Hi Guys... I'm working on a mod for the Truck Series and I have two problems... I searched for the answer but cant find any solution and I thought maybe somebody here can help me... Please 1- When my car hits in a wall or something with the side in a high speed the rFactor crashes sometimes... I don't know why :/ 2- The AI cars sometimes get wings and fly like this video: If somebody have any idea of the problem, I appreciate any help.
I've seen this happen to a specific car at the modded version of Long Beach, think it was a Porsche - never really figured out what if was.
Thanks all replies... The tires and suspension is revised and nothing was found... the track isn't because I run with the stock cars in the same tracks and nothing happens. All the vertex is above the main plane of the car (botton)... if it's the case, how can I see if it's the problem?
Unfortunately that type of problem is hard to solve. I don't know how you went about building your mod, but if you can't find a solution I would start with a working mod. Try to adapt your physics to it and see what happens. Or vice versa. Add your 3d models to a working mod to see what happens. This way you can troubleshoot your problem and narrow down possible issues. I am still leaning towards something in the physics just by the way they move and flip.
Did you make the collision model, or did you let the game make it for you? If you made it, make sure the normals are facing the right way, I made one and somehow the normals were backwards, so if the collision model hit the ground, the car would flip.
There is no documentation about the collider but here is how I do it. I don't know if any of this is true. First the mesh needs to be closed. So no holes. No loose edges or vertices. Second thing is try to get it done with as few vertices as possible. Aim for something low like 40 verts/70 tris? Also triangulate the mesh although I have no idea if this is required. If you have collider meshes for tires then don't put them under the tire instances but put them under the spindle instances. Make sure they don't touch the ground. Don't try to do the body as multiple meshes but just one. For example if you try to have separate nose cone collider for single seater you'll get springy collisions just like shown on your video. Also don't have uvmaps for the collider... I think. I don't remember the material settings but I can check. Other things to check. Make sure your scaling is 1 and there is no rotation for the boject. In blender you press ctrl-a and apply rotation and scaling (reset xform in 3dsmax?). Also make sure your pivot is at 0.0.0. Make sure all your vertices are connected. As for the rfactor crashing I have no idea. Sometimes our car causes the game to crash when I collide with walls. It is super difficult to fix because it happens so rarely. Your problem is clearly that something is wrong with your collider. Just to be sure you are using separate low poly collider mesh and not the actual high definition car body mesh? Also check your gen that no other meshes have the CollTarget=True.
Very very thanks... if I cannot solve this I'll remake all the collision mesh... My collision mesh have about 100 polys and is quadrify... the tires is colideable, so, can this be the problem??? I have just one collision object for all car. I'll check everything, thanks!
I'm pretty sure tires should not be collidable. If you have a single seater then I'd make separate collision meshes for the tires. rf2 can make a collider on its own? How?
A strange thing... I remove all colltarget of all 3d parts in the GEN but the car is still collideable... maybe something is wrong with the collision of any part
Mebbe this might help have a look at post #11: http://www.nogripracing.com/forum/showthread.php?p=1640201
To have the game make your collision model, just don't put one in the gen file. Sorry for the late reply, I forgot I posted here.
Yes... I tested that and a collision from the game works! But what solved the problem was the hdv trick in the Doogal post! But it can be useful in the future