This is very interesting! Based off the tgm generator .ods file, I would seem like the default is to apply 100% of sliding power to the tire as heat.
That is just completely unphysical if the tire is being operated in a temperature and surface pressure range where it sheds compound material on...
I'm trying to figure out how to reduce or limit tire temperature at high loads.
At extreme downforce levels when pushing the car hard in corners, I see extreme (non-physical) tire temperatures frequently, like above 200, when the optimum grip temperature is somewhere around 80-90.
In reality the...
Nope.
Think it's concluded that rF2 doesn't allow boost-by-throttle position. Blow off valve can't be used to simulate that either since there's some strange code limits to when the blow off valve is actually calculated.
But another way to fix the throttle response issue is to just always have...
I might be blind, but I can't seem to find any reference for a modder settable downforce/speed dependency curve in the physics spreadsheet. It seems like downforce is just fixed at relation to v^2, and of course pitch, ride height, etc.
Is there a way to manually set the speed dependence? So...
Turbo section of what I was working on to start with:
TurboInertia=1.3e-3
TurboFriction=(0.002,2.5)
TurboStaticFrictionWatts=200
TurbineFlowTable=(0,0.032)
TurbineFlowEffects=(1,0.1)
TurbineFlowEffects=(1.022,0.13)
TurbineFlowEffects=(1.044,0.16)
TurbineFlowEffects=(1.066,0.19)...
Update:
1: DumpValve does in fact work. There just seem to be some coding limiting when it's "used".
2: Tuning extremely unrealistic turbo values to get full boost from 5% throttle upwards solves the part throttle "boost-creep" throttle response runaway issue. Not in a realistic way though. But...
Update:
I think I figured out another way to get rid of the boost creep issue at part throttle. Remove it completely by some type of "anti-lag" setup, so that the engine is always at the boost target.
Should be doable by totally fudging the turbo values. But without that, maybe with wacky...
Update:
ok, with some more repeatable testing... not so sure that the DumpValve settings actually do anything again. Just not enough access to engine data to say what's happening (if anything).
How could I get a dev to comment on the DumpValve? (or allow the game to map boost target to throttle...
Update:
The DumpValve function does definitely do something. Putting in some crazy numbers does change how the engine boosts. But 100% clear that there is some bug with how it works. Still haven't figured out how to tune it though.
Hopefully will get that figured out tomorrow.
How have you guys dealt with power delivery on high boost settings? I'm struggling with throttle response on a high boost engine mod.
As far as I understand rF2 just has a single boost target setting that you have to manually toggle between. So no option for boost target-by-throttle position...
According to the comment in the physics calculator file
"// throttle body pressure drop to fully open dump valve, same for fully closed, dump mass flow per Pascal"
And I tried bumping the flow up over 1000x more than what would seem reasonable. Meaning that should compensate for any unit...
I'm struggling to get a high boost engine to have descent throttle response.
At half throttle the engine will be making no boost and 300hp, but then climb up to full boost and produce 1000hp with the same throttle position (and 1500hp with throttle at 100%).
As far as I understand the base...
Thanks for the pointer. I seem to have some other problem though.
Tried a 100% fresh install on a laptop. Game starts ok. DevMode won't start at all. (with or without +tTool)
Tried starting DevMode on my game machine without +tTool, got some strange stutter, but started. After that it started...