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Asymmetric tyre definition

Started by h106frp, June 20, 2020, 01:39:54 PM

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h106frp

In the tyre file we have
Compound0 = Hard
Compound1 = Hard
Compound2 = Hard

I assume this is left, cetre, right compound definitions (the 3 bands)

I was attemptint to define an asymmetric pattern so 1 compound for the left and right and a different one for the centre.

So I deduced that the key is 'name = ' made a new compound entry block compound1{} with a name=HardAsym but everything else the same and changed the description to;

Compound0 = HardAsym
Compound1 = Hard
Compound2 = HardAsym

Everything appeared to work OK ie game runs but the handling appears to have become very wayward on long turns as if my compound0 and compound2 are corrupted in some way and confusing the VR.

What is the correct method to define an asymetric tyre?

Thank you

Tom HWK

for asymmetrics if i'm doing a medium left, soft right i copy the compound values from my soft tyres as compound0 and copy the compound values from my mediums as compound1.

compound0
{
name = Soft

OptTemperature = 100
BelowTempFactor = 1.0
AboveTempFactor = 1.0
HeatingFactorLong = 0.0007
HeatingFactorLat = 0.0007
HeatingFactorRoll = 0.007

WearRate = 0.00025

NumKeys = 2
Key0 = 0.9, 0.980000
Key1 = 1, 0.800000

asphalt1
{
dry_grip = 0.99
wet_grip = 0.7
resistance_dry = 1
resistance_wet = 3
}
asphalt2
{
dry_grip = 0.98
wet_grip = 0.7
resistance_dry = 1
resistance_wet = 3
}
asphalt3
{
dry_grip = 0.97
wet_grip = 0.7
resistance_dry = 1
resistance_wet = 3
}
concrete
{
dry_grip = 0.99
wet_grip = 0.7
resistance_dry = 1
resistance_wet = 3
}
grass
{
dry_grip = 0.5
wet_grip = 0.3
resistance_dry = 0.5
resistance_wet = 0.8
}
artificial turf
{
dry_grip = 0.6
wet_grip = 0.4
resistance_dry = 0.5
resistance_wet = 0.8
}
sand
{
dry_grip = 0.3
wet_grip = 0.2
resistance_dry = 20
resistance_wet = 30
}
kerb
{
dry_grip = 0.99
wet_grip = 0.7
resistance_dry = 1
resistance_wet = 3
}
soil
{
dry_grip = 0.55
wet_grip = 0.25
resistance_dry = 3
resistance_wet = 5
}
paint
{
dry_grip = 0.99
wet_grip = 0.7
resistance_dry = 1
resistance_wet = 3
}
}

compound1
{
name = Medium

OptTemperature = 110
BelowTempFactor = 1.0
AboveTempFactor = 1.0
HeatingFactorLong = 0.0007
HeatingFactorLat = 0.0007
HeatingFactorRoll = 0.007

WearRate = 0.000225

NumKeys = 2
Key0 = 0.9, 0.980000
Key1 = 1, 0.800000

asphalt1
{
dry_grip = 0.98
wet_grip = 0.7
resistance_dry = 1
resistance_wet = 3
}
asphalt2
{
dry_grip = 0.97
wet_grip = 0.7
resistance_dry = 1
resistance_wet = 3
}
asphalt3
{
dry_grip = 0.96
wet_grip = 0.7
resistance_dry = 1
resistance_wet = 3
}
concrete
{
dry_grip = 0.98
wet_grip = 0.7
resistance_dry = 1
resistance_wet = 3
}
grass
{
dry_grip = 0.5
wet_grip = 0.3
resistance_dry = 0.5
resistance_wet = 0.8
}
artificial turf
{
dry_grip = 0.6
wet_grip = 0.4
resistance_dry = 0.5
resistance_wet = 0.8
}
sand
{
dry_grip = 0.3
wet_grip = 0.2
resistance_dry = 20
resistance_wet = 30
}
kerb
{
dry_grip = 0.98
wet_grip = 0.7
resistance_dry = 1
resistance_wet = 3
}
soil
{
dry_grip = 0.55
wet_grip = 0.25
resistance_dry = 3
resistance_wet = 5
}
paint
{
dry_grip = 0.98
wet_grip = 0.7
resistance_dry = 1
resistance_wet = 3
}
}

this is the tyre sections, left > centre > right
compound0 = Medium
compound1 = Soft
compound2 = Soft
if you wanted to make the right medium then you'd copy the whole tyre file and just change the compounds to
compound0 = Soft
compound1 = Soft
compound2 = Medium

if you wanted to have a tyre that was hard left, medium centre and soft right you would copy you hard values into compound2.
compound2
{
name = Hard

OptTemperature = 120
BelowTempFactor = 1.0
AboveTempFactor = 1.0
HeatingFactorLong = 0.0007
HeatingFactorLat = 0.0007
HeatingFactorRoll = 0.007

WearRate = 0.000225

NumKeys = 2
Key0 = 0.9, 0.980000
Key1 = 1, 0.800000

asphalt1
{
dry_grip = 0.97
wet_grip = 0.7
resistance_dry = 1
resistance_wet = 3
}
asphalt2
{
dry_grip = 0.96
wet_grip = 0.7
resistance_dry = 1
resistance_wet = 3
}
asphalt3
{
dry_grip = 0.95
wet_grip = 0.7
resistance_dry = 1
resistance_wet = 3
}
concrete
{
dry_grip = 0.97
wet_grip = 0.7
resistance_dry = 1
resistance_wet = 3
}
grass
{
dry_grip = 0.5
wet_grip = 0.3
resistance_dry = 0.5
resistance_wet = 0.8
}
artificial turf
{
dry_grip = 0.6
wet_grip = 0.4
resistance_dry = 0.5
resistance_wet = 0.8
}
sand
{
dry_grip = 0.3
wet_grip = 0.2
resistance_dry = 20
resistance_wet = 30
}
kerb
{
dry_grip = 0.97
wet_grip = 0.7
resistance_dry = 1
resistance_wet = 3
}
soil
{
dry_grip = 0.55
wet_grip = 0.25
resistance_dry = 3
resistance_wet = 5
}
paint
{
dry_grip = 0.97
wet_grip = 0.7
resistance_dry = 1
resistance_wet = 3
}
}

the compounds would be this.
compound0 = Hard
compound1 = Medium
compound2 = Soft

h106frp

Thanks for the reply, that is basically how I had assumed it should work.