rFactor 1 to rFactor 2 physics conversion

Discussion in 'Car Modding' started by Joshua Cresswell, Feb 24, 2016.

  1. Joshua Cresswell

    Joshua Cresswell Registered

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    Hi guys i am currently in the process of trying to convert a mod from rfactor 1 to rfactor 2, i have everything in the game (models textures e.t.c) working until i press race the the game just crashes... However i am led to believe this is a physics issue which makes sense since they're 2 completely different physics. So i am here to ask how do i go about trying to convert these physics from rFactor 1 to rFactor 2.
    Thanks in advance to anyone who can help me
     
  2. Navigator

    Navigator Registered

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    Physics should work, but the tires are probably the problem.
    There is a "TBC" (or "TCB", don't know out of my head) with the tires, but in rF2, they are just for the AI and further down in the file, they point towards the "TGM" files for the user car. So, the tcb must be adjusted AND you need some tgm files for your own tires.

    Those tgm files are here somewhere on the site, from ISI for everyone to use. I think they are in devcorner?

    Good luck, I hope it works out.


    Edit; found it: http://imagespaceinc.com/downloads/rf2/modsresources/rf2tires-0.7.zip
    And "devcorner", very useful too: http://rfactor.net/web/rf2/devscorner/
     
    Last edited by a moderator: Feb 24, 2016
  3. Joshua Cresswell

    Joshua Cresswell Registered

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    Hi, I'm not 100% on what it is I need to edit/adjust in the TBC file. I have downloaded the TGM files and now I'm stuck
     
  4. Navigator

    Navigator Registered

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    I'm in luck; found one on my laptop :)

    I will paste a bit of it here and write fat some of the things you "have to" know:


    You can also add more compounds of course. It's probably best if you look at a real rF2 file of how it looks/is written.
     
  5. Joshua Cresswell

    Joshua Cresswell Registered

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    Thank you so much, this solved my issue :)
     
  6. Navigator

    Navigator Registered

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    Nice, glad I could help mate.

    Look around in devmode if you have the time; there are a lot of tips and tools so you can make a flex chassis and so on; always nice to "dive into".

    May I ask what car you converted?
     
  7. Joshua Cresswell

    Joshua Cresswell Registered

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    I would love to tell you but since i haven't told the mod developer yet i am keeping it quiet and then maybe release if its okay with the mod developer
     
  8. Navigator

    Navigator Registered

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    Sure, I didn't think of that right away, but you are right of course.

    I asked because I did a number of cars some while ago; maybe we did the same ;)

    Well, good luck with the project!
     
  9. lordpantsington

    lordpantsington Registered

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    FWIW you are doing this backwards. What happens when they tell you NO after you've put in all that work? Talk to mod dev first, then work on it. It really isn't that hard to ask.
     
  10. Joshua Cresswell

    Joshua Cresswell Registered

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    main reason i didnt want to ask was because i have never done anything like this before so i didnt know if was capable of doing it
     
  11. Joshua Cresswell

    Joshua Cresswell Registered

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    i also have a few other issues i hope you can help me with...
    - The car is like its either driving on ice or has glass tyres
    - The sounds aren't working, only wind sounds
     
  12. Navigator

    Navigator Registered

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    If it's okay, I like to try and help ;)

    The first one is not easy; most of the times, the physics are a bit off when converting and doing nothing else. The car may feel a bit stiffer.
    But mostly I suspect the tires. Can you give a clou on what kind of car it is? Street, GT, formula? And can you post the tgm files you used (front and rear)?
    Are you sure it "takes" the right tires, did you adjust, what kind of tires and so on.

    Second; must be a linking issue. Is the car in devmode? Wind sounds probably don't come from the same "pointed toward lines" as the engine and thats why you do hear them.
    Try to figure that one out; the .sfx says in what folder to look.

    When you do have the sounds, your next question is going to be; "the other cars sound so loud, what can I do against that?" :) Got that covered too mate, bring it on ;)
     
  13. Jokeri

    Jokeri Registered

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    In devmode sounds have to be in moddev/sounds/modname
     
  14. Joshua Cresswell

    Joshua Cresswell Registered

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    ok, i can say it is a formula type car and i used the Spark F3 tyres front and rear TGM, i am not running in devmode and i have an idea on the sounds if its the same as rFactor 1 and all i adjused was in the TBC to make the tyres work in game to link the 2 files
     
  15. stonec

    stonec Registered

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    For any practical mod building dev mode is IMO essential to use, otherwise you have to re-package with every change you make and debugging any issues (like this sound issue) will take a lot longer.

    rF1 sounds work as such in rF2. If they are not playing then it's because the game can't find the sound samples, so whatever sound files that are referenced in mod .SFX file aren't in correct directory.
     
  16. Joshua Cresswell

    Joshua Cresswell Registered

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    Dont know why but i find it easier to not use dev mode
     
  17. dylbie

    dylbie Registered

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    I don't use dev mode either. Once you've done the packaging a few times, it's really simple. Inconvenient, but simple.

    With regard to the sounds... Have you created a new 'sounds' MAS file, and included it in your package? All the sound files need to be directly in that MAS file, no subfolders. Then of course you will need to redirect the SFX file to read the files from this new location. In notepad use Edit/Replace to change the name to the new location. You might also have to edit the attenuation values too. I've had a couple of cars where the old rF1 SFX file makes the car super loud, so you can hear it all the way around the track.
     
