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April 19, 2024, 10:52:15 PM

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Messages - Torque

76
Mods / Re: Dirt oval content
December 22, 2015, 04:31:41 AM
More pics.
77
Mods / Re: Dirt oval content
December 22, 2015, 04:29:45 AM
I did some more work on the textures. When the track is "rubbered up" it now reflects sun light. I have tried to get the track to reflect the car but I haven't been able to get it to work. I don't know if it is possible on the soil terrain. If anyone knows how to make the car reflections work let me know.
78
Tracks / Re: Track material layers
December 20, 2015, 03:27:00 PM

[/quote]

Thank you for the info.
[/quote]

No problem, I am happy to help. There is a lot of potential in this game.

Would you be able to answer the following questions:

Is the only thing that controls the grip for each material the grip number in the cars tire file?

Is it possible to control the rate of deformation per material? (See the first post for the reasoning behind this)

Thanks,
Torque

79
Tracks / Re: Track material layers
December 20, 2015, 02:55:22 PM
Dirt track surface dynamics are very different from asphault. The grip in a dirt track is determined by its moisture content and compaction. As a race night progresses the track becomes drier and more compact. The drier and more compact the track is, the less grip it will have. At the point a dirt track takes rubber it is so compact that the tires basically polish the surface. You can find pictures where the track is so polished you can see the reflection of the cars in it.

When the track is polished there is less mechanical grip. Think of running your finger over a piece of glass compared to a piece of sand paper for a reference.

Devolping the optimum grip in a dirt track is a fine balance. Too much moisture and the track will feel greasy and slick because it is like mud. Too little and it will be slick because the track will not compact, causing your surface to be very dusty.

When the moisture and compaction are  correct clay becomes very tacky. When walking across a track you can actually feel how much grip the track has.
80
Mods / Re: Dirt oval content
December 20, 2015, 07:32:58 AM
New screenshots from testing.
81
Tracks / Track material layers
December 20, 2015, 01:34:36 AM
Piboso, can you share what materials you used for each layer of knoxville? I am also curious of how thick each layer is.

I think we need to establish a standard amongst the modders of what materials to use for each layer. I noticed while running the sprint car that my bottom material had the most grip. I would expect it to have the least.

A few other questions:

What is the purpose of the thickness in the HMF file?

Is the only thing that controls the grip for each material the grip number in the cars tire file?

Is it possible to control the rate of deformation per material? Dirt tracks don't typically build that deep of ruts so what i would like to do is use thin layers of material that provide a semi slick track on top, a tacky track in the middle and a slick track on the bottom. I want to use thin layers with slower deformation because from the testing I have done so far I feel a race with a full field of cars would wear out the track too quick and cause unrealistically deep ruts during a normal length dirt oval race.
82
Mods / Re: Dirt oval content
December 20, 2015, 01:09:44 AM
I see over on the MX bikes forum they are trying to get a community project going. Anyone interested in doing this for WRS dirt oval content?
83
Mods / Re: Dirt oval content
December 20, 2015, 01:02:01 AM
I have been using blender, gimp and the fbx to edf converter. The converter is certainly buggy but I have been able to make it work for me so far...
84
Mods / Re: Dirt oval content
December 19, 2015, 07:29:50 PM
Looks good Bison!

We need to round up some people to do some racing some night.
85
Suggestions and wishlist / Re: Sprint Car physics
December 17, 2015, 05:08:23 PM
Quote from: Phathry25 on December 17, 2015, 04:45:41 PM
I'm impressed that you are able to turn multiple laps. I'm lucky to get one before I get a core.exe crash. So frustrating.  :(


What OS are you using and what do you have for hardware? I have played on windows 7 and 10 and rarely have problems. My friend was on vista and was experiencing alot of crashes.

The only problems I have had since upgrading to windows 10 is an occasional crash when leaving a server.
86
Suggestions and wishlist / Re: Sprint Car physics
December 17, 2015, 02:46:47 PM
The suspension seems way too soft. This is causing the car to be unstable when the suspension is loaded/unloaded. When I made the suspension as stiff as I could and also raised the LR bump stop to limit how far the car could lean on the LR it increased the stabilty dramatically and we were actually able to race side by side and turn consistent laps.

Another problem we noticed is that the car shuts off prematurely when the angle of the slide is too much. I have seen non wing sprints get so sideways getting into the corner that it looks like they are backing it in. I felt there were alot of times that the car shut off when it was less than realistically sideways.

One suggestion I would like to make is the ability to push the car backwards. When we were racing there were many times that we had a minor accident where the cars were "hooked" together or pointing at eachother and the only way we could continue was if one of us went to the pit so there was room for the other to move forward.
87
Mods / Re: Dirt oval content
December 17, 2015, 02:07:16 AM
Hey Aussie, I finally got around to looking at your track. I saw a few problems. The first is that the size and scale should be the same in both the THT and HMF files. The second is that the scale should be a positive number. The scale should be the total height of your map in meters. The third is that the material layer thicknesses should match  in both the THT and HMF files.

I tried to update things and try it myself but for some reason the map batch file isn't working since I upgraded to windows 10.

See the attached picture for a reference.


Torque
88
Mods / Re: Dirt oval content
December 04, 2015, 01:51:56 AM
Quote from: AUSSIEDIRT on December 03, 2015, 08:30:52 AM
Have you had any luck putting heightmaps into wrs and getting deformation working torque?

Yes, the track I showed in the first post is made from a height map and has 3 layers. The deformation is working as it should.

Have you sent me a link to your track? I haven't checked my email lately.
89
Mods / Re: Dirt oval content
December 04, 2015, 01:48:09 AM
Quote from: Cory_Hayes.11 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

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.
90
Mods / Re: Dirt oval content
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?