• Welcome to PiBoSo Official Forum. Please login or sign up.
 

Track material layers

Started by Torque, December 20, 2015, 01:34:36 AM

Previous topic - Next topic

Torque

December 20, 2015, 01:34:36 AM Last Edit: December 20, 2015, 02:08:14 AM by Torque
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.
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!


https://www.facebook.com/PerformanceVinyl/

PiBoSo


The current track is work in progress, and should not be used as a reference.
In the future, the plan is to add a new, very compact, material for the bottom.

Isn't the bottom of the track supposed to give the maximum grip, and even have rubber buildup?
"La perfezione non è il nostro obiettivo, è la nostra tendenza".

Torque

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.
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!


https://www.facebook.com/PerformanceVinyl/

PiBoSo

Quote from: Torque on 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.

Thank you for the info.
"La perfezione non è il nostro obiettivo, è la nostra tendenza".

Torque


[/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

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!


https://www.facebook.com/PerformanceVinyl/

PiBoSo

Quote from: Torque on December 20, 2015, 03:27:00 PM
Quote

Thank you for the info.

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

The deformation is hardcoded for each material.
The thickness of each layer should set to realistic values.
If the deformation rate is too fast, it will be tuned in future builds.

"La perfezione non è il nostro obiettivo, è la nostra tendenza".