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If all the previous values have been carefully set, with a lot of testing, you should now
have a car with great physics. Some final values have still to be set, but the difficult
part of creating the car's physics has been done already. What's missing ?
TABLE |
PARAMETER |
DIMENSION |
Table Front/Rear |
brake_force |
min,max |
Table Front/Rear |
solid_axle |
yes/no |
Table Front/Rear |
removal_impulse |
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Table Front/Rear |
damage_impulse |
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Table Front/Rear |
torque_steer |
degree |
brakeforce (min,max) range typically will have 0.0 for min value, while
max value will be something between 1500 - 3500. It's a matter of testing and
what you think to be reasonable brakeforces for your car. Take into
consideration what grip you have set your tires to, as low longitudinal grip combined
with high brakeforces will eat up the car's tires in very short time.
For testing, you should set brake bias in Garage to something like 60% and check
if and when your wheels stop moving. If eventually white smoke shows up each time
you slam the brakes, even at high speed, maybe brakeforces are set too high. Check
if ONLY front or rear wheels block on braking. On about 60% brake bias and same
brakeforce range for front and rear wheels, they should stop at about same time
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Obviously here's brakeforce value
been a little too high.
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solid_axle can be set easily. Unless you edit physics for some really old
car, you can put in a no for front wheels and in for most modern cars for
rear wheels as well. If you are unsure about your car, try to get info on the net
about it's axles.
In Heat you can damage the car's
- body
- front spoiler
- wheels
but unfortunatly only for the wheels you can define how sensitive to damage they are.
Body and front spoiler damage sensitivity is hardcoded and cannot be changed.
- damage_impulse sets how easy wheels get damaged
- removal_impulse sets how easy wheels fly off on damage
Setting either parameter to very high values > 10.0 will make the wheels be almost immune
to damage and removal, while very low values < 2.0 will make wheels be kind of touchy -
though low values would be more realistic, this can become very annoying. Generally
damage_impulse value should be set lower than removal_impulse value
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Wanna have servo steering ? Or at least kind of ? torque_steer is the parameter to
set the force that's needed on steering. It is defined as degree of flex per
1000 lbs force. Typically it will be set very low or zero for rear wheels,
while front wheels' setting would be something close to 1.0
TABLE |
PARAMETER |
DIMENSION |
table EngineNormal |
fuel_consumption |
|
table Chassis |
fuel_capacity |
gallons |
is some fine-tuning issue that determines how fast you'll empty the gasoline tank,
while
value sets the tank's volume and adds weight to the car. That weight decreases with fuel draining.
Info about what fuel_capacity to be used for a specific car type can be found on the net.
It's generally a good idea to make a mind about what relationship tire wear and fuel consumption for
the car should have, as this may add some strategical component to races. To figure what
fuel_consumption value needs to be set according to what this relationship is intended to be,
you'll have to run testlaps again until you run out of fuel.
AI performs badly ?
TABLE |
PARAMETER |
DIMENSION |
Table Chassis |
lite_fuel |
multiplier |
Table Chassis |
lite_grip |
multiplier |
Table Chassis |
lite_power |
multiplier |
Heat treats AI cars pretty different to player cars; it seems to cut off weight from
AI cars for example. That makes for better accelerating, but
for tipping over in turns as well... The AI cars' setup is defined with track physics
and/or
GCF files and can be optimized. But there's parameters in physics as well to control
the AI drivers' performance
- lite_fuel = AI fuel load as multiple to fuel_capacity
- lite_grip = AI's tires' grip as multiple to tire grip definitions
- lite_power = AI's engine power as multiple to engine's power definitions
It's a little tricky to set these values right; especially setting lite_grip too high
may cause the cars to tip over instead of just running faster in turns.
A car's turning ability depends on grip/stiffness and it's relationship to power/weight.
If the car has very high grip/low
stiffness on tires, while being lightweighted and overpowered, it may just topple
over at turning in. Some values to start fine tuning with would be
- lite_fuel 1.0
- lite_grip 1.3
- lite_power 1.05
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[ Physics: Final Tuning ] |
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