  18. Joshua Cresswell

    Joshua Cresswell Registered

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    thanks, I will try that with the sounds but I'm more stuck on this problem with the tyres feeling like they are made of glass or driving on ice
     
  19. Frenky

    Frenky Registered

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    Well, if that is the case, it is definitely the TGM files, as they are used only for the player. Open the TGM file with notepad and look for the [RealTime] section (the last section before all those weird symbols). As a rule of thumb:
    StaticBaseCoefficient should be in the range 3 - 3.8 for formula tires
    SlidingBaseCoefficient should be in the range 2.2 - 2.7 for formula tires

    If you divide SlidingBaseCoefficient by StaticBaseCoefficient you should have about 0.7 for slick tires and about 0.6 for grooved tires. Look for the example of the Medium front tires of the Formula ISI:

    [Realtime]
    StaticBaseCoefficient=3.40577
    SlidingBaseCoefficient=2.34981
    AbrasionCurveWLFStartStep=(-8.5,0.5)
    AbrasionVolumePerUnitEnergy=(1.20e-9,1.01e-9,8.51e-10,7.40e-10,6.41e-10,5.57e-10,4.66e-10,3.90e-10,3.20e-10,2.52e-10,2.00e-10,1.64e-10,1.32e-10,1.16e-10,1.08e-10,1.05e-10,1.07e-10,1.11e-10,1.19e-10,1.29e-10,1.45e-10,1.68e-10,1.92e-10,2.17e-10,2.45e-10,2.89e-10,3.47e-10,4.31e-10,5.57e-10,7.25e-10,8.40e-10,9.45e-10)
    DegradationPerWearFraction=(0.99,1,0.999,0.9976,0.9966,0.9957,0.9949,0.9942,0.9936,0.993,0.9925,0.992,0.9915,0.991,0.9905,0.99,0.9895,0.989,0.9885,0.988,0.9875,0.987,0.9865,0.986,0.9855,0.985,0.9845,0.984,0.9834,0.982,0.96,0.865)
    DegradationCurveParameters=(346.15,2250)
    DegradationPerUnitHistory=(1,0.979,0.968,0.962,0.958,0.955,0.9525,0.9501,0.9478,0.9456,0.9435,0.9415,0.9396,0.9377,0.9358,0.9339,0.932,0.9301,0.9282,0.9263,0.9244,0.9225,0.9206,0.9187,0.9168,0.9148,0.9126,0.91,0.9068,0.9024,0.8964,0.89)
    MassInertiaMultiplier=(1,1,1,1)
    TemporaryRingDamper=(0.037,0.055,0.055,0.133,0.086,0.086)
    TemporaryBeltSpring=(2.20e6,2.48e6)
    TemporaryBeltDamper=(55,65)
    BaseSpringPerUnitArea=(2.63e8,1.00e8,3.00e8)
    BaseDamperPerUnitArea=(2364,1900,2600)
    VerticalDampingMultiplier=(3,1.46,0.58,0.62,0.58,1.46,3)
    HystereticVerticalDamperPerUnitArea=500
    RingStiffnessMultiplier=(1,1,1,0.4,0.99,0.99)
    LoadVsDeflectionMultiplier=1
    LateralDistributionMultiplier=0.9
    MarbleEffectOnEffectiveLoad=-0.1
    TerrainWeightOnContactTemperature=0.12
    WLFParameters=(248.15,50,-8.86,51.5)
    StaticRoughnessEffect=-0.2
    GrooveEffects=(0.1,0.1,0.082,0.054)
    GrooveSqrdEffects=(0,0,-0.007,-0.03)
    DampnessEffects=(-0.19,-0.24,-0.17,-0.1)
    TemporaryGripLossForWetness=0.39
    StaticCurve=(173,0.61,373,1.176,673,0.61)
    SlidingAdhesionCurve=(-8.8,0.4,-5,1.7,-1.2,0.2)
    SlidingMicroDeformationCurve=(-5,0.3,-1.2,1.8,2.1,0.3)
    SlidingMacroDeformationCurve=(-1.2,0.2,2.1,2,5.8,0.4)
    RubberPressureSensitivityPower=(-8.5,3.00e6,5.0e5,1)
    IgnitionParameters=(500,0.067,75)
    SizeMultiplier=(1,1)
    ThermalDepthAtSurface=0.00009
    ThermalDepthBelowSurface=0.0004
    BristleLength=0.16
    DampingHeatEnergy=(0.95,0.38,0.71)
    InternalGasHeatTransfer=(8.6,4.3,0.6)
    ExternalGasHeatTransfer=(6.4,3.2,0.6)
    GroundConductance=(1750,0.0055,0)
    WetConductance=(730,730,0,0)
    TireRadiationEmissivity=0.94
    InternalGasSpecificHeatAtConstantVolume=(250,716)
    InternalGasSpecificHeatAtConstantVolume=(300,718)
    InternalGasSpecificHeatAtConstantVolume=(350,721)
    InternalGasSpecificHeatAtConstantVolume=(400,726)
    InternalGasSpecificHeatAtConstantVolume=(450,733)
    InternalGasSpecificHeatAtConstantVolume=(500,742)

    Of course this assumes that the tires are the problem. If not, it could be mechanical or aero related. Good luck!
     
  20. mihaiplesnecute

    mihaiplesnecute Registered

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    hi.is someone intersted to convert one of 2000,2001,2002,2003 or 2004 f1 season(full grid) from rfactorto rfactor2? i want to ofer $ for one of those seasons. i am interested only in offline racing with ferrari against the rest of the field. if someone is interested please reply.. thx
     

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