a friend in which we ran approximately 250-300 laps.

Some things to note:
-The more the track deformed the longer it took for my friend to connect to the server.
-As the track deformed lag increased. (Most likely due to my slow internet but it worries if even a dedicated server could handle a full field of cars)
-Deformation was only caused by the rear tires
-A large slide would cause a major drop in frame rate
-The track deformed too fast to be realistic at the current material thicknesses/deformation rate.

We used the road car with modified physics for our testing.
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AUSSIEDIRT

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Re: Dirt oval content
« Reply #1 on: November 23, 2015, 03:20:02 PM »
Looking good man but why arnt u using the sprint? , yea gonna suffer slow down but at the same time this is the first game that has given us these features so good with the bad for now . heres my current project

Torque

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Re: Dirt oval content
« Reply #2 on: November 23, 2015, 05:03:38 PM »
Looking good man but why arnt u using the sprint? , yea gonna suffer slow down but at the same time this is the first game that has given us these features so good with the bad for now . heres my current project

We are using the road car as a platform to test physics for the street stock. They have the same suspension geometry (double wishbone front with a solid rear axle).  The sprint car is too unstable at the moment to be able to run any consistent laps.

Looks like you are making some good progress on your track. Have you been able to run any laps on it yet?

What materials are you using for each layer? How thick are they?
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AUSSIEDIRT

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Re: Dirt oval content
« Reply #3 on: November 24, 2015, 01:36:57 AM »
Ahhh fair enough man. I'm finding the sprint awesome aside from the heinous undetsteer.

Thanks Yea going good but slowly but I keep rebuilding objects so it's taking a bit longer. Yea have the track running but haven't got deform running yet so that's the next thing I'm doing Western Springs new Zealand

AUSSIEDIRT

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Re: Dirt oval content
« Reply #4 on: November 25, 2015, 03:06:47 AM »
Any thoughts on whats going here? cant seam to get my car to drop

Torque

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Re: Dirt oval content
« Reply #5 on: November 26, 2015, 02:42:14 PM »
That is strange, can you drive around like that?
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AUSSIEDIRT

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Re: Dirt oval content
« Reply #6 on: November 26, 2015, 03:34:37 PM »
Yep drives around perfectly. I know how I would fix it in rf but yeah no idea where to start.

Torque

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Re: Dirt oval content
« Reply #7 on: November 26, 2015, 07:09:39 PM »
Does it do the same thing with all the cars? Does it follow the contour of the track?

Almost like there is a phantom object in there with no texture.
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AUSSIEDIRT

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Re: Dirt oval content
« Reply #8 on: November 29, 2015, 01:39:50 PM »
if your curious ill send you my folder and see if you can make sense of it because I'm REACHING THE END  of my teather

Torque

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Re: Dirt oval content
« Reply #9 on: November 30, 2015, 01:41:50 PM »
Sure, you can try emailing it to me at majortorque72@yahoo.com.
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Cory_Hayes.11

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Re: Dirt oval content
« Reply #10 on: November 30, 2015, 03:41:26 PM »
hey lads, any chance when yous have finished these tracks you could make one of them like quarter scale for an outlaw kart in Kart Racing Pro, a couple of us are working on it and are going to need to make physics for the kart but we will need to test it on a proper track... so yeah... if yous are keen some time down the road to do that it would be mint :)
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Torque

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Re: Dirt oval content
« Reply #11 on: December 03, 2015, 01:09:11 AM »
Can you use a track made from a height map in KRP? If so I could make a test track pretty quick. Would the kart work in WRS?
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Cory_Hayes.11

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Re: Dirt oval content
« Reply #12 on: December 03, 2015, 02:50:24 AM »
I THINK we can use the heightmaps in KRP andddd the kart could technically go into WRS but I would have to kill all suspension physics
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AUSSIEDIRT

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Re: Dirt oval content
« Reply #13 on: December 03, 2015, 08:30:52 AM »
Have you had any luck putting heightmaps into wrs and getting deformation working torque?

Torque

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Re: Dirt oval content
« Reply #14 on: December 04, 2015, 01:48:09 AM »
I THINK we can use the heightmaps in KRP andddd the kart could technically go into WRS but I would have to kill all suspension physics

Do I need to do anything special to make the height map work in KRP? I can send you my test track to try. If that works I can make a test track for the kart.
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