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September 29, 2023, 01:32:34 PM

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Messages - Torque

Mods / Re: Dirt oval content
November 30, 2015, 01:41:50 PM
Sure, you can try emailing it to me at majortorque72@yahoo.com.
Mods / Re: Dirt oval content
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.
Mods / Re: Dirt oval content
November 26, 2015, 02:42:14 PM
That is strange, can you drive around like that?
Mods / Re: Dirt oval content
November 23, 2015, 05:03:38 PM
Quote from: AUSSIEDIRT 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

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?
Mods / Dirt oval content
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.
Physics / Tyre file parameters
November 13, 2015, 01:32:09 PM

Hello, can anyone help me understand what the values shown below are used for in the tyre file?


R0 = 0.300000
Fz0 = 1000.000000
p_Cx1 = 1.600000
p_Dx1 = 1.650000
p_Dx2 = -0.100000
p_Ex1 = 0.000000
p_Ex2 = 0.000000
p_Ex3 = 0.000000
p_Ex4 = 0.000000
p_Kx1 = 30.000000
p_Kx2 = 0.000000
p_Kx3 = 0.000000
r_Bx1 = 12.000000
r_Bx2 = -10.000000
r_Bx3 = 0.000000
r_Cx1 = 1.200000
p_Cy1 = 1.200000
p_Cy2 = 0.600000
p_Dy1 = 1.650000
p_Dy2 = -0.100000
p_Dy3 = 0.000000
p_Ey1 = 0.000000
p_Ey2 = 0.000000
p_Ey3 = 0.000000
p_Ey4 = 0.000000
p_Ey5 = 0.000000
p_Ky1 = 20.000000
p_Ky2 = 1.000000
p_Ky3 = 0.010000
p_Ky4 = 0.000000
p_Ky5 = 0.000000
p_Ky6 = 3.000000
p_Ky7 = 0.000000
r_By1 = 7.000000
r_By2 = 4.000000
r_By3 = 0.000000
r_Cy1 = 1.050000
r_Hy1 = 0.000000
q_Bz1 = 9.000000
q_Cz1 = 1.100000
q_Dz1 = 0.100000
q_Dz8 = 0.100000
q_Ez1 = -10.000000
s_Sz1 = 0.000000