Author Topic: TSF Raceway v0.6  (Read 1537 times)

bison160

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TSF Raceway v0.6
« on: March 26, 2016, 01:49:54 AM »
Ok Folks, Track is the same, but with some bug fixes. Timing now works, and no more slowdown in corners. As long as there are no major issues with this, I will be moving forward and finishing the track objects phase of this track. Thanks to everyone for testing the 0.5 version and giving me ideas on fixing issues.

https://www.dropbox.com/s/58i36eovylpigwc/TSFRaceway0.6.zip?dl=0

Torque

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Re: TSF Raceway v0.6
« Reply #1 on: March 26, 2016, 02:19:15 PM »
Track looks good so far! everything appeared to work right for me.
Check out the Street Stock Beta! UPDATED FOR BETA 9

http://forum.piboso.com/index.php?topic=3708.msg63094#new

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bison160

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Re: TSF Raceway v0.6
« Reply #2 on: March 26, 2016, 03:36:49 PM »
Good deal! I changed to a 2049 HM and that seemed to cure it. The deformation happens super fast now though so gonna have to work on tuning that. Really hope we get some more options and adjustable grip levels soon.

Phathry25

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Re: TSF Raceway v0.6
« Reply #3 on: March 26, 2016, 06:22:43 PM »
The walls are grabby.  Just drive along them slowly with the nose of the car pointed into them, and you will see the car sink in a little bit, and then hit a hard spot and bounce back out.  At speed it grabs the front of the car hard and spins it right back into the track.  Otherwise it ran great and looked nice. 

You should get with Torque and see how he is setting up his tracks in the THT file so we're all on the same page.  I noticed the order of the layers you used is different from what he has been using.  As far as more grip options there's 5 materials that I know of that can be deformed, you just have to be creative in using them.  The way we've set things up the tracks gain grip when wet, and the cherry on top is that they get ruttier when wet too.

Torque

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Re: TSF Raceway v0.6
« Reply #4 on: March 26, 2016, 08:25:30 PM »
I did notice the catches on the wall but I felt they could be a benefit because it would stop wall riding.

Technically we do have adjustable grip levels, but unfortunately they are set in the cars tire files. Until they are only set on the track side we should try and keep the layers consistent so the cars behave right at each track.
Check out the Street Stock Beta! UPDATED FOR BETA 9

http://forum.piboso.com/index.php?topic=3708.msg63094#new

Let us know what you think!


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Phathry25

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Re: TSF Raceway v0.6
« Reply #5 on: March 26, 2016, 09:00:30 PM »
Having a car stop mid straight because it touches the wall is probably worse than wall riding though.

Grips don't need to be set in the track files.  PiBoSo has plenty of adjustment already built in.  How dirt surfaces react to track wetness needs some tweaking, but would be an infinitely better option.

bison160

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Re: TSF Raceway v0.6
« Reply #6 on: March 27, 2016, 01:29:11 AM »
Not sure what the track maker an do about "grippy walls"? I just used the default conc wall material. If it's too "grippy, it's either an issue hard odds into the material or a collision model issue with the vehicle. I've only tested with sprint and if you put the right front tire into the wall, bad things are gonna happen in real life too. I have not tested with a closed body car.

Phathry25

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Re: TSF Raceway v0.6
« Reply #7 on: March 27, 2016, 02:58:28 AM »
It's not the material.

<a href="http://www.youtube.com/v/3kP5wGGMb_A" target="_blank" class="new_win">http://www.youtube.com/v/3kP5wGGMb_A</a>
« Last Edit: March 27, 2016, 04:56:24 AM by Phathry25 »

GasFactoryRacing

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Re: TSF Raceway v0.6
« Reply #8 on: December 12, 2016, 04:13:35 AM »
Beautiful Job!
« Last Edit: December 12, 2016, 04:15:31 AM by GasFactoryRacing »
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bison160

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Re: TSF Raceway v0.6
« Reply #9 on: December 12, 2016, 02:32:22 PM »
Holy crap, you guys ran some serious laps to black the whole thing out!!! LOL I haven't updated this in quite some time. In fact, I wasn't even sure that it still worked in the newer builds. I will work on getting an updated version with the deformation slowed down a bit.